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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Maxor Swift
Science and Trade Institute
Caldari State
#3801 - 2014-01-04 19:29:58 UTC
I want to call CCP Rises bluff that RLMLs are still being used.

Let them offer a one time only Missle skill point refund that can then only be spent in Turret skills then we will see the truth of the matter.

"What you talking about willis"

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3802 - 2014-01-04 20:01:01 UTC
Scaremongering nonsense.

Missiles are pretty good. They just not automatic fight-winners.

Stop whining.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Moonaura
The Dead Rabbit Society
#3803 - 2014-01-05 00:49:38 UTC
Mournful Conciousness wrote:
Scaremongering nonsense.

Missiles are pretty good. They just not automatic fight-winners.

Stop whining.


Hey Mournful,

We chatted and played on SISI, my offer for you to come on some roams stands Smile

However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range.

Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm.

Not tried your Ishtar fit yet, but will do at some point in the future.

On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess. Big smile

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Caleb Seremshur
Commando Guri
Guristas Pirates
#3804 - 2014-01-05 01:26:57 UTC  |  Edited by: Caleb Seremshur
Kesthely wrote:
Kagura Nikon wrote:
Kesthely wrote:

Add more Modules that alter Missiles, their behavior, and there damage applications.
A missile part for Tracking computers
A missile part for Tracking Enhancers
A Module that addresses reload times for Rapid Missiles (i would suggest rigs)




You realize that this basically demands also a counter, therefore a tracking disruptor effect against missiles ?


Yes i do, but that isn't much of an issue, as long as CCP has the common sense to make the Missile disruptor module seperate from the Tracking disuruptor module (by scripts or designing a new module)

A missile variant for Tracking computers/ enhancers was announced 2 expansions ago, but after that deadly silence.

In any case Missiles are the only weapon system, that besides from rigs don't have any modules to alter the damage application, Guns have Tracking Computers and Enhancers, as well as rigs that affect those stats, Drones have Mwd Speed, And tracking modules, and similar rigs, missiles have only rigs.

Could someone from CCP explain to us why this is?


The thing is: most missile users just want more range.

Missiles are in a manner of speaking immune to *most* ewar. Neuts don't affect them (but active shield tanking OMG you're gonna die), TD don't affect them because they're missiles, ECM kills the boat not the missile (and then there's FOF missiles), damps are same as ECM.

So if you add a midslot missile range module you've covered every base pretty much. TP for the purposes of "tracking" and sig interactions, BCS for raw DPS increase. Midslot range improver inhibits shield tankers and reduces the advantages armour tanking ships (phoon etc) have in terms of EWAR fitting. Making this range increaser a lowslot is asking too much, shield tankers hurt for lows already. Making it a high is kinda stupid too but it might have to happen. I think a midslot range booster for missiles is balanced especially if it just affects flight time and not velocity because then fast ships can still out-run the missiles (they just have to run a little further).

Edit: I should add that missiles are the most easily mitigated weapon in eve without needing special modules or ewar thanks to sig tanking and speed. Turrets at 0 transversal will still pwn the target, missiles will *always* suffer a damage loss if the target is moving above the explosion velocity. I recommend anyone who doesn't understand the missile formula to look at it right now.

C&C?
Arthur Aihaken
CODE.d
#3805 - 2014-01-05 01:59:10 UTC  |  Edited by: Arthur Aihaken
Caleb Seremshur wrote:
The thing is: most missile users just want more range.

Not necessarily. Given a choice between more range or damage application, it's a no-brainer. I'd trade range and raw damage for more speed and improved damage application (particularly heavy missiles and torpedoes).

I am currently away, traveling through time and will be returning last week.

I am disposable
Republic University
Minmatar Republic
#3806 - 2014-01-05 06:01:37 UTC
Caleb Seremshur wrote:

The thing is: most missile users just want more range.


That's so wrong it hurts. Most missile users want better damage application.
CW Itovuo
The Executioners
#3807 - 2014-01-05 08:05:50 UTC
Caleb Seremshur wrote:


The thing is: most missile users just want more range.




Is there any pilot who doesn't want greater optimal/falloff in their primary weapon?


HML users didn't care for the range reduction aka "balancing," but it was workable.

But folks get a bit livid with the stealth nerf via damage application. Same goes for RLML reload times. If turrets received a reduction in range coupled with a tracking nerf... well, you'd see a similar thread as this.



Anyway, the question is moot.


Once CCP unsticks a thread, they're pretty much hands off. Give it a few years, and if they're still in business, perhaps it'll be readdressed.
Caleb Seremshur
Commando Guri
Guristas Pirates
#3808 - 2014-01-05 08:41:55 UTC
I am disposable wrote:
Caleb Seremshur wrote:

The thing is: most missile users just want more range.


That's so wrong it hurts. Most missile users want better damage application.



I'd recommend fitting a targrt painter. or getting someone in a hyena.
Sgt Ocker
What Corp is it
#3809 - 2014-01-05 08:51:43 UTC
Caleb Seremshur wrote:
I am disposable wrote:
Caleb Seremshur wrote:

The thing is: most missile users just want more range.


That's so wrong it hurts. Most missile users want better damage application.



I'd recommend fitting a targrt painter. or getting someone in a hyena.
Of course, it's not like missile boats aren't short on mid slots to start with, just drop more tank to fit a TP. I'm sure any missile boat would have great survivability with a 2 slot tank.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

I am disposable
Republic University
Minmatar Republic
#3810 - 2014-01-05 09:36:05 UTC
Caleb Seremshur wrote:
I am disposable wrote:
Caleb Seremshur wrote:

The thing is: most missile users just want more range.


That's so wrong it hurts. Most missile users want better damage application.



I'd recommend fitting a targrt painter. or getting someone in a hyena.


Really? A target painter? I never thought of that. What does it do?

Roll
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3811 - 2014-01-05 09:41:03 UTC
Moonaura wrote:
Mournful Conciousness wrote:
Scaremongering nonsense.

Missiles are pretty good. They just not automatic fight-winners.

Stop whining.


Hey Mournful,

We chatted and played on SISI, my offer for you to come on some roams stands Smile

However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range.

Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm.

Not tried your Ishtar fit yet, but will do at some point in the future.

On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess. Big smile


I'll be online more now that the holidays are over. It may be true that in many situations there is a better solution than HML. However, if you want long range on a missile cruiser or BC then they are the only option. The upside is that even if long range becomes short range, they still work - unlike railguns etc. which any half decent pilot can evade at close range.

I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Kesthely
State War Academy
Caldari State
#3812 - 2014-01-05 12:51:33 UTC  |  Edited by: Kesthely
Mournful Conciousness wrote:


I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.



When useing HML on a command ship, such as the damnation there are a few things you should really remember.

1) a command ship is designed to give links, doing damage to a target is its 3rd or 4th task.
2) when your in a command ship, most of the targets will either be Battlecruisers or Battleships.
3) when your in a command ship, you have a fleet with you.

Against slow moveing pinned battlecruisers, or battleships the Heavy Missile still works good, thats never been argued about. Whats been argued about is that the Heavy Missile is the worst by -MILES- in damage application to ships it should be intended for: Cruiser sized hulls.

Have you ever had problems with Pulse or Beam lasers applying your damage to a cruiser, No. Heavy Missiles have been "rebalanced" only to workable stats in Blob Warfare, reduced range, increased speed to reduce computeing power, and slightly reduced damage against battleships and up for "balance"

Nobody made much fuss about the range issues almost all missile users knew that it was slightly offbalanced. What people complain about is the fact that Except for tackled battlecruisers and Battleships (A.K.A LARGE TARGETS) Heavy missiles can't hit anything decent.

Were not even talking like vagabond pownage from applying 90% of your max damage from a frigate trying to get into range or orbiting, to you orbiting a battleship in the same vagabond, were talking about maybe doing a little bit more the 1% to 10% of our damage potential to an incomming frigate or a little bit more then 25% of a Mwd T1 cruiser.

Caleb Seremshur wrote:

Missiles are in a manner of speaking immune to *most* ewar. Neuts don't affect them (but active shield tanking OMG you're gonna die), TD don't affect them because they're missiles, ECM kills the boat not the missile (and then there's FOF missiles), damps are same as ECM.



Projectile guns have the same Neut immunity, instead of TD you have smart bombs and Defender missiles (granted there broken as well, but what you expect there... *drum rofl* MISSILES) to counter ECM and DAMPS youd have to switch out missiles, oh wait, hes reloading his Rapid fire launchers for FOF? i think we all agree that the notion of THAT is even worse than waiting for an cycle break, or getting into range, or getting out of range and warping... In fact with drones, most non missile ships (wich tend to have (with a few exceptions) better dronebays) are better off anyways. If your ECM'd or damped, your Fof's first have to go trough everything hostile thats closer first, Drones, tacklers, Dps ships, logistic ships, before able to get to the ewar ships
Jureth22
State War Academy
Caldari State
#3813 - 2014-01-05 14:03:15 UTC
long reload time and the missiles themselves (heavy missiles,wich are super bad ) its what makes rapid heavy not to be used.
Moonaura
The Dead Rabbit Society
#3814 - 2014-01-05 16:09:19 UTC
Caleb Seremshur wrote:
I am disposable wrote:
Caleb Seremshur wrote:

The thing is: most missile users just want more range.


That's so wrong it hurts. Most missile users want better damage application.



I'd recommend fitting a target painter. or getting someone in a hyena.


Previously shown in this thread that this doesn't help with Heavy Missiles. Going over your losses, you are using Heavy Assualt Missiles, whose mechanics we know are improved dramatically with target painting, and also are able to operate within web range. Even with five target painters attached to something like say, the Bellicose, fit with heavy missiles, its missiles still don't hit for 100% damage. Even with Precision missiles against the sort of targets they are intended for, they drop DPS.

That, frankly, is a ludicrous situation, that drove use of the RLML up in the first place.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#3815 - 2014-01-05 16:28:50 UTC
Mournful Conciousness wrote:
Moonaura wrote:
Mournful Conciousness wrote:
Scaremongering nonsense.

Missiles are pretty good. They just not automatic fight-winners.

Stop whining.


Hey Mournful,

We chatted and played on SISI, my offer for you to come on some roams stands Smile

However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range.

Sad to say, I'm well past using RLML at this stage. Using gunnery boats atm.

Not tried your Ishtar fit yet, but will do at some point in the future.

On a side note. Wow, this thread is still going? Missile pilots rivers run deep I guess. Big smile


I'll be online more now that the holidays are over. It may be true that in many situations there is a better solution than HML. However, if you want long range on a missile cruiser or BC then they are the only option. The upside is that even if long range becomes short range, they still work - unlike railguns etc. which any half decent pilot can evade at close range.

I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.



A lot has been said about the ineffectiveness of rails, but on cruisers, they only really struggle if something is within 5km range, but past that, loaded with Javelins, they seem to work extremely well for anything sitting at 7-15km range. For solo work, they are only suitable for kite fits, but in a brawling gang I'd still have absolutely no qualms about fitting them, given that targets will be spread out and typical ranges are around that or greater when you consider the overall gang position. Tie that to the fact any primary target will typically turn and burn from the fight, I don't see rails being a major issue in a gang.

This also gives you the extremely wonderful versatility of being able to change ammo and hit anything further out.

Last night for example, with the Vagabonds we use as brawlers, we ended up jumping into a Tristan gang. Lots of em. More drones than you could shake a stick at, and the first thing they did was pull range. I ended up just getting the gang to run down the one minute timer and and escaping the swarm, but if we had rails we would have just taken them out beautifully.

I am planning a future gallente gang, and chances are I'll fit rails, due to that flexibility - also consider that most people will expect blasters on gallente boats and purposefully avoid getting into blaster range, and I can see it working nicely.

I grant you that missiles are without question more flexible in this sort of scenario, neither caring how close or far a target is until the missile fuel runs out, but given that heavy missiles are so poor right now in their application, even with a ton of e-war, then I wouldn't touch them at the moment.

Definitely run the numbers in EFT on them, and see how they apply damage in the DPS graph tool, the math is 100% accurate for missiles and for Heavy Missiles, it isn't pretty.

I'd be more than happy to see damage on heavy missiles taken down even more, if I knew they'd hit targets more reliably, especially heavy precision missiles - which are truly terrible in their supposed role of hitting low signature targets.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3816 - 2014-01-05 16:29:06 UTC
Kesthely wrote:
Mournful Conciousness wrote:


I have been using HML on my command damnation. They seem to work fine. I don't knw what all the fuss is about.



When useing HML on a command ship, such as the damnation there are a few things you should really remember.

1) a command ship is designed to give links, doing damage to a target is its 3rd or 4th task.
2) when your in a command ship, most of the targets will either be Battlecruisers or Battleships.
3) when your in a command ship, you have a fleet with you.

Against slow moveing pinned battlecruisers, or battleships the Heavy Missile still works good, thats never been argued about. Whats been argued about is that the Heavy Missile is the worst by -MILES- in damage application to ships it should be intended for: Cruiser sized hulls.

Have you ever had problems with Pulse or Beam lasers applying your damage to a cruiser, No. Heavy Missiles have been "rebalanced" only to workable stats in Blob Warfare, reduced range, increased speed to reduce computeing power, and slightly reduced damage against battleships and up for "balance"

Nobody made much fuss about the range issues almost all missile users knew that it was slightly offbalanced. What people complain about is the fact that Except for tackled battlecruisers and Battleships (A.K.A LARGE TARGETS) Heavy missiles can't hit anything decent.



You're right - in the command ship dps is my secondary concern after staying alive, and yes this particular ship is used in a small fleet (actually sometimes just two of us, sometimes you just have to take the opportunity to kill a target when it's there).

You're also right that HMLs are a good fleet weapon, and right that they are not a natural choice for a fight that starts as a 1v1. But then I wouldn't bring a knife to a gunfight either.

In the same way i would not (deliberately, it has happened by accident) take HMLs to a 1v1 brawl, neither would I choose to take railguns, beam lasers and certainly not howitzers. But it does happen occasionally, and when it does you just have to make do and maximise your strengths.

If I was jumped with HMLs, then obviously I'd be looking to burn for range while causing my aggressor to burn cap by healing the damage I was putting on him. Obviously the damnation is not the best ship for that :-)

HMLs bring flexibility at the cost of reduced dps, they bring choice of damage types at the cost of damage application to hypothetical after-burning cruiser targets (I'm not sure how many of those you encounter, personally not many).

Knowing the pros and cons of various weapons systems allows savvy pilots to plan ahead of time of course, so if I see some HML drakes ratting in a wormhole I naturally reach for a dual-prop ishtar, knowing that I have an effective counter in the afterburner. However, savvy drake pilots (you don't meet many) will fit a web, and will have logistics waiting.

It's not the size of the dog in the fight...

o/

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Arthur Aihaken
CODE.d
#3817 - 2014-01-05 21:23:24 UTC  |  Edited by: Arthur Aihaken
Mournful Conciousness wrote:
It's not the size of the dog in the fight...

Yes, but you need to know what kind of fight you're in - otherwise it's like bringing your dog to a c o c k fight... (these censors really need to evaluate words in context...)

I am currently away, traveling through time and will be returning last week.

Bouh Revetoile
In Wreck we thrust
#3818 - 2014-01-05 22:00:42 UTC
Moonaura wrote:
Mournful Conciousness wrote:
Scaremongering nonsense.

Missiles are pretty good. They just not automatic fight-winners.

Stop whining.


Hey Mournful,

We chatted and played on SISI, my offer for you to come on some roams stands Smile

However, I disagree about tagging all missiles with this bracket. As previously discussed a long, long time ago in this thread, Heavy Missiles in particular are incredibly poor at present. Quite simply not worth undocking in for PvP. The same could be argued for Torpedo's, a missile that only seem to be worth using in POS bashes, and anything else, only with faction torps and both dedicated TP and Webbing ships along, to get close to their damage potential, while living with their poor range.
I checked the numbers : against a cruiser HML are the best weapon from 50km to beyond.

The need for target painter is seen as a huge drawback, but most if not all MLRT fit use one or more TC/TE to extend range and tracking and fitting for LR gun don't leave them anything for tank anyway. HM don't need them because they already *apply* more damage than any other MLR weapon at 50km, yet if you sacrifice tank -- like ALL other need to do -- you can improve this even more.

In fact, IMO the main problem is that most missile users seem to want their HML eventhough they don't actually need range. It's simple though : need range ? Go for HML. Don't need range ? Go for HAML. That's the question any turret pilot asks himself, but for a strange reason it should be different for missile...

Even worse : in fact HML should suffer the same problem beam laser suffer ; pulse have a so long range beams are almost never useful. The problem should be the same if missile users weren't so scared of losing the above 30km range they don't need for most situations.

And if the only concern is pve, then these rivers of cries would make a lot more sense.

As for torps, I just saw a BR with a nullsec alliance fielding Torp Typhoon doctrine.
Sgt Ocker
What Corp is it
#3819 - 2014-01-06 13:56:40 UTC
Mournful Conciousness wrote:


HMLs bring flexibility at the cost of reduced dps, they bring choice of damage types at the cost of damage application to hypothetical after-burning cruiser targets (I'm not sure how many of those you encounter, personally not many).
You do know damage bonus type for most caldari ships is limited to kinetic, so although they do have damage type selection it is at cost of Dps, which funnily enough will also lower application.

Quote:
Knowing the pros and cons of various weapons systems allows savvy pilots to plan ahead of time of course, so if I see some HML drakes ratting in a wormhole I naturally reach for a dual-prop ishtar, knowing that I have an effective counter in the afterburner. However, savvy drake pilots (you don't meet many) will fit a web, and will have logistics waiting.
I'm wondering how much help a web would be to a HML drake vs a dual prop ishtar.. I would imagine - not much because any smart ishtar pilot is not going to be anywhere near web range. As for logi, well if you can't kill logi 1st your not likely to kill any of the drakes anyway, so it is a mute point

Quote:
It's not the size of the dog in the fight...

o/
Personally taking HML to most fights would be like taking a dog with no teeth to fight a wild boar... He might manage to annoy it a bit but that's all.

HML do in fact work far better on anything not Caldari, mainly due to more relevant bonuses.
HML fit; (Using my skills)
3 X BCU HML Damnation = 462Dps @ 70.8k Furies, all damage trypes.
3 X BCU HML Nighthawk = 447Dps @ 47.2k Scourge Furies 325 Dps, other damage types.
Damnation, 124k EHP
Nighthawk, 117k

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3820 - 2014-01-06 15:07:13 UTC  |  Edited by: Mournful Conciousness
Sgt Ocker wrote:

...



It seems to me that your complaint is with caldari hulls, rather than missiles.

I can't comment on that since I think the only caldari ships I ever flew into a fight were a naga, a tengu and a basilisk.

[/quote]

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".