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[Rubicon] Rapid Missile Launchers - v2

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Author
Vladimir Norkoff
Income Redistribution Service
#3881 - 2014-01-09 21:50:00 UTC
The solution is simple - switch them back to normal weapon mechanics instead of the "burst experiment". And then make them do 20-25% less damage than the long-range weapon system (heavy/cruise). Note that previously, RLMLs did about 20% less than HMLs.

And while you are at it, revisit the Light Missile stats. They are significantly better at hitting frigates, than heavy/cruise are at hitting cruisers/BSs. Which is why RLMLs were so useful versus frigs and cruisers. Yes, we understand that Lights had to be uber-buffed because CCP allowed them to wallow in suckitude for so long. But they need to be brought back into line with other missile systems (or the other missile systems need to be brought up to their level - probably a bad choice).
Arthur Aihaken
CODE.d
#3882 - 2014-01-09 21:58:26 UTC  |  Edited by: Arthur Aihaken
Inspiration wrote:
I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts.

A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket.

Vladimir Norkoff wrote:
The solution is simple - switch them back to normal weapon mechanics instead of the "burst experiment". And then make them do 20-25% less damage than the long-range weapon system (heavy/cruise). Note that previously, RLMLs did about 20% less than HMLs.

And while you are at it, revisit the Light Missile stats. They are significantly better at hitting frigates, than heavy/cruise are at hitting cruisers/BSs. Which is why RLMLs were so useful versus frigs and cruisers. Yes, we understand that Lights had to be uber-buffed because CCP allowed them to wallow in suckitude for so long. But they need to be brought back into line with other missile systems (or the other missile systems need to be brought up to their level - probably a bad choice).

No, no and no (in that order). I'd rather have the the new version with improved ammunition capacity and swap time than go back to the old RLMLs with a huge nerf. The problem with heavy missiles is a separate issue.

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

Senarian Tyme
Serenity Rising LLC
Controlled Chaos
#3883 - 2014-01-09 22:31:51 UTC
Please fix the heavy missiles first.

Then after that benchmark is back in place, and lights, heavies, cruises can be compared properly, revert the rapid lights and rapid heavies closer to their original forms. If need be, tweak the ROF to keep them in line so they dont overpower their next higher system.

Also please do consider the creation of future burst launchers! Something more akin to the Stealth bombers bomb with a strong alpha and super long reload would be very interesting. But as already mentioned this should be a new system series entirely, with proper testing and balancing prior to deployment.

Also I did like the idea propsed of creating smaller gun "arrays" to combat smaller ships with guns as well as missiles.

My only concern with the creation of dedicated anti frigate systems is easy ability to refit ships on the fly now.
CCP should consider putting a refit timer, so while you can refit a ship in space by using an SMA or a mobile system, it takes a good say....... 40 seconds......... for the refit modules to come online. This would provide the operational flexibility but keep tactical usage in check.
Viceorvirtue
The Hatchery
RAZOR Alliance
#3884 - 2014-01-09 22:42:01 UTC  |  Edited by: Viceorvirtue
Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.

I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.

Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).

Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3885 - 2014-01-09 22:48:06 UTC
Arthur Aihaken wrote:
And the anti-missile crowd returns with a vengeance… Sorry guys, RLMLs are here to stay - and if anything, missile systems as a whole are due for a buff. I can almost taste the tears...


Come on. I have an alt with perfect missile skills. I just have not experienced the so-called "problems" that many here seem to want to complain about. No weapons system has it all - you just fly to your strengths.

As for turrets hitting frigates, you need a web when you have guns - and they need to be short range guns. It seems reasonable to me that you should need a web with a missile boat too. OK, if a frigate flies straight for you (and I mean directly at you) you can blap him with a gun. The same is true for missiles if he stands still, which is just as dull.

An AB frigate in orbit around a medium turret cruiser is pretty safe, just as he is when kiting a missile ship. The solution ought to be to take a destroyer, or a frigate, or a smartbomb, or light drones, or a neutraliser.

Not some kill-all-frigates-while-remaining-immune-from-them abomination, which is what the RLML is designed to be.

The only time a frigate is not safe from medium weapons is when he's fighting a vigilant or a dual-web hurricane or suchlike. Something designed for killing him.

I'm pretty sure a dual-web missile boat would be effective against a frigate too - particularly one with a MWD (which they all do).

The examples I have seen here of cruisers trying to hit AB frigates are just not realistic.

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".

Inspiration
#3886 - 2014-01-09 23:05:21 UTC
Arthur Aihaken wrote:
Inspiration wrote:
I am wondering if you considered playing with the heat statistics of modules instead of playing with reload times and ammo capacity. It is a more natural way to tune things and allow periodic burst damage without having complete damage blackouts.

A faster rate of fire when overheated offers zero benefit because it just compresses the DPS into a shorter timeframe. Extending ammunition capacity is the ticket.


I do not quite understand your reasoning. If burst damage is the objective followed by lower then average damage, then being able to overheat often is just achieving this objective. What you describe is increasing damage over time by making reloads less frequent. Which still leave switching ammo complexity on the table.

Maybe we talk about different things. In my case its about a module that fills the role the rapid fire ones try to fill. Not per see a modification to the current implementation of these rapid file modules.

I am serious!

Inspiration
#3887 - 2014-01-09 23:14:34 UTC  |  Edited by: Inspiration
Viceorvirtue wrote:
Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.

I still maintain that frontloading rlm damage like this is a poor mechanic solely because it makes the fights binary, either frigates die remarkably quickly or they live long enough that you have to question the value of using the ship over any of its equivalents. Polarizing weapon systems for launchers (rlm only good vs frigs, hams and hmls only workable vs cruisers or larger) is unfun because it makes the pilot feel like they undocked the wrong ship when they could've taken an omen or thorax or arty rupture and had the ability to kill both cruisers and frigates decently without having to change its entire fit.

Caracal proliferation in small gang was mostly from the triple lse and lse/xlasb style fits where you had enough tank that you could stay on field almost indefinitely. Dual lse caracals were actually very balanced against other cruisers, thorax could project far enough to outdamage them in point range, omens could also hold their own (single lse omens couldn't stand up well but aar omens would have little issue provided you were in point range).

Currently reloading isn't an interesting and tactical choice, but a punishment intended to create 'tense moments of fun'.


I fully agree, thats why i suggested a different take on this sort of module (however its implemented). Allow just 1 to be fit, make it good for the class its designed for and against. That way you can sacrifice some big DPS on larger ships to have moderate burst defense against smaller classes of ships.

For a BS it would mean a rlm system that has BS like fitting stats and is good at making life difficult for a small ship while bursting). Similar for a cruise class ship vs frigate class and similar for a BS class vs cruiser class.

Fitting a ship then become a question if its worth to have anti-lower class capability that applies well at the expense of main dps that might not apply so well. Limiting the fits to just one module per anti-class prevents boating fits that apply damage in burst to all targets very well....which seems impossible to balance right.

Put it another way, these systems should be similar to point defense options versus smaller craft and nothing else.

I am serious!

Arthur Aihaken
CODE.d
#3888 - 2014-01-09 23:18:42 UTC  |  Edited by: Arthur Aihaken
Viceorvirtue wrote:
Extra ammunition does not help the problem of entering a fight with the wrong ammo loaded, or having to swap ammo because a situation changed. Being able to swap ammo actually lets the pilot make a choice during combat and possibly be rewarded for that choice with more damage or in some cases the ability to deal damage at all. A 40 second reload does not give you a choice, even a 20 second reload would feel punishing to use in combat.

Rise indicated they're working on the ammunition swap issue, so that's a separate issue. And yes, that was exactly my point with increased ammunition capacity being more beneficial than a shorter reload time. 20-seconds is never going to happen since this boosts the average DPS beyond the original RLMLs, and 30-seconds is marginally more useful than 40-seconds.

Inspiration wrote:
I do not quite understand your reasoning. If burst damage is the objective followed by lower then average damage, then being able to overheat often is just achieving this objective. What you describe is increasing damage over time by making reloads less frequent. Which still leave switching ammo complexity on the table.

Maybe we talk about different things. In my case its about a module that fills the role the rapid fire ones try to fill. Not per see a modification to the current implementation of these rapid file modules.

I'll try to explain. Since you're dealing with a limited ammunition capacity and a high rate of fire, RLMLs deplete themselves fairly quickly (36 seconds on a Tengu with V skills; just over 30 seconds overheated). Since missiles don't apply damage instantly but have a time to hit, a even faster rate of fire would see more volleys wasted while in transit after the target has been destroyed (and light missiles are currently the slowest). When you have a larger ammunition capacity and a standard reload this is less of an issue, but with RLMLs two wasted volleys means losing 11% or more of your potential DPS.

This is why I'm opposed to a faster overheated rate of fire or a shorter reload time. Neither address the issue of wasted volleys, which a larger ammunition capacity will help offset to some degree. Having 28 rounds instead of 18 also gives RLMLs more staying power against medium-sized ships.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3889 - 2014-01-09 23:21:38 UTC
How would it look if you halved the missile capacity but made the reload time 10s?

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".

James Amril-Kesh
Viziam
Amarr Empire
#3890 - 2014-01-09 23:23:36 UTC
Looking forward to "[Rubicon 1.1] Rapid Missile Launchers - v3"

Enjoying the rain today? ;)

Gorski Car
#3891 - 2014-01-09 23:41:37 UTC
or Rubicon 1.1 hml ham torp v1

Collect this post

Arthur Aihaken
CODE.d
#3892 - 2014-01-09 23:42:06 UTC  |  Edited by: Arthur Aihaken
Mournful Conciousness wrote:
How would it look if you halved the missile capacity but made the reload time 10s?

More RLML Options
The DPS with 10-round capacity/10-second reload is more powerful than 18-rounds/20-second reload, and both still have a higher DPS than the original RLMLs. Not sure how I'd like 20 seconds of shooting followed by a 10-second reload.

Mournful Conciousness wrote:
Come on. I have an alt with perfect missile skills. I just have not experienced the so-called "problems" that many here seem to want to complain about. No weapons system has it all - you just fly to your strengths.

I've made RLMLs work for me. This isn't to say I wouldn't welcome some improvements, however.

Quote:
As for turrets hitting frigates, you need a web when you have guns - and they need to be short range guns. It seems reasonable to me that you should need a web with a missile boat too. OK, if a frigate flies straight for you (and I mean directly at you) you can blap him with a gun. The same is true for missiles if he stands still, which is just as dull.

Or if he's trying to chase you down you can also blap him. The same is not the same for missiles, because regardless of direction - shooting a moving target greatly diminishes damage application.

Quote:
Not some kill-all-frigates-while-remaining-immune-from-them abomination, which is what the RLML is designed to be.

Fair turnabout since frigates have become more aggressive of late. And I'm certainly not opposed to a cruiser and battleship-class laser, hybrid or projectile that fires small and medium ammunition with deadly accuracy.

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

Domanique Altares
Rifterlings
#3893 - 2014-01-09 23:59:29 UTC
Arthur Aihaken wrote:
The DPS with 10-round capacity/10-second reload.


At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally.
Hasikan Miallok
Republic University
Minmatar Republic
#3894 - 2014-01-10 00:12:28 UTC
Here is an interesting question.

Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem?
Arthur Aihaken
CODE.d
#3895 - 2014-01-10 00:13:09 UTC  |  Edited by: Arthur Aihaken
Domanique Altares wrote:
At the point that you drop this module back to a 10 second reload, you have invalidated the fundamental purpose to the change, and may as well slow them back down, revert the ammo capacity to pre-Rubicon, and leave them the way they were originally.

Basically, yes. Expand ammunition capacity to 28 rounds (T2), keep the reload at 40-seconds and implement a 10-second ammunition type swap. What I might suggest with respect to the ammunition swap is to only replenish 25% of the ammunition capacity when you switch types thus allowing it to also function as an emergency reload.

Hasikan Miallok wrote:
Here is an interesting question. Assuming PvE and missioning (clearly not going to work in PvP) would a mobile depot bypass the 40 second reload problem?

It actually works great in PvP if you know how to utilize it properly. But in answer to your question, no - mobile depots force a 40-second reload (first thing everyone probably tried).

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

BadAssMcKill
Aliastra
#3896 - 2014-01-10 01:07:12 UTC
Only took 194 pages
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#3897 - 2014-01-10 01:08:26 UTC
CCP Rise wrote:
Hi, time to visit this thread again!

I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.

For now, I don't have details to give you but I want to let you know what we're looking at.

First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.

Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.

Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.


please fix light missiles and stop being terrible
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#3898 - 2014-01-10 01:18:28 UTC
CCP Rise wrote:
Hi, time to visit this thread again!

I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.

For now, I don't have details to give you but I want to let you know what we're looking at.

First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.

Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.

Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.


I think my main issue with RLML right now is RoF bonuses are absolute garbage on them and so many missile ships that used to be good with RLML rely on RoF bonuses for their damage.

The only ship that seems suited to RLMLs right now is ScyFI, and admittedly it's pretty good - but not being able to swap ammo types means you have to fly around with 3 launchers loaded with one thing and 2 with another, so you don't get completely screwed when you come up against that t2 resist assault frigate with perfect resists for what you have loaded.

I think if you fixed RoF bonuses basically not applying to RLML (maybe make RoF also reduce reload for rapids?) and the swapping ammo isse (which you already mentioned, so it's cool that you're aware) they'd be in a decent place.
Arthur Aihaken
CODE.d
#3899 - 2014-01-10 02:46:22 UTC
Capqu wrote:
I think my main issue with RLML right now is RoF bonuses are absolute garbage on them and so many missile ships that used to be good with RLML rely on RoF bonuses for their damage.

Yeah, but it's a Caldari thing. More ammunition would fix that on the RLMLs...

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

I am disposable
Republic University
Minmatar Republic
#3900 - 2014-01-10 02:49:54 UTC
CCP Rise wrote:
Hi, time to visit this thread again!

I wanted to let those of you still paying attention here know that we aren't satisfied with the current state of rapid launchers and are expecting to make changes in coming releases to improve the situation.

For now, I don't have details to give you but I want to let you know what we're looking at.

First, and most importantly, it's important to me that this mechanic feels fun to use. It still hasn't been that long since they hit TQ but a lot of the initial feedback is not great on this aspect. It's likely that for Rubicon 1.1 we will make a small adjustment to both RLML and RHML to either give you more active time or less reload time, I'll let you know when that change is pinned down exactly. Going past 1.1 we want to collect more data and feedback so that if we make a larger change (which we are considering) to the system as a whole it's as informed as possible. That larger change would come either in 1.2 or in summer depending on what it was.

Second, I've been working on the ammo swapping issue and will not be able to get in a change for 1.1. Solutions for this have been messy and we aren't satisfied enough with any of them to try and make them fit in this release. As we iterate after 1.1 I want to solve this issue one way or another.

Last, I'm doing some investigation for getting some kind of reload timer work going. Can't say if and when this would happen but it would have enormous value so I'm looking into it.


You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder.