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[Rubicon] Rapid Missile Launchers - v2

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#4081 - 2014-01-18 23:50:17 UTC
Arthur Aihaken wrote:

Yes, I do realize this. If you buff light missiles any more they will actually start outperforming both HMs and HAMs. In fact, one could already argue that Fury light missiles are fairly close to T1 heavy missiles in terms of damage application. Run the numbers... it's not a pretty picture.


This is not dissimilar to the comparison of light neutron blasters (S) to heavy electrons (M), or heavy neutrons (M) to electron blaster cannons (L).

Particularly on drone boat brawlers it's actually advantageous to fit guns one size smaller than the hull would naturally demand, since there are no gunnery bonuses to skew the numbers.

I have seen the dominix fitted with light guns and warriors being used as an anti-frigate ship in FW systems.

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
#4082 - 2014-01-19 17:10:25 UTC
12 days left…

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#4083 - 2014-01-19 18:38:08 UTC
What if they add a small # to base capacity, like 2, so a t2 RLML holds 20 missiles. Then create rigs that add +2-3 missile capacity? That way its a compromise between more missiles without sacrifice, but also giving more missiles for base stats. So if you think you may run across a cruiser, add a rig or 2 for additional capacity, bringing the total to 24-26 if you add 2 rigs. Yes, you sacrifice tank, but thats the point.

Rig drawback would be like any damage rig calibration, and increases CPU cost of launchers. This way, some scrub with t2 launchers doesn't get max capacity, and have max tank. The RLML as is it sits now is very strong for those 18 shots. I've killed 2 frigs within 1 reload, and had 7 missiles left. Granted, they were t1 frigs, but you have to be careful on the capacity, too much and these will decimate frig gangs without proper sacrifice on the fit, from just a single boat.
Arthur Aihaken
CODE.d
#4084 - 2014-01-19 19:34:17 UTC
Stitch Kaneland wrote:
What if they add a small # to base capacity, like 2, so a t2 RLML holds 20 missiles. Then create rigs that add +2-3 missile capacity? That way its a compromise between more missiles without sacrifice, but also giving more missiles for base stats. So if you think you may run across a cruiser, add a rig or 2 for additional capacity, bringing the total to 24-26 if you add 2 rigs. Yes, you sacrifice tank, but thats the point.

Rig drawback would be like any damage rig calibration, and increases CPU cost of launchers. This way, some scrub with t2 launchers doesn't get max capacity, and have max tank. The RLML as is it sits now is very strong for those 18 shots. I've killed 2 frigs within 1 reload, and had 7 missiles left. Granted, they were t1 frigs, but you have to be careful on the capacity, too much and these will decimate frig gangs without proper sacrifice on the fit, from just a single boat.

No, the point is that if I have to add rigs to get the ammunition capacity (aka: performance) out of these things - I'll just use something else. The rapid launchers are inherently broken, and I'm not trying to be critical. They're no longer suitable for PvE and can only be utilized in the most extreme PvP scenario. I'm not sure using a half-billion insta-lock Tengu to gank destroyers and frigates is what most players have in-mind...

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

Arthur Aihaken
CODE.d
#4085 - 2014-01-20 03:46:58 UTC  |  Edited by: Arthur Aihaken
I think I might have finally found a legitimate use for the rapid light and rapid heavy missile launchers, and it actually ties-in another dead-end weapon system. The caveat is that CCP Rise needs to implement a change:

• Rapid Light Missile Launcher: "Used with (chargegroup) Light Defender Missile"
• Rapid Heavy Missile Launcher: "Used with (chargegroup) Heavy Defender Missile"

The rapid launchers can now fulfill an anti-missile role in PvP and PvE, and with their insane rate of fire I imagine they would be quite effective in a combination offensive/defensive roll. They still need a 55% ammunition capacity increase, though.

Thoughts? CCP Rise, was this just an oversight when the rapid light missile launcher was introduced? Because I don't see any reason why a "light launcher" can't handle "light missile" ammunition. Players don't use defender missiles for a variety of reasons, but the slow rate of fire of light and heavy launchers would be at the top of my list.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#4086 - 2014-01-20 09:33:40 UTC
In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?

I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless.

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".

Spugg Galdon
Federal Navy Academy
Gallente Federation
#4087 - 2014-01-20 09:47:49 UTC
Yes, 1.1 will be landing very soon. Rise has also stated that he is working on:

Ammo switching - which is being problematic
Reload Timers - these will be a fantastic UI update as it will probable cover all modules that have a reload or cooldown timer.
Balance of the rapid launcher weapons - these are just tweaks.

I'm guessing that at best we will see some balance tweaking on the launchers in 1.1 and if a 1.2 gets released we may see the other two updates then. But these are all being worked on. I don't see the need to constantly post in this thread moaning all the time. The weapons do work. They do have glitches that need fixing and the balance may be a little off but they are still useful.

On a side note. The more I look at missiles and how to fit your ship to use them the more I am convinced that they are currently in a very balanced state. **Dons flame retardent clothing**
Arthur Aihaken
CODE.d
#4088 - 2014-01-20 12:09:10 UTC  |  Edited by: Arthur Aihaken
Mournful Conciousness wrote:
In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?

I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless.

Yes and no. The way they work is that they go after the closest missile that's inbound, so even a 4-second ROF on a HML Tengu leaves a huge window where enemy fire can get through. With a faster 2-second ROF on RLMLs, they cycle fast enough that a single launcher could intercept multiple volleys from different enemies. They''d be much more effective in PvE environments or solo activities. I'm not saying this will make defender missiles not suck, just suck less.

Spugg Galdon wrote:
I'm guessing that at best we will see some balance tweaking on the launchers in 1.1 and if a 1.2 gets released we may see the other two updates then. But these are all being worked on. I don't see the need to constantly post in this thread moaning all the time. The weapons do work. They do have glitches that need fixing and the balance may be a little off but they are still useful.

On a side note. The more I look at missiles and how to fit your ship to use them the more I am convinced that they are currently in a very balanced state. **Dons flame retardent clothing**

While they may work, it's a very limited application at the moment. The usage and sale stats that have been previously referenced speak for themselves. And the whole point of "moaning" is to get an update before these changes are announced - otherwise what's the point of feedback?

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#4089 - 2014-01-20 13:09:07 UTC
Arthur Aihaken wrote:
Mournful Conciousness wrote:
In order to make this work well, wouldn't you also need to change defender missiles to make them attack the nearest missile that's hostile to your fleet, rather than just to you?

I think the fact that defender missiles attack only missiles inbound to you personally is why they are essentially useless.

Yes and no. The way they work is that they go after the closest missile that's inbound, so even a 4-second ROF on a HML Tengu leaves a huge window where enemy fire can get through. With a faster 2-second ROF on RLMLs, they cycle fast enough that a single launcher could intercept multiple volleys from different enemies. They''d be much more effective in PvE environments or solo activities. I'm not saying this will make defender missiles not suck, just suck less.



But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.

This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application.

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
#4090 - 2014-01-20 22:13:52 UTC
Mournful Conciousness wrote:
But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.

This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application.

Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application.

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

Sgt Ocker
What Corp is it
#4091 - 2014-01-21 00:06:40 UTC
Arthur Aihaken wrote:
Mournful Conciousness wrote:
But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.

This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application.

Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application.
Considering the current, extremely limited amount of missile boats being used in Pvp, would defenders even be worth carrying?

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
#4092 - 2014-01-21 00:38:32 UTC
Sgt Ocker wrote:
Arthur Aihaken wrote:
Mournful Conciousness wrote:
But but but... at the moment in order to mitigate damage with a defender missile you have to give up a corresponding outbound missile. So while you are reducing your enemy's firepower, it is at the expense of your own.

This may be useful if you're bait but utterly useless in any other circumstance unless your ship has spare, unbonused missile launcher slots and another effective means of delivering damage. So I guess a typhoon or loki may benefit during some engagements, and some of the recons when tackling tengus... but this seems to be a very narrow application.

Correct, with the caveat that a RLML-based defender setup could take out 2 enemy missiles per launcher. So you'd only need 2 RLMLs loaded with defenders to negate 4 incoming missiles - leaving you 3-4 offensive launchers. And yes, it's a very narrow application.
Considering the current, extremely limited amount of missile boats being used in Pvp, would defenders even be worth carrying?


Perhaps if you wanted to tackle a solo tengu that had just finished ratting a site in a c1-c3 and you had a particular penchant for tackling in a corax?

Maybe another application would be a tackler gnosis against the same ship.

It would probably be fun to do once.

Talking of missiles in PVP...

I ran the numbers for damage application of cruise missiles against T3s (because I have an idea for a ranged anti-t3-fleet doctrine).

Using a navy raven with 2 target painters, T2 cruise launchers and navy missiles (1x T2 rigor, 1x T2 flare) you get 100% applied damage (1000dps with heat, 6000 volley) to a proteus moving at full speed.

Think about how that might work out for the T3 fleet if you have a recon or two providing long range webs and disruptors.

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
#4093 - 2014-01-21 00:46:53 UTC
In my view for defender missiles to work, they need to have a seperate launcher with the same power and cpu as the current tracking disruptors, with an additional small application change

In effect they serve the same role as Tracking Disruptors, mitigateing damage by applying debuffs to the user of them. Back in 2007 when i was still a newbie, they already had defender missiles. I knew NOTHING about pvp, and only read the descriptions of the ships, their roles and pondered about there uses in pvp. I wanted to fly the FLYCATCHER so much. Not because of the bubbles, i didn't even comprehend its tactical uses yet, but i wanted a small platform with many many launchers to spew out many many missiles to defend the incomming fleet against missiles.

How dissapointed i was when i realized that defender missiles only worked if they were shot at you instead of the fleet. A part of me still wants to fly the Flycatcher in that role

Many people think that the Caldari Navy Hookbill is extremely powerfull, due to its ability to fit scram web tracking disruptor, propulsion mod and a tank, especially when sporting with rockets. Most of those people are in ships useing guns as a primary weapon.

With creating a new midslot module that activates defender missiles for one specific ship, instead of all the ships shooting at you, you can litterly fix Most if not all things broken about the defener missile.

If it is considered as a ewar module instead of damage module, and will be able to get respective bonuses for that (eg. 7.5% damage, speed and rate of fire of the module would be a base stat) scriptable to increase each of its statistics (obviously cruises, torpedoes, and capital missiles need a lot more missiles to kill then a rocket, so damage is important. Speed is important cause it allows you to intercept the missiles faster, and rate of fire is also important cause face it, if your faceing a ship with an rate of fire bonus, you don't want to be spewing defender missiles out slower then its shooting its offensive missiles.) You will end up with a proper alternative against Missiles. Thus paveing the way for more missile enhancing mdules as well (Tracking enhancer / computer equivalents)

Arthur Aihaken
CODE.d
#4094 - 2014-01-21 18:16:25 UTC  |  Edited by: Arthur Aihaken
CCP Rise has posted a rapid missile update here.
I have endeavored to provide a balanced counter-proposal based on the various feedback and discussions we've had. Comments welcome and appreciated, thanks.

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

I am disposable
Republic University
Minmatar Republic
#4095 - 2014-01-21 19:08:16 UTC
Arthur Aihaken wrote:
CCP Rise has posted a rapid missile update here.
I have endeavored to provide a balanced counter-proposal based on the various feedback and discussions we've had. Comments welcome and appreciated, thanks.


I told you that would be the kind of change they would make. They are painfully predictable if nothing else.
Arthur Aihaken
CODE.d
#4096 - 2014-01-21 19:29:28 UTC
I am disposable wrote:
I told you that would be the kind of change they would make. They are painfully predictable if nothing else.

You did… (sigh).

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

Soldarius
Dreddit
Test Alliance Please Ignore
#4097 - 2014-01-21 21:11:22 UTC
And unstickied. See you on the other side.

http://youtu.be/YVkUvmDQ3HY

Arthur Aihaken
CODE.d
#4098 - 2014-01-21 23:37:22 UTC
Soldarius wrote:
And unstickied. See you on the other side.

Yeah...

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

Herzog Wolfhammer
Sigma Special Tactics Group
#4099 - 2014-01-22 01:44:16 UTC
The issue is still hot I see.

I took the RLMLs off my BC because, while my DPS with drone mods was almost that of HMLs, the 40 second reload time was simply too much.

Look, the idea of a "swarm launcher" is great and if they just called it that and said that's what it's now for, OK. But otherwise is a mega-nerfing and no admission to that.

The problem is not overall the reload, it's having to switch ammo. But at this point I don't think there's anything I could add to this thread and say anything that's not already said.

Bring back DEEEEP Space!

Arthur Aihaken
CODE.d
#4100 - 2014-01-22 01:58:36 UTC
Herzog Wolfhammer wrote:
The problem is not overall the reload, it's having to switch ammo. But at this point I don't think there's anything I could add to this thread and say anything that's not already said.

With PvE you can preload based on mission type, so it's just the long reload that provides the NPCs time to heal. With PvP it's a crap-shoot: you preload what you think will be most effective and hope for the best.

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