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[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Jean-Baptiste Zorginho
University of Caille
Gallente Federation
#61 - 2014-01-21 16:12:16 UTC
Medalyn Isis wrote:
Jean-Baptiste Zorginho wrote:
Mizhir wrote:
Miz's guide to fixing your own RLML
With 1.1 stats


  1. Split your launchers into 2 groups
  2. Start shooting with one of the groups
  3. After roughly 40s of shooting start the 2nd group
  4. When the first group hits reload, let it reload and start shooting right away
  5. Enjoy sustained dps


Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type.


Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!

I think some people are not understanding basic mathematics.

If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage.

Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time.


Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP?
Baali Tekitsu
AQUILA INC
Verge of Collapse
#62 - 2014-01-21 16:14:21 UTC
Edward Olmops wrote:
Altrue wrote:
Edward Olmops wrote:

(plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)


ALMOST! >You cannot repair heat damage while reloading.


Are you sure?
Has that been changed?
This did work on ASBs/AARs... (the module is not active while reloading)


Its still works but scrubs gon b scrubs

RATE LIKE SUBSCRIBE

Connall Tara
State War Academy
Caldari State
#63 - 2014-01-21 16:21:29 UTC
Ganthrithor wrote:
Connall Tara wrote:
all posts are not created equal, all opinions do not carry the same weight. if you want to change things then it is YOUR responsibility to come up with reasonable and valid reasons and counter arguments and put those arguments under scrutiny of the developers and of your peers.

you know... like how the re-balance team does every time they announce changes by posting one of these threads, its not like we hurl abuse at them like toddlers when we don't get our way.


HAHAHAHAHHAAHAHAHAHAHAHAHAHAHAHA....

...seriously?

Comes into a thread accusing me of not providing useful criticism, after I and a quadrillion other posters all provided Rise constructive criticism only to be repeatedly ignored outright. Then gives me a stern talking to about blaming a dev for the ideas that that dev introduced to the community and that that dev then proceeded to ram through despite massive community outcry from people like me who have been paying for, playing, and providing ideas and constructive criticism for for eight years.

Seriously.

This just happened.

Kindly find a more acceptable object for your white-knighting, sir.


quadrillion? well damn! i'll have to just pack up my bags and leave now won't I?

I'll point back to the original points I made then, they appear to have been missed.

the usefulness of an argument for a developer is tied to the quality of the argument, not the volume. take your response to myself for example.

1: you again declare that majority = right (quadrillion! oh gods!)

2: you claim that length of play is directly proportionate to how valid your own position is

3: you declare an attack against your own position and attitude as white knighting

the declaration that volume is equivalent to quality of argument, the claim that your seniority validates your position and an attack upon myself in an attempt to debase my accusations as simple misguided "forum white knighting"

congratulations, you responded to my accusation that your argument was terrible by responding with another terrible argument!

should I put a whole pile of stuff in Italics for emphasis?

this is little more than sophism and is entirely irrelevant to making your own opinions and arguments heard in the greater discussion, THAT is my point. CCP is looking for feedback and debate on this and the more informed it is the better result we can achieve.

go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P


returning to the issue at hand, the increase in dps and reload time have been a nice big and welcome improvement, but its fairly clear that the one serious point of contention with this system are the problems relating to changing ammunition types against prevailing situations.

if this is the case, does CCP have a reasonable time frame for when they think they can add this change?

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Altrue
Exploration Frontier inc
Tactical-Retreat
#64 - 2014-01-21 16:32:03 UTC
Baali Tekitsu wrote:
Edward Olmops wrote:
Altrue wrote:
Edward Olmops wrote:

(plus they can repair heat damage at the same time TRIPLING the efficiency!!!!)


ALMOST! >You cannot repair heat damage while reloading.


Are you sure?
Has that been changed?
This did work on ASBs/AARs... (the module is not active while reloading)


Its still works but scrubs gon b scrubs


My bad you can ! Well I wonder what didn't work last time I tried a month ago then.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Mike Whiite
Deep Core Mining Inc.
Caldari State
#65 - 2014-01-21 16:35:45 UTC
CCP RIse,


I think the general problem with these RML's is you're trying to do to much.

You created a new launcher.

and destroyed an old launcher that did something completely different, from what your new launcher does.


the old RML was used to counter the problems with damage aplication on smaller targegts, while still be usefull againt targets of the same size (this might have been out of ballance and needed a fix) and you removed it, to replace it with a launcher that is used to burts smaller targets.

so here by removing the oprion to be more alround against less damage, from the game.


Your burts weapon would be fun if it was a choise on ship of the same size. (rapid burst light weapon on a frigate, rappid burst heavy missiles in cruisers.)

Then there is a choise, between a bust weapon and a long reload time and a normale weapon with more sustained damage.

Now you need a cruiser to kil a frigate that can't defend itself against other cruisers. that sounds alot like an expensive destroyer.

please separate this burst weapon from the original RLML, they are to different and there are no alternatives. the only way to adjust damage aplication on long range missiles are Riggs and implants now.


TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#66 - 2014-01-21 16:46:15 UTC
CCP Rise wrote:
Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.

If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.

Also, a small response to the comparison with jamming: I think parts of the experience are obviously the same (not being able to fire for a period of time), but there a lot of other parts to compensate (or at least that is the idea). With RML you get to choose when that period of time will be, you get to control a lot of factors that contribute to how significant that period of time is (how your ship is fit, where you're located in space, what targets you choose etc), and you get the huge benefit of very high front-loaded damage. Not disregarding the fact that not being able to shoot doesn't feel good, just pointing out that they are different situations in some important ways.


fix light missiles, then fix rapid launchers
Swiftstrike1
Swiftstrike Incorporated
#67 - 2014-01-21 16:48:04 UTC
A step in the right direction! Big smile

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Senarian Tyme
Serenity Rising LLC
Controlled Chaos
#68 - 2014-01-21 16:50:08 UTC
While definately well intended, this is still a bad solution. 35 seconds is still far too long of a reload time to be useful.

In order to fix the mess a few things need to be done.


-Rebalance heavy missiles vs light and cruise missiles in general before launcher tweaking is done.

-Revert Rapid launch missiles to their original functional state with a 10 second reload.

-Reintroduce burst launchers as an upscaled launcher instead of an undersized launcher. i.e. frigates firing a volley of heavy missiles, or cruisers fire a volley of cruise etc. (1-3 volleys before a 10 second reload).

-Later Introduce rapid cruise launcher for the Phoenix.
Mizhir
Devara Biotech
#69 - 2014-01-21 16:53:23 UTC
Jean-Baptiste Zorginho wrote:
Medalyn Isis wrote:
Jean-Baptiste Zorginho wrote:
Mizhir wrote:
Miz's guide to fixing your own RLML
With 1.1 stats


  1. Split your launchers into 2 groups
  2. Start shooting with one of the groups
  3. After roughly 40s of shooting start the 2nd group
  4. When the first group hits reload, let it reload and start shooting right away
  5. Enjoy sustained dps


Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type.


Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!

I think some people are not understanding basic mathematics.

If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage.

Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time.


Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP?


It's you who fails at math. Remember that the RLML do more burst damage now than they did before.

❤️️💛💚💙💜

Ganthrithor
School of Applied Knowledge
Caldari State
#70 - 2014-01-21 16:58:37 UTC
Medalyn Isis wrote:
CCP Rise listened to your feedback and then choose to ignore it. Or are you such a snowflake that you think the Devs have to jump as soon as you click your fingers. Judging from your outcry in this thread so far then I would say that you do indeed think that you are.


Yeah, again, let's pretend I made every critical post in that massive threadnaught from a few months back. It was me. And my 5000 alts. Obviously.

Medalyn Isis wrote:
I'd rather CCP Rise, who remember already has a track record of producing awesome balance changes


That's certainly debatable.

Medalyn Isis wrote:
Also the reason for low usage stats doesn't necessarily mean that CCP Rise came up with a bad concept. Delivering burst damage isn't really something which most everyday PVErs need, these are really designed for small gang and solo PVP it seems to me which would account for the low usage.


I'll just jump right in where I'm most familiar here: these launchers are beyond awful for solo PvP, unless your idea of solo PvP revolves entirely around cruiser-and-below-sized faction warfare sites. The weapon works best for killing tiny ships (but even then could only kill a couple of them before going on its 40-second reload), but no tiny ship in its right mind is going to hang around and get tackled by a Caracal or Cerberus when it knows there's a good chance that the pilot will be using RLMLs (the odds are decent that they will be, since HAMs and heavies are both pretty bad). Of the things you could potentially catch in a RLML-equipped ships (namely other cruiser-and-larger hulls), there are very few things you can kill with your maximum of ~25k damage that you get (assuming you're rocking a Tengu and you keep furies loaded-- numbers for your average Caracal / Cerb will be a LOT lower-- think ~12k damage from a Caracal before reload) before your heinous reload kicks in. Basically you can hope to have a shot at killing a badly-fit T1 cruiser or a paper-tanked HAC, and that's about it. A tanky T1 cruiser, most HACs, and anything larger than that will not die in one magazine, so you then have to fall back to your sustained DPS figure and hope that rather pitiful number is enough to net you a win (unlikely). A typical Carcal with RLMLs would struggle to kill a tanky assault frigate before running out of missiles. Oh, you tried to fight a Jaguar in your frigate-death-spewing, highly-specialized gimmick Caracal? Have fun losing to your intended targets, much less anything better equipped.

Finally, as if not being able to aggressively pursue most targets wasn't enough of a black mark against an RLML ship, you've got to worry about contingencies. What if you find something lame to shoot at (and I literally mean lame as in partially disabled rather than "uncool"), but as you're shooting it another combat ship comes through the gate? You have to leave, is what, because you can't allow yourself to be tackled, because you'd never be able to finish your target and have ammo left to kill or force off the newcomer. Reloads that last the lenght of an ice-age are exactly what you don't want in a solo PvP ship-- solo PvP ships need to be flexible.

As for small gangs, in small gangs rapid launchers become insanely overpowered, especially while gatecamping or otherwise ganking. When ganking, you don't need to worry about engagements lasting very long, because ganks don't take very long. For these scenarios I can cook up a Tengu that will apply almost 800 dps out to 45km to basically any ship in the game that's larger than an interceptor. You tell me how that's balanced.

In the past, assault launchers were balanced and generally useful-- they never did ridiculous dps, but they made up for their mediocre peak damage numbers with excellent and reliable application. They were the opposite of hit-or-miss, front-loaded damage, serving as a viable counterpoint to many turret-based ships, including ones that specialized (and still specialize) in front-loaded damage. They were basically the definition of a viable compromise weapon: one someone would bring if they didn't know what they'd be fighting and wanted to be able to deal OK damage to whatever they encountered. Now they're either ridiculously overpowered in small gang contexts or ridiculously useless for solo work. Either way you look at the RLMLs, they're bad for the game.
Connall Tara
State War Academy
Caldari State
#71 - 2014-01-21 17:01:50 UTC  |  Edited by: Connall Tara
there we go! was that so hard? :D

I don't agree with points but its actual contribution to the debate, doesn't it make you feel all warm and fuzzy inside? :P

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Ganthrithor
School of Applied Knowledge
Caldari State
#72 - 2014-01-21 17:05:27 UTC  |  Edited by: Ganthrithor
Connall Tara wrote:

go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P


Why don't you go back and read the previous thread yourself. The points are already written down there for you to ignore. I don't see why I should have to go do your research for you. While you're at it, you might make note of the tremendous number of other players expressing frustrations similar to my own, and Rise systematically ignoring them.
Mizhir
Devara Biotech
#73 - 2014-01-21 17:11:52 UTC
Who said that RLML were designed for solo pvp?

❤️️💛💚💙💜

Connall Tara
State War Academy
Caldari State
#74 - 2014-01-21 17:16:37 UTC
Ganthrithor wrote:
Connall Tara wrote:

go back, have a think and if you can manage it put together a coherent argument against the rapid light launchers under this new iteration then I'll happily provide you with the respect to appear to demand, I'll even concede points if they're reasonable :P


Why don't you go back and read the previous thread yourself. The points are already written down there for you to ignore. I don't see why I should have to go do your research for you. While you're at it, you might make note of the tremendous number of other players expressing frustrations similar to my own, and Rise systematically ignoring them.


ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient? Lol

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Centurax
CSR Engineering Solutions
Citizen's Star Republic
#75 - 2014-01-21 17:17:10 UTC
RLML and RHML are so unusable for anything, you will usually run out of missiles a long time before you kill your target so not very good for 1v1 pvp (not even that sure how usable for small fleets P) and a 35 second reload means that your target has probably just recovered all its shield or armor (assuming an active tank of some kind) . A 15 to 20 second reload is a more reasonable solution.

Larger launcher capacity is probably the only thing you got right with this change.
Morwennon
The Tuskers
The Tuskers Co.
#76 - 2014-01-21 17:19:48 UTC
Connall Tara wrote:
ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient? Lol

Given that the original changes were an abject failure by CCP's own criteria, would you agree that it would be sensible for the developers to summarily disregard all feedback from those who supported the previous changes since they have amply demonstrated themselves to be incapable of reliably predicting how balance changes will affect the game?
Jean-Baptiste Zorginho
University of Caille
Gallente Federation
#77 - 2014-01-21 17:30:42 UTC
Mizhir wrote:
Jean-Baptiste Zorginho wrote:
Medalyn Isis wrote:
Jean-Baptiste Zorginho wrote:
Mizhir wrote:
Miz's guide to fixing your own RLML
With 1.1 stats


  1. Split your launchers into 2 groups
  2. Start shooting with one of the groups
  3. After roughly 40s of shooting start the 2nd group
  4. When the first group hits reload, let it reload and start shooting right away
  5. Enjoy sustained dps


Protip: If you start with 2 different ammo types you can start shooting with the one that matches your target's resishole while reloading the other one to the correct damage type.


Awesome idea, will be cool dps with that idea, not firing the first 20s with 50% of the guns!

I think some people are not understanding basic mathematics.

If you fire 2 guns each at 200% damage, and then they stop and another 2 guns fire at 200% each , that is equal to 4 guns firing continuously each at 100% damage.

Miz's guide was written tongue in cheek to show how it is misguided to complain about the reload time.


Buddy, not firing 40s with 50% of the guns will be 50% less dps within the first 40s. Simple math. So why the hell would somebody want to do that in PVP?


It's you who fails at math. Remember that the RLML do more burst damage now than they did before.



Since they don't do twice the damage and you still have the disadvantage of damage type (in your example, let's say you've chosen the 2 wrong damage types, still sucks to reload 40s on each group).

And not firing a gun 40s is still stupid, sorry but it is.
Mizhir
Devara Biotech
#78 - 2014-01-21 17:30:51 UTC
Centurax wrote:
RLML and RHML are so unusable for anything, you will usually run out of missiles a long time before you kill your target so not very good for 1v1 pvp (not even that sure how usable for small fleets P) and a 35 second reload means that your target has probably just recovered all its shield or armor (assuming an active tank of some kind) . A 15 to 20 second reload is a more reasonable solution.

Larger launcher capacity is probably the only thing you got right with this change.


If you failed to kill something active tanked with the high burst, how do you expect to be able to kill it with a low sustained dps instead?

2 New RLML caracals will be able to easily break a dualrep navy exeq. If it was the old RLML the navy exeq would probably permatank them.

❤️️💛💚💙💜

Mizhir
Devara Biotech
#79 - 2014-01-21 17:38:04 UTC
Jean-Baptiste Zorginho wrote:

Since they don't do twice the damage and you still have the disadvantage of damage type (in your example, let's say you've chosen the 2 wrong damage types, still sucks to reload 40s on each group).

And not firing a gun 40s is still stupid, sorry but it is.


The old RLML was still OP.

So no matter what, there will be a reduction in dps compared to the old one. Wether it is a flat dps reduction or the current design. Also remember there will be a slight overlap in the 2 groups shooting. With the rubicon 1.1 version you will be able to do 90% of the sustained dps. Wether you want to frontload it and gain an advantage of the burst or spread it out, is up to you.

The reload on damage types still suck. I agree with you there. But it is often possible to guess the correct damage type before the fight starts.




❤️️💛💚💙💜

Connall Tara
State War Academy
Caldari State
#80 - 2014-01-21 17:43:26 UTC
Morwennon wrote:
Connall Tara wrote:
ignoring them so much that he posts a new thread proposing an adaptation to the original concept to be released in 7 days from now on the understanding that the initial proposal was inefficient? Lol

Given that the original changes were an abject failure by CCP's own criteria, would you agree that it would be sensible for the developers to summarily disregard all feedback from those who supported the previous changes since they have amply demonstrated themselves to be incapable of reliably predicting how balance changes will affect the game?



depending on certain provisions regarding this.

1: if CCP considered the entire project an abject failure. based on reports from both CCP fozzie and Rise in the previous thread rapid light missile use appeared at the time to be preforming as expected in terms of use and metrics.

2:has any been incapable of reliably predicting how balance changes would affect the game? can you point me to a source of information which has proven itself entirely accurate on this regard AHEAD of these releases in every single circumstance without the ability to test the results? if so CCP would surely like to hire this individual. this is far from a binary situation, its not a matter of its either Right or Wrong, its a matter of achieving the effective solution which is always somewhere in the grey.

its quite demonstrably clear that the development team involved in this project makes use of a scientific method when evaluating the success of these changes. only through long term data collection and proper analysis of causation and correlation can accurate conclusions be drawn.

as it stands the Devs are unsatisfied with the initial result of the module between member base response and on server usage and, as such, are making the correct decision by making an iteration on this module on the first available point release.

to specifically answer your question: no, I do not believe that this module was an absolute failure and that any opinion, sufficiently well argued and informative should be given consideration

"I hate this" is not useful feedback

"i hate this because of the following reasons... etc" is a potential source of good feedback. the same goes for positive responses, honestly i'm not overly fond of people on my own side simply saying "this is a good change" it is certainly beneficial to my own position but doesn't help the developers discern much information.

is that a sufficient response?

Naomi Knight - "You must be CCP Rise alt , that would explain everything"