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[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Arthur Aihaken
CODE.d
#121 - 2014-01-22 01:33:55 UTC
Omega Crendraven wrote:
Bringing back old Rapid lights

I proposed this. Player interest: apparently zero.

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

Herzog Wolfhammer
Sigma Special Tactics Group
#122 - 2014-01-22 01:49:23 UTC
Ok look. Please consider this.

We have rapid launch with long reload times. Some have implied maybe some other sacrifice, like flight time.


So, how about we have the power to "script" these launcher. Yes, those people who started liking the rapid launchers after the change I'm sure are finding them to be great gank bays.

But not everybody ganks.


So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able.

Bring back DEEEEP Space!

Arthur Aihaken
CODE.d
#123 - 2014-01-22 01:56:16 UTC
Herzog Wolfhammer wrote:
So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able.

Scripting is actually not a half bad idea… Just for rapids, or all missile launchers?

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

Omega Crendraven
The Scope
Gallente Federation
#124 - 2014-01-22 02:37:23 UTC  |  Edited by: Omega Crendraven
Scripted Launchers are actually a good idea, I think Rise should consider it. On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck.
As every other antisupport weapon system, it must rely on the constant, precise and fast application of damage during all stages of the combat to be effective. RLML ARE MEANT TO BE AN ANTISUPPORT WEAPON, if you add a 40s reload timer you are basically being useless, how are you going to make a tactical decision according of the ships on field if you have to count with a 40s delay after killing 1 or 2 ships in the best scenario. In that time many things can happen, more ships can land on grid and the target you were shooting might not be the most appropiate to shoot; you can get scrammed, neuted, etc.
If you want to decrease the overall performance of rapid lights its acceptable, but don't create a whole new weapon system with a purpose that wasn't meant to be and call it like it "gives a new array of tactical choices" because it doesn't, it only lets you feel happy because you killed 1 frig and then you have to gtfo
Arthur Aihaken
CODE.d
#125 - 2014-01-22 02:42:39 UTC  |  Edited by: Arthur Aihaken
Omega Crendraven wrote:
On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck.

There was only one problem with the original RLML and RHMLs: excessive ammunition capacity.
Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea...

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

PotatoOverdose
School of Applied Knowledge
Caldari State
#126 - 2014-01-22 03:24:52 UTC
Problem Identified: Ammo Swapping takes way, way too long, as pointed out by the community months ago.
Solution: Make ammo swapping only take way too long instead of way, way too long. Roll

:CCP:

So, I take it we can expect a reasonable RLML by Rubicon 1.4? How's that SoE BS coming btw?
Captain Hoax
Freedom and Profit
#127 - 2014-01-22 03:26:28 UTC
Will RHML's still continue to only receive bonuses from damage and not missile velocity/flight time/explosion velocity/radius? Right now on any ship that receives one or more of these bonuses RHML's damage application that is worse than cruise missiles. These tweaks are nice... I suppose.. and its good to know you're not just going to leave these toys dead in the water. Have to say though, still not going to touch these systems again with these changes.
Kesthely
State War Academy
Caldari State
#128 - 2014-01-22 03:34:41 UTC
First of all:

Welcome back Rise,

The initial changes are a step in the right direction and i can understand why incremental changes are prefered instead of big major adjustments.

CCP Rise wrote:


We were looking at a really wide range of options for these systems


What i would like to know, now or right after Rubicon 1.1, is exactly what kind of options you guys have left for us on the table. I admit after unsticking the intial post, i was afraid that the missile issues had been postponed again. Missiles are a multifactored headache in terms of balancing, thus i believe that the earlier one can start a discussion of the options to adjust them the better, and more sound data you get from your response team (the players)

Mizhir wrote:
The initial changes to RLML were probably too much, so with this little buff I actually think that RLML are exactly what they are supposed to be. They are a support weapon rather than a main weapon


Thats exactly what one of the problems are. While in theory its nice to have a good working support weapon, it leaves ships who are specialized in missiles with one fewer option. Rapid missiles became popular because the other options were deemed inadequate for most people, or in most situations compared to the Rapid missile system.

Kenneth Skybound wrote:

But those talking about "oh no 35 seconds during the fight" - the point of front loaded dps is DEAD before you reload. It is precisely like artillery - dead in the first shot. It's meant to be the missile version of alpha, doing heavy damage quick, with a penalty for failure (lower overall dps). It isn't a 1 shot like artillery but it makes up for this by being much more applicable dps than the standard sized missiles for the ship class (eg HML/HAM on a caracal).


The idea of burst dps is great. I do like the concept of the rapid fire, long reload option for missiles but, my main concern is that it replaces one of only 3 weaponsystems, without haveing a viable fallback. I prefere the old Rapid missile mechanic, because its a reliable steady stream of dps. What i would like NEXT to those option is the burst dps option, not designed to hit smaller targets, but designed to improve weapon system options. That would mean an new system designed for this. Not adapting a working weapon system to something most people don't want to use anymore, while at the same time not adressing the situation that made those people choose to go to this system.

Rapid missiles have existed for a long time, when i started playing back in 2007 they were already in the game. If they were so broken, why did we get it formatted only 6 years later? Why is it that it got picked over a weapon system that already has more Burst dps (Alpha) more range and a higher DPS in total?

Because of in real life situations this paper mechanic proved unuseful. Real situations showed concluseively that in the majority of fights you were better of with the Rapid missile system. Yes there are situations where the ham or heavy outshines the situation, and that you can predict when those situations happen. Guess what? in those situations people often chose a different ship already.

Forceing this change to our troats to me would feel the same as proclaiming: Medium Autocannons are to good to deal with frigates, so were going to have them have a longer reload time then artillery.

Imagine, just for a second how much upheave that would cause.

CCP Rise wrote:

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


When exactly will that be? In most situations where reload time starts beeing an issue is in those times when your not blapping a single frigate or destroyer. With the increase of ammo capacity, youve reduced the likelyhood that we have to swap ammo when that first single frigate isn't dead yet, and de death gap of when we do have to reload has become slightly smaller. In the case of (especially ASB) cruisers the likelyhood of beeing able to kill it in one clip drasticly reduces. More importantly if the ASB cruiser thinks he can survive for 20 seconds (now 25 seconds) without haveing to use its ASB a smart ASB Cruiser will start reloading its ASB. Completly negateing ANY benefit the Rapid missile system has to offer.

Also on contrary to ECM, its not a matter IF we are getting jammed, but WHEN we are getting jammed. ECM while occasionally on the field isn't always on the field. While you occasionally getting targeted with ECM doesn't mean you always get targeted. ECM while able to jam you doesn't always jam you.

This version of Rapid missiles does. Its Always on the field, It Always targets you, and it Always successfully hits for 2 full cycles.

Medalyn Isis wrote:
To me it seems strange that people are calling for shorter reload times, if you want shorter reload times then why not just use the standard HML's. To me it seems a complete misunderstanding of the concept if you are asking for shorter reload times.


Because like many people pointed out over the more then 200 page treat when the first changes were announced that Heavy missiles are so broken, even with the bad parts of this launcher they still outperform them in 90% of the real situations.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#129 - 2014-01-22 03:37:03 UTC
If ammo swapping took the usual 10 seconds, I think 35 seconds is okay. But until you fix that, I think 30 seconds reload would be more appropriate.

Anyway, you've probably already thought of it, but just to put it out there, basically I think you should make it so that as long as your missile is at 80% capacity (i.e. 16/20 missiles for light missiles, 18/25 for heavy missiles) you should be able to reload for the usual 10 second timer. This allows strategic decision making (i.e. swapping based on target or shoot 1-2 missiles of a certain damage type and realise it does very little damage so you make the decision to swap) while avoiding the obvious abuse of shooting all but 1 missile and then changing ammo to avoid the 35 (hopefully changed to 30) second reload.
Herzog Wolfhammer
Sigma Special Tactics Group
#130 - 2014-01-22 04:18:47 UTC
Arthur Aihaken wrote:
Herzog Wolfhammer wrote:
So please, if possible, let us script them. Let us decide how fast we want them to work, and that that be through scripts. Rapid launch? OK longer reloading time. Faster reloading time? Ok, lower rate of fire then. The longer reload time only dissatisfied some players and made others happy. So let the players decide, let the launchers be script-able.

Scripting is actually not a half bad idea… Just for rapids, or all missile launchers?



I don't know. I liked the rapid lights. A caracel with rapid lights is not to be trifled with, but with interceptors becoming so powerful and the proliferation of intie gangs, I thought that a "frigate killer" ship, made possible by rapid lights, would be the ideal counter to that.

Scripting all missile bays would be nice - but so far we have rigs to alter their behavior so some would presume overkill? Not sure. But with rapid launchers being new to the game, and apparently their use at odd these days, I think being script-able so that players can choose how they operate would settle this conflict, a compromise between players who liked them the way they were and those who like them now.

Bring back DEEEEP Space!

Kesthely
State War Academy
Caldari State
#131 - 2014-01-22 04:23:04 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.


Haven't we been doing that in an 200 page threat in the previous topic about the Rapid Missiles? How many more pages of the same arguments do you want to hear? till theres finally a single argument that the proposed system DOES work?

If over 200 pages of feedback (4000 posts) you haven't found that yet that one post in the future is less then 0.025% of the players.

You expect us to "give specific reasons" we have been doing that. No we haven't been saying what you want to hear. And no the discussion of this treat is still about reload time (Notice that nobody actually extensively talks about the small clip size increase?)
thats because THAT is where the majority of the players feel the problems lie. Sure you have a few people who say "great" "like" but those people don't use missiles as a primary weapon.

How can you expect us to discuss anything else, if
CCP Rise wrote:
We were looking at a really wide range of options for these systems since the initial reaction was so negative, but over the last few weeks we started seeing more and more people adjust to using them and even start liking them, so, rather than make drastic changes so quickly we want to give it more time and see what happens with usage and feedback over the next couple months. Large changes are still on the table and I won't be finished with this until we address the ammo swapping issue.

Thanks for reading and responding



this is the only hint of the other changes? Why not post what is beeing left in options?
Is it more drastic changes to reload time?
Is it more drastic changes to ammo size?
is it implementing a 10 second reload timer for switching damage type, keeping the ammo clip the same otherwise?
Is it consideration of createing a new missile variant that solves damage application and or reload times?
Is it more meta flexibility where you can choose between more ammo clip longer reload time, vs small clip shorter reload time?
Is it additional modules that behave ammo size, or reload time?
Is it scripts that allow you to choose between damage types, reload times, ammo size?
Is it changeing back?
is it modifying the overload options drasticly to make it become a burst weapon?


I and many forum users would love to discuss to pro and cons of any other changes. But the fact is, the only stats you give us to discuss with is a small change in total damage output before reloading, and small change in reload time. I can give you the outcome of that discussion now:
Yes the small clip size increase will allow us to more safely kill a few frigates and is a welcome adjustment.
No the reload time is still considered to long and makes the system not fun to use.
Thats been said over and over in a 200 page long treat already.




Herzog Wolfhammer
Sigma Special Tactics Group
#132 - 2014-01-22 04:27:18 UTC
Arthur Aihaken wrote:
Omega Crendraven wrote:
On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck.

There was only one problem with the original RLML and RHMLs: excessive ammunition capacity.
Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea...



Pretty much this. Reducing the capacity was not so bad. The 40 second reload time (or ammo swap) was just plain cruel.

Bring back DEEEEP Space!

Colman Dietmar
Sebiestor Tribe
Minmatar Republic
#133 - 2014-01-22 05:23:23 UTC
This system was already overpowered and didn't need another buff. If RLML is going to have DPS of the regular medium launchers, at least make it have the same fittings.

Right now a caracal fit with these has everything at the same time: speed, tank, DPS, projection and full DPS on targets of any size. Hurricane was nerfed hard for less than that, nerfed along with the tracking enhancers.
Sgt Ocker
What Corp is it
#134 - 2014-01-22 05:34:23 UTC  |  Edited by: Sgt Ocker
Arthur Aihaken wrote:
Omega Crendraven wrote:
On the other hand, Rise asks for specific causes or motive of why should we go back to old rlml or why the new one suck.

There was only one problem with the original RLML and RHMLs: excessive ammunition capacity.
Simply reinstate the original versions, keep the fitting requirements and dial back the capacity to what CCP Rise proposed. Voila - problem solved. 10 second reloads, less powerful weapon systems - and most importantly - resolves the ammunition swap problem. I think almost everyone could get onboard with this idea...

I wonder if a compromise for reloading of :- 1 sec = 1 missile loaded, if the launcher holds 25 missiles it takes 25 seconds to load.
I would gladly give up flight time when using RLML / RHML for a faster reload. If I need to get in and do as much damage as possible in a short time (kill tacklers, bubblers, etc) I don't need 80km range.

Scripts for launchers could be;
- RLML load 20 missiles in 20 seconds minus 75% flight time (T2 launchers with Furies = approx 22km range)
- RLML load 20 missiles in 35 seconds with 100% flight time

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.

Kesthely
State War Academy
Caldari State
#135 - 2014-01-22 06:53:45 UTC  |  Edited by: Kesthely
My view on the problems is as follows.

If you are concerned with the dps amount you get out of Rapid missile launchers, lower its amount of missile capacity, and or its rate of fire.

If you want to create a burst weapon make a new weapon system.
This has several advantages, and drawbacks.

Advantages:
1) You will be able to balance it from the start, compared to other already in place sytems. Eg one could argue that ECM transforms a steady dps into burst dps, where the burst takes place when someone isn't jammed. A fireing time of 20 seconds, followed by a 20 second reload time imitates this well.

2) since its a new system, you can design new ammo for it. Giveing the option to tweak better to allow for range damage and damage projection. Also basic omnidamage type ammo comes in mind? (no damage selection problems)

3) Tweaking towards size. Do you really want these launchers to be great at frigate killing, or do you want them to be great at destroyersized ships, cruiser ships, or even a larger type of adversary? With new damage application options outside of the range of light missiles you can make this happen.

4) Fittings; a concern of a lot of players is the irregularity between rapid, long and short range missiles, in between sizes, and compared to guns. a burst weapon can be designed with fittings so that it falls better in the targeted tank

Disadvantages:

1) Time, Developing and balanceing a proper burst weapon this way is going to cost more time.
Arthur Aihaken
CODE.d
#136 - 2014-01-22 07:42:25 UTC
I previously posted the numbers in another thread, but to quickly summarize: Reinstating the original RLML rate of fire, 10-second reload and retaining the current 18-ammo capacity is only *marginally* better than the Rubicon 1.1 version that CCP Rise has tabled. How much better? 2%. If we bump the ammo to 20 it's a 4% improvement.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#137 - 2014-01-22 09:16:16 UTC
Arthur Aihaken wrote:
Omega Crendraven wrote:
Bringing back old Rapid lights

I proposed this. Player interest: apparently zero.



not a case of that. A casa that we realize CCP NEVER EVER step back that much and askign for it would be a waste of time.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#138 - 2014-01-22 09:17:40 UTC
Colman Dietmar wrote:
This system was already overpowered and didn't need another buff. If RLML is going to have DPS of the regular medium launchers, at least make it have the same fittings.

Right now a caracal fit with these has everything at the same time: speed, tank, DPS, projection and full DPS on targets of any size. Hurricane was nerfed hard for less than that, nerfed along with the tracking enhancers.



So overpowered that its salves all around new eden dropped 48%? Its such a horrible system that we woudl probably kick any member of ours if it flew with those things.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#139 - 2014-01-22 11:30:04 UTC
==============================
Responding to CCP Rise's challenge.
==============================

PROBLEM:
1. RLMLs are designed to be an anti-frigate weapon on a missile cruiser (the reasons for why we would want such a thing are for another discussion).
2. Giving a weapon the same EXP radius and velocity as a light missile launcher but higher DPS, along with lower fitting requirements than HMLs (a crucial point) begins to obsolete medium sized missile systems, since it gives RLML-fitted ships the opportunity to fit stronger-than-designed tanks while murdering smaller ships and damaging larger ships very effectively.
3. Making it into a burst weapon enrages the player base (bad commercial move).

SOLUTION:
a. Give RLMLs exactly the same damage and application stats as light missile launchers, with exactly the same capacity and damage multipliers, flight times etc etc.
b. Make them "medium weapons" so that they benefit from the bonuses on medium hulls only.
c. Give them the same fitting requirements as heavy missile launchers.

SYNOPSYS:
x. Missile cruisers can now become effective anti-support cruisers without going beyond their initial design in terms of power projection and tank.
y. A cruiser fitted for anti-support will be good at it, but not so good for tackling another cruiser or larger - desirable.
z. Calm restored, [all] players happy, CCP revenues safeguarded.

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".

Mike Whiite
Deep Core Mining Inc.
Caldari State
#140 - 2014-01-22 11:36:21 UTC
Mournful Conciousness wrote:
==============================
Responding to CCP Rise's challenge.
==============================

PROBLEM:
1. RLMLs are designed to be an anti-frigate weapon on a missile cruiser (the reasons for why we would want such a thing are for another discussion).
2. Giving a weapon the same EXP radius and velocity as a light missile launcher but higher DPS, along with lower fitting requirements than HMLs (a crucial point) begins to obsolete medium sized missile systems, since it gives RLML-fitted ships the opportunity to fit stronger-than-designed tanks while murdering smaller ships and damaging larger ships very effectively.
3. Making it into a burst weapon enrages the player base (bad commercial move).

SOLUTION:
a. Give RLMLs exactly the same damage and application stats as light missile launchers, with exactly the same capacity and damage multipliers, flight times etc etc.
b. Make them "medium weapons" so that they benefit from the bonuses on medium hulls only.
c. Give them the same fitting requirements as heavy missile launchers.

SYNOPSYS:
x. Missile cruisers can now become effective anti-support cruisers without going beyond their initial design in terms of power projection and tank.
y. A cruiser fitted for anti-support will be good at it, but not so good for tackling another cruiser or larger - desirable.
z. Calm restored, [all] players happy, CCP revenues safeguarded.


I might not get it but why wouldn´t I just fit normal small missile launchers?

and still have the fitting bennefit?