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[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#181 - 2014-01-23 09:12:42 UTC
Kagura Nikon wrote:


Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.


I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight.

With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits.

As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day.

The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.

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".

Kagura Nikon
Native Freshfood
Minmatar Republic
#182 - 2014-01-23 09:38:47 UTC  |  Edited by: Kagura Nikon
Mournful Conciousness wrote:
Kagura Nikon wrote:


Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.


I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight.

With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits.

As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day.

The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.



Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario

Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can.

Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae.

Also your deductions are wrong:


in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies.

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

Ruaro
Space monitoring
#183 - 2014-01-23 09:45:36 UTC
Persnally I like RLML's very much. They are perfect as a support anti-frig weapon for added burst damage to help my drones kill those pesky webbing/scrambling frigates when they get under my guns or to break some harder ships tanks faster (using Astarte). And I do not mind long reload time in those cases (I'm talking about PVE here obviously).

But in general I think they are OK except damage type changing as you can choose what to have - burst or sustained damage and that is a good thig to have (choises, remeber?)
TAckermassacker
School of Applied Knowledge
Caldari State
#184 - 2014-01-23 12:48:12 UTC
i still miss the battleship boni to the missiles, otherwise are all bs just the same with rapid heavy.
I am not talking about rof, raven stands for range by missile velocity, navy scorp tank without projection bonus and the typhoon for projection against smaller ships.

but now its just rof bonus - stupid

add the range nerv of HM to this argument and you will still see few people using this because you need missile rigs to gain advantages.

The cruisers are also not broken with keeping the rang bonuses why did you exclude the bs out of this?
Warmistress Severine
Dreddit
Test Alliance Please Ignore
#185 - 2014-01-23 12:54:04 UTC
Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.

20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?


Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either.
Kagura Nikon
Native Freshfood
Minmatar Republic
#186 - 2014-01-23 13:36:32 UTC
Warmistress Severine wrote:
Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.

20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?


Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either.



Well he can do the exact opposite. Make the reload be 23 HOURS but put 500 missiles per launcher :P

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#187 - 2014-01-23 13:45:07 UTC
Kagura Nikon wrote:
Mournful Conciousness wrote:
Kagura Nikon wrote:


Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.


I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight.

With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits.

As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day.

The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.



Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario

Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can.

Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae.

Also your deductions are wrong:


in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies.


Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance, missiles do not. Missile users just add BCU's and thats it. Then complain that their hams or heavy missiles apply for ****.

You want max tank and gank, then complain when missiles hit poorly. Yes, heavy missiles and hams don't apply max damage to FRIGATES. Thats what RLML are for. Just like medium turrets don't track frigates well (unless the frig pilot is stupid and burns straight towards you).

With 2 webs, thats it, HML can apply max damage with fury ammo to a ScyFI. So your daredevil web would be adequate for HML against a cruiser.

With HAMs, web/scram apply very close to max DPS, maybe 1-2% drop. So, if your issue is with the caracal, then start saying you want it bufffed. And stop whining about RLML/HAMs.

Sgt Ocker
What Corp is it
#188 - 2014-01-23 13:56:15 UTC
Warmistress Severine wrote:
Why not simply admit that the whole idea was crap and get this Rapid Light Missile Launcher back to 10 secs reload time. Before, the T2 launcher had 80 missiles. If you want to give this thing burst with rate of fire, ok. But balance it with the amount of missiles, not with reload time.

20 missiles (down from 80) double the rate of fire (12ish, now 6ish) but without screwing with the reload/change ammo ability?


Because even with 35 secs reload time, no-one is going to use this. Not in PvE and not in PvP either.
Unfortunately for the majority of missile users, there are a few who seem to have a very strong influence with the devs responsible for this change.
They actually think Burst Dps coupled with an overly long reload, is good based on the idea it is used successfully on another game.
So regardless of whether it is a failure or success, missile users are stuck with it. There is absolutely no point in asking for anything remotely similar to RLML prior to Rubicon. RLML as we new them are gone, what we are left with is something from another game that as time goes by may or may not work in Eve PVP

Can a small fleet of Rlml Caracals be productive in the pvp arena?
Typically a good FC is going to call targets so there is focused fire to dispatch individuals quickly..
RLML is designed as an anti frigate platform.
If all in fleet have good skills, it will take 1 volley from 10 RLML Caracals to dispatch a frigate. Problem is, combining missile travel time and fast firing rate a 2nd or maybe 3rd volley has launched before the 1st lands so wasted missiles flying off into nowhere.

So what we end up with is, a 15 man fleet, including logi and tackle, who can engage a frigate fleet of 10 and with luck kill them all before running out of missiles and having to warp off to reload. If the frigates happen to have a couple of cruisers and or logi with them, I would advise you not to go near them. At best your fleet will have to warp off to reload with egg on its face, worst case you just die horribly.

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.

Kagura Nikon
Native Freshfood
Minmatar Republic
#189 - 2014-01-23 13:57:31 UTC  |  Edited by: Kagura Nikon
Stitch Kaneland wrote:
Kagura Nikon wrote:
Mournful Conciousness wrote:
Kagura Nikon wrote:


Also no, by your earlier statement you have no CLUE about missiles, or at least why they are affected differntly. You cannot comapre missiles to guns with nubmers like you made, the formula of application is completely different. Turrets do not get as screwed by signature as Missile do. Because turrets have a single component on the formulae, while missiles have the MINIMAL between sig/exploradius and the ratio of explosion velocity/speed over sig/explosion radius. That means a missile can do very little damage to a target standing still, while a turret will hit it full power.


I think it's fair to say that a target standing still is a very special case. I don't think I've ever seen a frigate stand still in a firefight.

With that out of the way, signature radius does indeed have a very large effect on gunnery hit chances. Halving sig radius is approximately equivalent to halving the tracking speed (see equation on eve uni site). Gun damage is affected by this in two ways. First, the hit chance itself and the the actual damage that is applied if the shot hits.

As mentioned, gun damage is applied in a all-or-nothing manner, which is different to the missiles' constant-damage-over-time approach. Which you prefer will dictate which weapon system you take that day.

The idea that there is a guns v missiles argument is false. These two weapon systems are complimentary. It's not a idealogical war for most of us.



Does nto need to be standign still. Just be webbed by a daredevil andyou have effectively the same scenario. Missiles will still loose a LOT of damage, while turrets will be able to hit almost Full damage on that scenario

Explosion size / sig is an independent element on missile formulae (in one of its options). You cannot compensate it with range and speed compensation like turrets can.

Also turrets are NOT all or nothing. They have degrees of hit quality that ARE influenced by the track formulae.

Also your deductions are wrong:


in the trackign formulae, if transversal is ZERO then the effect of signature is removed from the equation effectively. Then only range falloff chance applies.


Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance, missiles do not. Missile users just add BCU's and thats it. Then complain that their hams or heavy missiles apply for ****.

You want max tank and gank, then complain when missiles hit poorly. Yes, heavy missiles and hams don't apply max damage to FRIGATES. Thats what RLML are for. Just like medium turrets don't track frigates well (unless the frig pilot is stupid and burns straight towards you).

With 2 webs, thats it, HML can apply max damage with fury ammo to a ScyFI. So your daredevil web would be adequate for HML against a cruiser.

With HAMs, web/scram apply very close to max DPS, maybe 1-2% drop. So, if your issue is with the caracal, then start saying you want it bufffed. And stop whining about RLML/HAMs.




I am not defending one weapon system over the other. Just answering the statement that there is unfairness in missiles having the option of using a smaller sized explosion radius laucnher while turrets cannot.

POinting that turrets do not NEED, because they have other ways to hit smaller things, while missiles are much more tied to the module mechanics.

You again, has a very very serious problem os understandign people, maybe because you focus on your imagination instread of reading.. I NEVER FLEW a caracal in my 7 years of even and likely never WILL!!!

Stop daydreaming and READ what others write.

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

Mike Whiite
Deep Core Mining Inc.
Caldari State
#190 - 2014-01-23 14:39:52 UTC
Stitch wrote:
Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance, missiles do not. Missile users just add BCU's and thats it. Then complain that their hams or heavy missiles apply for ****.

You want max tank and gank, then complain when missiles hit poorly. Yes, heavy missiles and hams don't apply max damage to FRIGATES. Thats what RLML are for. Just like medium turrets don't track frigates well (unless the frig pilot is stupid and burns straight towards you).

With 2 webs, thats it, HML can apply max damage with fury ammo to a ScyFI. So your daredevil web would be adequate for HML against a cruiser.

With HAMs, web/scram apply very close to max DPS, maybe 1-2% drop. So, if your issue is with the caracal, then start saying you want it bufffed. And stop whining about RLML/HAMs.



Lets presume you're intrested in an explanation and not trying to troll.


I'm not going in the discusion between turrets and missile launchers in general, it's been done a 100 times and more.

but aside from that.
HML and HAM, not only don't do full damage on Frigates, they don't do full damage on Cruisers either and even don't do full damage to a few battlescruisers.

It's nice that 2 webs might help you aply more damage with HML, though a bit sad that a long range missile ship needs to get in webs range, to aply it's damage.

and aside if the old RLML was or was not overpowered, it is no reason to just replace the system with something completly different.



Bad Messenger
Rehabilitation Clinic
#191 - 2014-01-23 14:42:58 UTC
overall long reload time is bad idea.

Rapid light missile caracal had poor dps before but still it was pretty much best cruiser on certain situations, it could use right ammo on right situation, example put auto targeting missiles on when jammed, change right damage type depending on target.

Now you do not have that possibility on practise, you sure have better burst damage but that is not making long term dps any better.

I bet devs have ever used light missile caracal so they only stare about dps reading on their screen and think that was good idea.

These new changes do make it better but personally i would go back to old system.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#192 - 2014-01-23 15:00:09 UTC
Kagura Nikon wrote:
...Also your deductions are wrong...


OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae.

I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other.

I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like.

Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero.

This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process).

Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.

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".

Kagura Nikon
Native Freshfood
Minmatar Republic
#193 - 2014-01-23 15:15:31 UTC
Mournful Conciousness wrote:
Kagura Nikon wrote:
...Also your deductions are wrong...


OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae.

I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other.

I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like.

Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero.

This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process).

Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.


Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#194 - 2014-01-23 15:46:01 UTC
Mike Whiite wrote:
Stitch wrote:
Yes, that means turret users actually have to do something to get damage on target (mitigating transversal), where missile pilots just have to avoid getting caught. We have to add TE or TC to get fall-off at a reasonable distance, missiles do not. Missile users just add BCU's and thats it. Then complain that their hams or heavy missiles apply for ****.

You want max tank and gank, then complain when missiles hit poorly. Yes, heavy missiles and hams don't apply max damage to FRIGATES. Thats what RLML are for. Just like medium turrets don't track frigates well (unless the frig pilot is stupid and burns straight towards you).

With 2 webs, thats it, HML can apply max damage with fury ammo to a ScyFI. So your daredevil web would be adequate for HML against a cruiser.

With HAMs, web/scram apply very close to max DPS, maybe 1-2% drop. So, if your issue is with the caracal, then start saying you want it bufffed. And stop whining about RLML/HAMs.



Lets presume you're intrested in an explanation and not trying to troll.


I'm not going in the discusion between turrets and missile launchers in general, it's been done a 100 times and more.

but aside from that.
HML and HAM, not only don't do full damage on Frigates, they don't do full damage on Cruisers either and even don't do full damage to a few battlescruisers.

It's nice that 2 webs might help you aply more damage with HML, though a bit sad that a long range missile ship needs to get in webs range, to aply it's damage.

and aside if the old RLML was or was not overpowered, it is no reason to just replace the system with something completly different.





Its called a huginn/rapier. If you're in a missile gang its wise to bring one. Run some graphs with double web against a cruiser and heavies. You get all dps on target.

I know heavies and hams don't do full damage to a frig, that's the point. If that were the case all your weapon systems would be like rlml in application.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#195 - 2014-01-23 15:48:49 UTC
Kagura Nikon wrote:

Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.


This is true, it's a weakness of HAMs.

A strength of HAMs is that they will deliver the same 'fairly good' damage at any range out to ~16km regardless of what the target (cruiser or larger) does.

This means, for example, that a HAM-weilding ship can kite a blaster-fitted ship at the edge of web range and receive almost no damage while itself delivering consistently good damage.

Even a deimos with its range bonus can only deliver 13% of max dps at 9km against a kiting target when using VOID. If it switches to NULL, the damage is better but nonetheless compromised due to the ammo itself.

Kiting at exactly 9km (or 13km with a faction web for extra win) requires some skill on behalf of the missile pilot, and requires that the ship is properly fitted for the job.

In this circumstance, the unfortunate blaster pilot will soon be looking for a new ship.

Against something like a zealot or vagabond, it's a closer race. The HAM pilot will need to get angular velocity rather than range because lasers and auto cannons don't deliver as much damage as blasters at close range.

Guns and missiles are incompatible.They have different roles and require different styles of play. They are all effective in their current form.

Now when I say effective, please don't think I mean 'all equally as good at everything', I don't. The selection of guns or missiles, or more likely the proportion of each in the fleet, will depend on what situation I think I'm up against.

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".

Stitch Kaneland
The Tuskers
The Tuskers Co.
#196 - 2014-01-23 15:49:21 UTC
Kagura Nikon wrote:
Mournful Conciousness wrote:
Kagura Nikon wrote:
...Also your deductions are wrong...


OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae.

I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other.

I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like.

Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero.

This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process).

Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.


Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.


Yes.. lets use the most extreme case to rationalize your argument. Because every frig pilot flies in halo sets. And you really think a turret will track an orbiting, a/b fit dram with halos any better?
Kagura Nikon
Native Freshfood
Minmatar Republic
#197 - 2014-01-23 16:04:52 UTC  |  Edited by: Kagura Nikon
Stitch Kaneland wrote:
Kagura Nikon wrote:
Mournful Conciousness wrote:
Kagura Nikon wrote:
...Also your deductions are wrong...


OK... let's start again. In order to remove any ad-hominem element from this exchange I'm going start start by saying that I believe you and I both have a very strong grasp of mathematics. We both implicitly understand the damage application and tracking formulae and we are both able to envision damage graphs in our minds through understanding of the formulae.

I also believe that you and I both therefore implicitly understand the areas on this hypothetical mental multi-dimensional graph where each weapon system performs better than the other.

I think it's fair to say that when comparing HM with any short range medium gun, at short range, the short range gun will perform better than the missile. But that's because we're not comparing like with like.

Against a smaller target, both guns and missiles perform fairly closely to each other *on average*. HMs deliver consistently poor damage whatever the (moving) target does, long range guns deliver zero damage for most of the envelope, but can deliver a killing blow if the transversal velocity is sufficiently close to zero.

This is all provable through elementary mathematics if one has the time and inclination to do so (I trust we have both been through this process).

Where you and I may differ might be in our evaluation as to whether this situation is acceptable. For myself, I accept it. And I use both missiles and guns.


Yet remains the fact that missiles cannot overcome the most extreme cases, while turrets can counter them with mobility and positioning. And that is why rapids exist, so that missiles have an option... just that. because no ammount of maneuverign can help HAMS against a dramiel with a halo set. You can even web him 5 times, you will not hurt him much.


Yes.. lets use the most extreme case to rationalize your argument. Because every frig pilot flies in halo sets. And you really think a turret will track an orbiting, a/b fit dram with halos any better?



That is not an extreme case. A sittign still AF with gng links is already extreme case enough . And you are clearly still clueless because this part is the one that SUPPORTS Rapid lights. You are throwing pathetic answers without even understanding the other posts. If you could read, a minimal level, you woudl see we were discussing targets standign still or nearly standign still, like double webbed scrammed targets.

Now.. if you cannot read or use the brain to answer, please, stay out of the conversation.

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

Burneddi
Avanto
Hole Control
#198 - 2014-01-23 16:14:42 UTC
Now you just need to give the Drake a RLML bonus.

Rise pls.
BadAssMcKill
Aliastra
#199 - 2014-01-23 16:16:03 UTC
Giving the Drake an RML bonus would take it from garbage to top tier
Zverofaust
Ascetic Virtues
#200 - 2014-01-23 16:16:30 UTC
Burneddi wrote:
Now you just need to give the Drake a RLML bonus.

Rise pls.


PLS RISE