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[Rubicon 1.1] Rapid Missile Update

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Author
Arthur Aihaken
CODE.d
#241 - 2014-01-24 04:59:03 UTC  |  Edited by: Arthur Aihaken
Viceorvirtue wrote:
Frigates are actually much worse off against the burst rlm than against the original rlm. Anything with the level of tank that a common assault frigate or cruiser has can generally outlast the first clip of rlm and achieve tackle or leave. T1 frigates are easily instagibbed by the 'high dps' and then the rlm user is stuck for roughly 2 jam cycles of not being able to shoot anything.

The only thing overpowered about the original rlm was the low fittings allowing you to go triple lse on caracals and lse/xlasbs on cerbs. If Rise was serious about not making sweeping changes, he would've altered the fitting first and seen how balanced it was instead of changing it all to an entirely new and relatively untested mechanic. Not to mention the glaring flaw of being unable to change to a different ammo type if the fight changes without taking over half a minute to do so.

Yes, yes… A frigate only has a lot to worry about if it's a) alone, b) doesn't have any ancillary boosters and c) the player wielding the RLMLs pre-selected the wrong ammunition. On the other hand, if the ship sporting the RLMLs encounters more than a single frigate or runs into sensor damps or ECM - it's equally hooped.

Those of you purporting to claim RLMLs are "op" have put forward the most pathetic and weak arguments. It's abundantly clear to those of us who've actually used them that most of you don't have a ****ing clue what you're talking about. In any event, with Rubicon 1.1 out in 4 days - I welcome our new robot (drone) overlords

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

Sgt Ocker
What Corp is it
#242 - 2014-01-24 05:09:54 UTC
I still like the idea of 1 missile 1 second to load. I believe 30 would be a little OP but the upcoming change to 20 for Rlml and 25 for Rhml would lend itself to this.

Create a script for RLML & RHML that gives load time bonus at the expense of range.
RLML;
Unscripted, 20 missiles = 30 second reload, 100% range
Scripted, 20 missiles in 20 seconds -25% range
RHML;
Unscripted, 25 missiles = 30 seconds reload, 100% range
Scripted, 25 missiles = 20 seconds reload, -25% range

Caracal with Fury lights around 26.85km range, Navy lights 33.8km, Precision lights 17.9km (probably not an option at this range)
Raven with Fury HM 35km, Navy HM 47km, Precision 23km

The idea being; RLML RHML with script becomes a brawling style launcher, which may be well suited to burst DPS. You lose much of your range but if brawling in web range you don't need more than 10k - 20k range.
Warpin, scram, web, shoot, warp out, reload, repeat. Could actually make it a fun application of burst weapons

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.

Vincintius Agrippa
Crimson Serpent Syndicate
#243 - 2014-01-24 05:25:50 UTC
[/quote]

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.

[/quote]



I think that you are missing the point entirely. The problem was never that HAMs and Heavies couldn't hit frigs for full damage. The problem is that Heavies cant apply even a fraction of their damage to a cruiser in any scenario. Heavies can only hit BC's and up with acceptable damage. While hams can hit cruisers, and have similar range to other short range systems, they do not apply damage instantly, unlike every other system. Missile have to travel that distance to a target. I've seen my hams do 0 damage, I've seen them completely disappear trying to hit someone. Yes missiles almost always hit their target. They are missiles! Self guided projectiles with an explosive warhead. RLM's were a cruiser sized launcher that fired smaller sized missiles (which is why ammo capacity was higher). These smaller missiles are better at hitting smaller targets. Which is why they are used in that role. Smaller caliber cruiser sized turrets, particularly the "dual" versions are in fact double barreled frig-classed weapons designed for cruisers, and just like rlm's, they have massive ammo capacity. Despite the fact that they do less damage,they have significantly better tracking and lower fitting requirements than the larger sizes. They can also plow the field of frigs, although not as good as light missiles. Instead of bitching about rlm's having a smaller sig, you should be bitching about those dual barreled frig sized guns like dual 180s dual 150s, and dual 125's having such a large sig radius. For those wondering about why I didn't mention 220mm auto, I'm hesitant as while they are only slightly larger than 200mm Small arties they are not dual. Also, unlike turrets there are only 1 type or size/caliber of missiles, Short hams, and long heavies. It is unfair to assume that missile users can just sit back and hit everything. This is untrue. If someone is orbiting you close, hams will spiral out trying to catch them. Heavies will chase them around in circles until they travel their max distance or flight time. The missile mechanics in this game are flawed. I'm sick and tired of people bitching and moaning against missiles. In real life, missiles hit their targets almost always, but how they hit varies. A module on a naval warship, base defense, or plane use ecm to affect any missiles in its cone of fire. They also use point defense. Meaning it tries to disrupt the onboard guidance to make an incoming missile veer off course, explode prematurely, or shoot it down. Missiles can also inflict less damage to a fast moving target ( as the damage from the explosion velocity of the concussion wave is lessened) if you target is moving away from you. Also, the kinetic energy of shrapnel is lessened by same way.
Only YOU can prevent internet bullying!
Vincintius Agrippa
Crimson Serpent Syndicate
#244 - 2014-01-24 06:36:06 UTC



P.s that's with faction ammo, if you load t2 missiles its even worse.


Also, its not about max gank and max tank on the caracal. Fact is , Caldari T1 cruisers other than the blackbird are ****. For caldari cruisers its about sacrificing a propmod and point for tank whilst having subpar gank. 5 midslots on caldari cruisers, -1 for mwd/ab, -1 warp disruptor. Shield resist < Armor resist, LSE < 1600mm plate with no sig penalty. 3 mid slots for tank. Target painters, which you cant fit, are needed to hit anything. Turret fanboy #1: HEY! you can fit 3 damage mods! Caldari pilot #1: It take 3 to get the same dps as 1 of yours. Caldari pilot #2: What the ---- else can it fit? Caldari t1 combat cruisers are out classed by every other faction.

To be quite honest, The caracal navy issue is the only t1 caldari cruiser capable of pvp. Actually imo is what the base Caracal should be like.

To go off topic for a little bit, shield based ships should be reworked to acknowledge this. Maybe an extra mid minus a low, better resists, better modules idk.

Anyway, missiles should be reworked so that they have chances to hit. They will hit, but to 1 of 3 degrees. 1. Glancing strike 2. On target strike 3. Excellent missile strike. With t2 missiles having better guidance systems and damage. They should also have cruiser based sigs. 10 -15% damage increase, maybe 12 to hams and heavies. reduce flight time and increase missile velocity and explosion velocity. Explosion velocity should only affect damage if your target is moving away from you or directly at you. Like transversal on turrets. A target moving away from you will receive less damage, an idiot flying straight at you will get hit with extra 40- 50% damage, as closing velocity is in effect. His velocity plus your missiles velocity equals more energetic (devastating) impact. Also, your ships velocity should have an impact, to a degree. your velocity plus missiles, if your advancing towards your target, perhaps give your missiles added range for a while, however missile velocity would slowly return to normal if your target started maneuvering. If you are moving away from your target missile velocity would be normal. Why not less? Hint: self guided and propelled projectiles. Those missile wouldn't travel backwards! In addition, you moving away plus your target moving towards you equals bad day for him damage bonus. This would be a very good system, not unlike how fighter pilots operate. They don't just press the fire button on everything and expect it to poof, explosion, die! They maneuver their selves into position to give their missiles a better chance to hit. Missile are limited by how fast they can turn/maneuver and track. If you fly wrong, missiles can loose track and fly off course , hitting nothing. I think this idea would be something that everyone would like. Now you haters couldn't complain about missile users just pressing f1 and waiting, missile ships have to be flown with skill and strategy to get the most out of them!

Boom, problem solved.
Only YOU can prevent internet bullying!
ThunderRa
Caldari Provisions
Caldari State
#245 - 2014-01-24 07:15:58 UTC  |  Edited by: ThunderRa
Ok here are my thoughts on current Rapid Missile Launchers re-iteration: the right numbers would be 30 sec reload time - 29-33 ammo capacity for RLML(from meta 1 to T2) and 40-44 ammo capacity for RHML(also from meta 1 to T2).
Rate of fire should be improved to 1.5 seconds for RLML and 2 seconds for RHML. RHML launchers have heavier warheads to load so they must load a bit slower than RLML. This needs to be made in order for the RLML fitted Cruiser/BC/T3 and RHML BS to be able to kill their intended targets, that is a well tanked enemy frigate, or cruiser respectively, as the faster this launchers fire the harder would be for the enemy frigate/cruiser to rep itself.
Ammo swapping should be instant or 5 seconds max, in order to compensate for the long reload timers. I would agree with the idea of a script that reduces range by 25% and gives instead faster fire rate for RLML(from 1.5 to 1/sec) and RHML(from 2 to 1.5/sec), thus making them suitable as brawling or hit-and-run weapons.

Also I think Drake Navy should receive RLML damage bonuses as a special ability - that would compensate for his current lack of dps and give it a purpose - that of frigate hunter ^.
Arthur Aihaken
CODE.d
#246 - 2014-01-24 08:03:57 UTC
ThunderRa wrote:
Ok here are my thoughts on current Rapid Missile Launchers…

Thanks, but you don't have a clue what you're talking about.

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

Arthur Aihaken
CODE.d
#247 - 2014-01-24 08:25:57 UTC  |  Edited by: Arthur Aihaken
CCP Rise, I'm really disappointed with your latest effort to "improve" the rapid launchers. Despite the fact that you offered zero interaction in the original rapid heavy missile thread and announced the radical rapid launcher changes for Rubicon scant days before its release, I still gave you the benefit of the doubt and at least attempted to try them out in numerous scenarios. What adds injury to insult with the recent adjustment is that you've conveniently chosen to disregard close to 200 pages of feedback from players such as myself basically telling you that this weapon system is now broken. I can't speculate as to what the motivation has been to completely destroy missiles as a viable platform, but the in-game use outside of PvE speaks for themselves. Congratulations are in order, it seems.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#248 - 2014-01-24 09:01:46 UTC
Spugg Galdon wrote:
aaaaaaaand BOOM!!!!!

With this buff we're back to Caracals everywhere.


Oh, and this also kills HML's again as it completely muscles them out.



EDIT: WTB light missile bonuses for Drake and Cyclone please


Not at all. THe buff was just enough that a caracal will be sure to kill a linked and well fit punisher. Not huge change.

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

Sgt Ocker
What Corp is it
#249 - 2014-01-24 11:10:44 UTC  |  Edited by: Sgt Ocker
Arthur Aihaken wrote:
CCP Rise, I'm really disappointed with your latest effort to "improve" the rapid launchers. Despite the fact that you offered zero interaction in the original rapid heavy missile thread and announced the radical rapid launcher changes for Rubicon scant days before its release, I still gave you the benefit of the doubt and at least attempted to try them out in numerous scenarios. What adds injury to insult with the recent adjustment is that you've conveniently chosen to disregard close to 200 pages of feedback from players such as myself basically telling you that this weapon system is now broken. I can't speculate as to what the motivation has been to completely destroy missiles as a viable platform, but the in-game use outside of PvE speaks for themselves. Congratulations are in order, it seems.

Sorry Arthur but it seems you may have misinterpreted what is actually happening.

Quote:
CCP Rise
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
2 People in over 200 pages of posts said they liked the new RLML.

CCP Rise happened to see these posts and from that, RLML it seems are in an ok place for now, so we will knock 5 seconds off what is a ridiculously long reload time (and the basis of most complaints regarding the new launchers), simply to try and placate the other posters in the original RLML thread.

Which by the way had 8 posts added to it the day CCP Rise declared it dead and started a new thread. I suppose simply adding to a thread already 205 pages long, there was a chance the update from CCP Rise may have gotten lost and gone unseen. Roll

I wonder if RLML & RHML were to become a part of Omega Fleet Doctrine would they get better treatment?

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.

Basil Pupkin
Republic Military School
#250 - 2014-01-24 11:37:23 UTC
How about a new module? A missile launcher loader. Once activated it starts consuming ammo, and once enough is consumed, a missile launcher can opt to be reloaded from the loader rather than from cargohold. Reloading from a loader should be fast. A loader can contain different ammo type for fast switch. Since it's a module, you sacrifice tank or gank to have it. Can even be high slot one for all I care. One module should not be enough to reload entire rack of launchers, so some would still have to reload conventionally, ensuring dps gain doesn't go overboard. There is of course a limit to how much missiles a loader can hold, and maybe a limit to frequency of reloads from it - I'll leave balance limits to your imagination.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#251 - 2014-01-24 11:42:06 UTC  |  Edited by: Mournful Conciousness
sorry about the double post.

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".

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#252 - 2014-01-24 11:42:57 UTC
Vincintius Agrippa wrote:

The problem was never that HAMs and Heavies couldn't hit frigs for full damage. The problem is that Heavies cant apply even a fraction of their damage to a cruiser in any scenario. Heavies can only hit BC's and up with acceptable damage. While hams can hit cruisers, and have similar range to other short range systems, they do not apply damage instantly, unlike every other system. Missile have to travel that distance to a target. I've seen my hams do 0 damage, I've seen them completely disappear trying to hit someone.


Respectfully, I think this argument is based on a flawed premise. The maths of the missile and gun equations indicate that overall, long range medium guns and long range medium missile launchers are approximately equivalent in overall damage application against cruisers - even cruisers fitted with afterburners (the tests I did used an AB stabber as the target). The missile damage is evenly distributed for all target directions whereas the gunnery equation has peaks and troughs - allowing for superior skills to prevail and inferior skills to fail. Empirical observation backs up the maths.

A missile hitting for zero (if indeed that happened) would be an exceptional scenario, indicating an extremely small sig radius and huge velocity in your target.

Here is a link to a wolfram alpha solution for the velocity component given the following inputs:
launcher is a t2 HML firing navy scourge from a caracal with no rigs
target is a frigate with sig radius 35m
solve for Vt (target velocity) when the missile hits for 1 point of damage, which will be rounded down to zero by resistances > 50%
Solution: target must travel at 147425.14 m/s
Yes, that's one hundred and forty seven thousand meters per second.
I respectfully suggest that you misread the log.

Link to calculation is: http://www.wolframalpha.com/input/?i=121.5+%2F+%28%281%2F269%29%5E%28ln%285.5%29%2Fln%283.2%29%29+*+%28105%2F35%29%29

Missiles missing completely indicates that either:
1. your target moved out of range,
2. He was kiting you and you launched on the edge of your range
3. you were out of range to begin with, or
4. You forgot about the wormhole effects, therefore see 1, 2 or 3.

As a missile user (I use guns and drones on this account, and missiles and drones on my other account), one has to accept that a large missile will never have a favourable outcome against a small target. Could this be why even the Caldari Navy, staunch supporters of missile doctrine, comission half their ships with hybrid turrets?

No weapon does it all. You just have to accept that.

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
#253 - 2014-01-24 12:19:31 UTC  |  Edited by: Kagura Nikon
Its a tradeoff that people must learn to accept. Missile do not care if enemy is too close, therefore they cannot HIDE by gettign close. The tradeoff is that missiles cannot use positioning to compensate for very small targets.


Matrix is:


-------------------Far and fast------Far and slow -------close and fast ------close and slow
Small target --------T-----------------T-------------------------none-----------------M
Large target --------M----------------either -----------------M----------------------either

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#254 - 2014-01-24 14:11:00 UTC
If CCP are onto doing little 5% tweaks, that means they probably aren't going to do a total rethink or whatever you're expecting, unfortunately.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#255 - 2014-01-24 15:29:08 UTC
This change will make RLML's extremely useful however,

in order for RLML's not to ruin HML's I think these changes need to also be implemented:

Buff HM's damage by 5-10%

reduce precision heavy missiles explosion radius by 8-12%.


All other HM stats to remain.

For those complaining about damage application:

A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers. Even Minmatar ones. It's precision missiles really struggle vs frigates though. This is where I feel the heavy missile really struggles. That and it needs a smidge extra damage like I said above
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#256 - 2014-01-24 15:59:59 UTC
Spugg Galdon wrote:

A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers


it applies damage just fine without any of that
Spugg Galdon
Federal Navy Academy
Gallente Federation
#257 - 2014-01-24 16:23:36 UTC
TrouserDeagle wrote:
Spugg Galdon wrote:

A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers


it applies damage just fine without any of that



Not really. You need those to be able to apply damage to the smaller cruisers and if you want a chance to apply damage to a frigate it's a must.

If you suggest I should scrap those modules in favour of a web then I would be fitting HAMs not HMLs.
Morwennon
The Tuskers
The Tuskers Co.
#258 - 2014-01-24 16:50:57 UTC  |  Edited by: Morwennon
TrouserDeagle wrote:
Spugg Galdon wrote:

A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers


it applies damage just fine without any of that

A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three painters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers.
Major Trant
Brutor Tribe
Minmatar Republic
#259 - 2014-01-24 17:00:46 UTC  |  Edited by: Major Trant
Here is a potential solution to the switch ammo and partial reload problem. Instead of having a fixed 40 or 35 second reload time. Have a fixed 10 second reload time and a variable Cooldown timer.

Every time you fire a missile the Cooldown timer clocks up 1.5 seconds. Every time you stop firing the Cooldown timer starts winding down. You can only reload when the Cooldown timer is at 0.

So lets give some examples, assume you start with 20 missiles loaded:

1. At the start of the battle, you want to change the ammo type. No cooldown timer, 10 second reload.

2. You fire all 20 missiles in one burst. 30 second Cooldown, 10 second Reload.

3. You fire 5 missiles in one burst then want to top up or change ammo type. 7.5 second Cooldown and 10 second reload.

The beauty is that you are not committed to the reload during the Cooldown period assuming you still have some missile left. You might stop firing midfight due to range issues, the initial target pops, you get ECM'd or damped out. The Cooldown timer runs down automatically. If you start firing again later, your Cooldown timer is not fully wound up firing off the last of the missiles, thus the reload is quicker.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#260 - 2014-01-24 17:20:56 UTC
Morwennon wrote:
TrouserDeagle wrote:
Spugg Galdon wrote:

A dual paint single rigor HML Caracal using faction missiles applies damage just fine to cruisers


it applies damage just fine without any of that

A 3 BCS HML caracal shooting faction ammo at an MWDing thorax does 55% of its base missile damage with no painters, 70% with one painter, 81% with two painters, and 96% with three pain nters. Given that its base missile damage is very low for a cruiser and that this is for a same-class target, those are pretty terrible numbers.


One thing to keep in mind is, is your thorax in your scenario shield fit, or armor fit? If double lse fit with shield rigs, your values are misleading. You will apply close to, if not100% damage with a single tp. If plated, then target velocity is inherently lower due to the added mass, somewhat assisting application. Maybe not as much as the shield fit, but better than a naked thorax with mwd.