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[Rubicon 1.1] Rapid Missile Update

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#261 - 2014-01-24 17:28:14 UTC
Major Trant wrote:
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.


This kind of well thought out, pragmatic problem solving clearly has no place in these forums. I hope you feel ashamed of yourself!. What were you thinking?

Big smile

ps. Really nice neat solution.
+1

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".

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#262 - 2014-01-24 17:53:01 UTC
Stitch Kaneland wrote:
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.


armour buffer tanking also increases damage taken
Kagura Nikon
Native Freshfood
Minmatar Republic
#263 - 2014-01-24 18:10:26 UTC
Major Trant wrote:
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.



Too inteligent for CCP ....

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

Vincintius Agrippa
Crimson Serpent Syndicate
#264 - 2014-01-24 18:46:36 UTC
If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well.
Only YOU can prevent internet bullying!
Morwennon
The Tuskers
The Tuskers Co.
#265 - 2014-01-24 20:20:02 UTC
Stitch Kaneland wrote:
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.

The figures were based on an 800mm plate/MAAR thorax fit, not just a naked hull with an MWD.
Jasen Harper
The Holy Rollers
#266 - 2014-01-24 21:23:47 UTC
Vincintius Agrippa wrote:
If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well.


Modern missiles aren't nearly as limited as you imply, and space bound missiles would be even less so.

The Templis Dragonaurs are an ultra-nationalist Caldari [s]terrorist[/s] organization whose origins date back to the Tikiona States. They are the most anti-Gallentean political entity in New Eden, and were secretly involved in the destruction of Nouvelle Rouvenor.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#267 - 2014-01-24 22:16:15 UTC
Vincintius Agrippa wrote:
unrealistic


Did he just say "realistic"? In reaity only the railgun and projectile weapons wouid be viable in space.

Lasers produce more heat in the attacker than the defender, and missiles waste valuable impact mass by carrying fuel and guidance systems.

Explosive warheads would be close to useless since there's no air to create a shockwave.

Railguns would probably be the most effective mass drivers if you could find some way to dissipate the heat (not easy in space).

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".

Catherine Laartii
Doomheim
#268 - 2014-01-24 22:43:19 UTC
Stitch Kaneland wrote:
Kagura Nikon wrote:
Stitch Kaneland wrote:

So.. use hams then and stop bitching. Rapids use an ammo type smaller than any other cruiser weapon. No other weapon system has this advantage. That would be like 180 autocannons or 650 arty having a Sig resolution of 50, instead of the current 120.

Its like CCP knew that heavies and hams didnt hit frigs great and tweaked a launcher specifically to kill frigs. Hams and heavies when fitted properly can apply all their damage to cruiser size targets. So there is no need to use rlml for this job anymore. Do heavies need a buff? Yes. But rlml are far from worthless.



So speaks the minmatar republic expert on PVP that surely must be right goign against about everyone that did PVP a lot with the Rapids before....

cannot see why theis would be wrong... can anyone?


If my bellicose can kill frigs with rlml, your Caracal should as well. Never said I was an elite pvp'r, but I seem to grasp missile concepts better than most missile users.

This brings up a good point though. All I ever see are complaints from Cal pilots. Perhaps the caracal and cerb should be looked at for some tweaking.

I fought against triple lse rlml caracal often in null. I find it odd a t1 cruiser could hit my vagabond perfectly out to 60 to 80km and still having a 30k ehp tank. And still put out decent dps. And still blap frigs without problem. See anything wrong here? There is no risk with the old rlml. Now frigs can actually have a window to kill you, and not be rofl stomped.


Generally the issue with caldari ships is that for a lot of them, their bonuses are JUST to missiles. To be fair, even though the bellicose does less overall missile dps than the caracal, it DOES have a target painting bonus, and a decent-sized drone bay. The issue pointed out many, many times over is that if you're fighting someone with an active tank in said caracal or missile-only ship with these burst weapons, and they don't die the first time around, all that dps was basically useless since they rep back up during your reload, and continue to apply dps.
In regards to tweaking, I would be totally for doing something like increasing the drone bay for some of these missile-only caldari ships. Part of the reason why they suffer so badly from this compared to turret boats is the missile mechanics deny usable damage application to smaller targets in any sense at all vs frigates. A cruiser using good AC's or even Pulse lasers can track an interceptor or frigate kiting it at range, wheres heavy missiles have difficulty even with cruisers, and HAMs, while nice, still do not stack up in the same way vs smaller, faster targets. Barring taking RLML to the old way, I would like to see them DRAMATICALLY increase the bonuses on ships that get missile damage application bonuses, specifically explosion velocity and sig radius reduction. And if they have to continue this route with burst weapons, bring the old ammo capacity back, or extend it even. Because Burst weapons DO NOT WORK against any kind of active tanking in this game if you can't kill them the first time around. Because paper dps is useless when you factor in damage application.
Maxor Swift
Science and Trade Institute
Caldari State
#269 - 2014-01-25 00:02:46 UTC
35 seconds reload and 20 ammo capacity ANY other values are totally redundant with those reload times and ammo capacity they are unusable in all but the briefest of brief encounters.

This together with the FACT that heavy missiles are utter crap, players that have missiles trained only have one medium weapon system worth using.

"What you talking about willis"

Sgt Ocker
What Corp is it
#270 - 2014-01-25 00:49:24 UTC
Stitch Kaneland wrote:
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.
Lets say it is an armour, duel rep, cap booster, Thorax..
You can apply the damage of a HML Caracal to it all day and until he runs out of cap boosters will not die.

With all level 5 skills you get 284 DPS out of a HML Caracal (thorax can tank , 340dps with 1 damage mod) so even applying 100% damage, your going to have a hard time killing it, if at all.





My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#271 - 2014-01-25 01:26:53 UTC  |  Edited by: Mournful Conciousness
Sgt Ocker wrote:
Stitch Kaneland wrote:
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.
Lets say it is an armour, duel rep, cap booster, Thorax..
You can apply the damage of a HML Caracal to it all day and until he runs out of cap boosters will not die.

With all level 5 skills you get 284 DPS out of a HML Caracal (thorax can tank , 340dps with 1 damage mod) so even applying 100% damage, your going to have a hard time killing it, if at all.



That's kind of the point of a dual armour rep. it makes you indestructible to 1 opponent at the cost of horribly gimped dps and extremely tight cap. In a 1v1, cap boosters in the hold are equivalent to very thick armour plating.

When it's 2v1 or 3v1 its a different story - the dual rep ship dies in an instant.

By the way, why on earth are you fitting HMLs in a 1v1 scenario? It's a long range weapon. to take on a self-tanked thorax, use something like this:
[Caracal, HAM-kite]

5x Heavy Assault Missile Launcher II (Nova Rage Heavy Assault Missile)

10MN Afterburner II
Adaptive Invulnerability Field II
Large Ancillary Shield Booster (Navy Cap Booster 150)
Warp Disruptor II
Fleeting Propulsion Inhibitor I

Damage Control II
2x Ballistic Control System II
Overdrive Injector System II

Medium Anti-EM Screen Reinforcer I
Medium Polycarbon Engine Housing I
Medium Auxiliary Thrusters I

2x Hobgoblin II

Your web will ensure he cannot get closer than 10km. If he tries, his sig radius gets very large. In addition, you can't run a dual rep tank and keep the MWD lit in a thorax, the capacitor isn't strong enough.

A dual rep thorax is forced to fit electron blasters (even then he needs a powergid implant). His range will NULL ammo is 4200 + 5040.
Once you've killed his drones, his DPS at 10km, even with NULL ammo is 22% of 219 = 48.18dps. Yours is closer to 437 without drones if he's at 10km, a little less if you choose to kite out to disruptor range, but then he can't damage you at all.
To damage you he's got to get close. To get close he burns (a lot of) cap. Every Gj of cap he burns is effectively burning away his own armour so he's doing your job for you. A dual rep thorax can't even sustain its own tank without running a prop mod unless it overheats the cap booster and times reloads and restarts perfectly.

If the thorax pilot is foolish enough to fit an AB, he will always be out-kited by you and will eventually die helplessly.

A caracal vs thorax is always (rightly) going to be a close fight. The pilot with better cap and range management will win it. The thorax must get close, fast and stay there. The Caracal simply needs to prevent that for long enough that the thorax runs out of boosters.

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".

Claud Tiberius
#272 - 2014-01-25 03:09:46 UTC  |  Edited by: Claud Tiberius
I think people are confused as to how rapid launchers are suppose to be used.

Hint: You shoot the smaller ships! Smaller as in: What ever is smaller then your currently used ship.


Think about it. Already we have a system where on their own:

LM's are only good for Frigates, Destroyers.
HM's are only good for Destroyers, Cruisers, BC's.

If you make a 'rapid' launcher for the two missile types, then logically its going to still have the same ideal targets. Damage wise, the only difference is the payload is at a much faster rate. You can of course shoot ships that are not your idea targets. However there are already other missiles that do a better job.

So what are the consequences have using these rapid launchers? You need some consequence, otherwise the 'smaller' ships would be in great danger of these weapon systems, regular missile launchers would become obsolete, other weapon systems (Projectiles, Hybrids, Lasers) equivalents, would be inefficient.

So CCP has added to the rapid Launchers:

1. A large reload time.
2. The launchers have high cpu and power costs (thus can only fit on the larger ships).

Now if you work it out, do the math: Over time rapid launchers will do more damage, then regular launchers. That includes the reload times of each module. Rapids have a slight lead in damage output.

This already shows that given the choice, if you were using a ship and fitting it to kill smaller ships, you would use the rapid launchers, ALWAYS. Because they are better than the regular types. This shouldn't surprise you, considering their high cpu/power costs. And that your ship has to be more powerful (bigger), then the ones you are trying to destroy.


But I hear you say, the reload time is still too big! There is not enough ammo!

No its not too big. There is plenty of ammo. If you shoot some missiles from a rapid launcher, how much damage is that? Is it larger than the EHP of the small targeted ships your are trying to kill? Yes. In fact (I'm not certain but I am pretty sure this is true) a regular fitted ship with rapid launchers can kill multiple smaller ships before it has to reload. You are looking at a Kill:Death ration of 3:1 or 4:1 which is pretty good considering, by the time regular missiles launchers of the same type have dealt the same amount of damage, your ship may have already been destroyed because it took longer to deal that amount of damage (Remember Rapid Launchers deal damage faster!).

BUT this only holds true if you are using your ship to destroy the ideal targets:

RLML -> Frigates, Destroyers.
RHML -> Destroyers, Cruisers, BC's.
RCML (Rapid Cruise Missile Launcher, fits on Capitals) -> BC's, Battle Ships ... one day Big smile

That^ is all based on the missile stats. Exp velocity, Exp radius, Missile speed, etc.

This is how rapids are to be used, as stated a thousand times.

If for example:
You are using a RLML against Cruisers or bigger. You are doing it wrong! HAM's, RHML's and Assault missiles do it better!
You are using a RHML against Battle Ships or bigger. You are doing it wrong! CM's, Torpedoes do it better!

But remember with rapids, you excel [ONLY] at killing smaller targets. This is the trade off. Do I target ships of the same size or bigger? Or do I only target ships of smaller size. You cannot have both, otherwise its over powered.

***If*** you are still determined to be able to stand a fair chance against smaller and larger ships, then I recommend you carry Javlin and Rage missile types so that you can switch for the appropriate target.

***However*** the regular launcher types will still do better for their respective ideal targets, because their consistent damage payload (rate of fire/ammo space) means you will destroy the enemy ship before having to reload (Reloading leaves you vulnerable unable to kill the target, thus more likely to die - one of the main cons of rapids).


See list below:

Rcks -> Drones, Frigates, Destroyers.
LML -> Frigates, Destroyers.
RLML* -> Frigates, Destroyers.
HML -> Destroyers, Cruisers, Battle Cruisers.
AML -> Destroyers, Cruisers, Battle Cruisers.
RHML* -> Destroyers, Cruisers, Battle Cruisers.
CML -> BC's, Battle Ships, Capitals.
TPL -> BC's, Battle Ships, Capitals.

* Excel in their role but require more cpu/power.

You can see a pattern emerging. If we one day had a rapid Cruise missile launcher it would have to be only be able to be fitted on Capital ships and it would only be effective against BC's, Battle Ships. If it was effective against Capitals as well, then there wouldn't be any need for regular cruise missile launchers would there?

Rant over, you are all welcome... Update is good. Stop complaining.

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

CW Itovuo
The Executioners
#273 - 2014-01-25 03:39:17 UTC
Major Trant wrote:
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.




That's a rather elegant solution. Shocked Some space rich individual give that man a prize.


Although having a variable cooldown timer based on current ammo would require new coding, which would require effort on CCP's part. So the likelihood of this happening is small. I'd guess they'd rather just EFF with base line numbers: ROF, Velocity, m3 Capacity....


Honestly, I'd prefer a reset back to pre-rubicon spec's myself. I have a difficult time fathoming some of CCP's actions, and the "OBTW, we're changing this module" on the eve of release was insulting.
Frostys Virpio
State War Academy
Caldari State
#274 - 2014-01-25 03:58:26 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.


I always though the front loaded damage weapon system was arty...
Bob Niac
Aliastra
Gallente Federation
#275 - 2014-01-25 04:29:30 UTC  |  Edited by: Bob Niac
Poor CCP Rise.. He always gets to post about changes people have a steadfast and strong opinion for.

BTW.. What's the cycle time? Could that be a pain point?

What about a burst fire mode? Was a 3 round clip tried? A 5 round clip? Traditionally, burst fire is 3 rounds, right? Why is this, I mean.. There has to be a reason its so popular with machine guns right?

I think the focus is on burst dps, not dpm, yes? So, if instead of a 30 sec reload with 25 missiles, why not a 6 sec reload with 5 and cycle time is burst-y..

Or maybe autoreload is disabled.. You have to manually cycle

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

Arthur Aihaken
CODE.d
#276 - 2014-01-25 05:08:39 UTC
Claud Tiberius wrote:
Rant over, you are all welcome... Update is good. Stop complaining.

You're an idiot.

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

Kesthely
State War Academy
Caldari State
#277 - 2014-01-25 06:05:34 UTC  |  Edited by: Kesthely
Claud Tiberius wrote:

Now if you work it out, do the math: Over time rapid launchers will do more damage, then regular launchers. That includes the reload times of each module. Rapids have a slight lead in damage output.


This is so utterly NOT true. Every Missile system has a higher damage over time then the Current Rapid missile launcher.

If you compare a Corax (Destroyer designed to kill frigates) with Light missile launchers vs a Caracal with Rapid light missile launchers, the Corax outdamages the Caracal when reload times are calculated with it.

Corax also has a higher Alpha, wich makes the analogy of multiple of the same ship vs a few frigates even worse. But this is offset by the fact that destroyers are designed to kill frigates, and have a vastly lower tank and speed then the caracal. Wich brings me to the point that i brought out several times earlier.

A cruiser sized system designed to smaller targets should NOT be formatted to target Frigates, but Destroyers.

The Rapid Heavy Missile launcher is in even a worse shape. On a typhoon for instance if you shoot at a Sacriledge the RHML gets only half the damage projection compared to cruises, This is against a sacriledge useing mwd, afterburner or no propullsion mod. This with the fact that is has half the range, and Less then half its alpha. Cruises also have the ablity to fit for high damage ammo if they encounter something big. In any case, when reload times come into play cruises already have 150% of the damage of a RHML.

Rapid missile launchers (light and heavy) are flawed in so many ways:

The damage application is inherently flawed, they either surpass the intended targets by way to much (light) or just simply can't project the damage (heavy).
They are an all or nothing, kill or die weapon system
They can't be bonused towards ship hull without breaking them even further
They replace a missile launcher option, effectively makeing the weaponselection poorer. Guns have 6 gun variants per type vs 2 or 3 with the missiles.
They disporportionally imbalance the game by makeing an entire T1 line of ships obsolete in their role (Destroyers)
They need additional extra programming to adress acknowledged issues like ammo swapping


And this can all be solved with one SIMPEL solution (and probably have less work arounds then programming the ammo swap)
Replace the Chargegroup with a Rapid missile charge.

This allows for:

Intended damage, range, and damage application for each of the 2 rapid variants
Allow for hull bonuses to be applied
Properly balance the game by not makeing Destroyers obsolete, and at the same time introduce a new niche weapon to deal with destroyer / interdictors
Require less additional programming, only allocating wich charge can be used, copy paste a missile, rename it to the propper charge, and adjustment to its stats are needed.
Will result in a faster and better way to balance it without haveing to artificially adress balancing options in comparison with ships that use normal light or heavy launchers
Allow for future implementations for Rapid launcher variants for Frigate / Capital sized.
And most of all; Bridge the gap between a legion of dissatisfied customers.
Vincintius Agrippa
Crimson Serpent Syndicate
#278 - 2014-01-25 07:03:56 UTC
Mournful Conciousness wrote:
Vincintius Agrippa wrote:
unrealistic


Did he just say "realistic"? In reaity only the railgun and projectile weapons wouid be viable in space.

Lasers produce more heat in the attacker than the defender, and missiles waste valuable impact mass by carrying fuel and guidance systems.

Explosive warheads would be close to useless since there's no air to create a shockwave.

Railguns would probably be the most effective mass drivers if you could find some way to dissipate the heat (not easy in space).



1. actually, projectiles used as they are in the game would only serve as short, short, short range weapons. They do not have anywhere near the velocity needed to cover the vast distances in space, nor would they have comparable kinetic energy needed to damage anything other than satellites.
2. Rail guns? yes, but they wouldn't work the way they do in the game. They can function as both long range and short range.And can inflict devastating amounts of ke to a target. Only downside is the heat generated by the projectile being accelerated between the rails which would degrade them. This can and has been significantly reduced by using them in sabot form. There are naval rail guns being tested for deployment on board new navy destroyers.
3. Lasers, are actually not as effective and actually would not work as they do in the game. They GENERATE EXCESSIVE AMOUNTS OF HEAT. More powerful the laser, the significantly higher the power needs, heat generation and efficiency loss. Lasers= directed radiation. I'm not going to go into how a laser would actually apply damage. I suggest you look it up. Basically it superheats a point on a target. In addition, laser beams "bend" or arc with increased distance in space.

4. Blasters are actually reminiscent of short range particle beams (in a sort of of super charged bolts), which unlike lasers can inflict massive amount of kinetic energy, and unlike railguns have near lightspeed velocity. <<<<<<<<<<<<<<<<<<--------- The prefered space weapon. Actually the most realistic weapon.

5. Mssiles: in reference to missiles you are correct in the case of extreeeeeeeeme ranges of lets say 10,000km. However, you are incorrect in saying that they are useless for close range ie a few thousand and below engagements. I said explosive and warhead concussion force in a light term. I am referring to the way space based missiles are used today. Shaped charge detonates behind a steel or tungsten plate just behind the warhead housing which discharges/launches the warhead ( which in current times would be shrapnel in its various forms( from a batch or 10ft long molten steel beams or a cloud of steel pellets at super to hyper sonic velocities. Missiles can change its missile type to any damage that you can fit in it's housing. example a missile with two stages: 1st penetrate hull, 2nd explode inside of hull increasing damage significantly. Missile dont have to be charged unlike mass drivers and directed energy weapons. Missiles fly quite well in space, they direct thrust through vectoring. A space based missile platform would couple both thrust vectoring and on board maneuvering thrusters. It would also have velocities much higher than earth based missiles. Missiles have the ability to track their targets and can be programmed to attack a designated target.

It seems that everyone is ignoring my point. That is: a proposal that is better than the current and would remove the ability of turrets users to ***** about missile guys just having to push buttons. You cant get mad at a proven weapon system because you dont like it.

Actually, A coilgun would be the most efficient space based weapon as it is similar to a rail gun except the tungsten projectile doenst make contact. it effectively levitates inside of the coil and is accelerated in step to the next coil,,,,,,,,next coil.... It has no heat damge like the rail guns do.
Only YOU can prevent internet bullying!
Maxemus Payne
THE BOARD OF EDUCATION
#279 - 2014-01-25 07:27:10 UTC  |  Edited by: Maxemus Payne
CCP Rise wrote:
Hello

I posted an update recently in the old rapid missile thread on this topic but I assume many of you haven't been watching that so I'm making a new thread for the time being with some updates for 1.1.

The basic gist is that we aren't satisfied with some of the pain points resulting from the change (especially ammo swapping) and want to continue to iterate until they are in the best possible place. For this patch we weren't able to get in a fix for the ammo swapping. We tried a few versions and all of them had enough issues that we didn't feel comfortable deploying. For 1.1 we are going to do the following:

  • All rapid missile launchers will have 35 second reload timers rather than 40 seconds
  • Rapid Light Missile launchers will have their capacity increased to 20 missiles per magazine for tech 2 and 19 missiles per magazine for tech 1
  • Rapid Heavy Missile launchers will have their capacity increased to 25 missiles per magazine for tech 2 and 24 missiles per magazine for tech 1

  • This change is meant to increase their power slightly, and make them feel a little better to use by cutting down the reload time.

    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




    The basic gist is that you're not satisfied...well let me clue you in. NO ONE is satisfied. I was messing around with a RLML Cerberus on Sisi like the week or two before Rubicon came out...and the "Last minute" changes were not implemented on there. Could have told us about the PG requirement change too when you introduced them to us. Maybe if these concepts were tested fully before throwing them at the community(or even partially as it seems) we wouldn't be in this shituation. Where did you see people "start liking them" ? Where was this? Fencing in the community with no other viable alternatives does not constitute people "liking" them.

    Seriously, 20 missiles or RLML? I literally laughed out loud when I read that.
    35 seconds reload time?

    SO CUTE.

    Don't worry CCP, I've been playing for like I dunno...over TEN YEARS now.... guess I'll just have to wait a few more for a working missile weapon system...

    *HINT* Find the middle ground from the old HML system and the new...
    *HINT* Fix HAMs so we don't NEED a gang of people to scram and web and TP our targets.

    These systems should be able to be used solo.

    Lastly, PLEASE, do not change turret systems to be anything like this... I threw up a little just thinking about that.

    -Max
    Vaju Enki
    Secular Wisdom
    #280 - 2014-01-25 09:54:53 UTC
    The Rapid Light Missile are perfect like this. Thank you.

    The Tears Must Flow