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[Rubicon 1.1] Rapid Missile Update

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Author
Arthur Aihaken
CODE.d
#321 - 2014-01-27 22:46:41 UTC  |  Edited by: Arthur Aihaken
Full patch notes for Rubicon 1.1. Nothing listed for rapid launchers except this:
• Adding Shaqil's modified Rapid Heavy Missile Launcher to the market.
http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon-1.1
...

Probably an oversight... What was interesting is that they changed the drone aggression mechanics such that they won't auto-aggress suspect players. Would sure be nice if missile users could get these kind of improvements...

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

Lucia Noor
Aliastra
Gallente Federation
#322 - 2014-01-28 01:14:07 UTC
Ohh man. That stinks.

I really want to use them, but they are worthless as they are right now.
Catherine Laartii
Doomheim
#323 - 2014-01-28 02:00:05 UTC  |  Edited by: Catherine Laartii
Mike Voidstar wrote:
Arthur Aihaken wrote:
TrouserDeagle wrote:
cool semantics. if you can explain why they should even exist, it'll be easier to explain why they should get bonuses. you could group rapid launchers in with smartbombs, neutralisers and salvagers for lack of ship bonuses, if it'll make you feel better.

heavy electrons have about 1/10th the tracking of light neutrons. this is unlike rapid lights, which obviously have the same tracking as lights (I think it's necessary to point out that light missiles are ridiculously overpowered themselves in almost all attributes).

Several Amarr and Blood Angel hulls receive neutralizer bonuses (Ashimmu, Legion…) and every race has at least one frigate class that receives salvage bonuses (in addition to strategic cruisers, Noctis…) I'm not exactly sure how these relate to the discussion, though - and it still doesn't change the fact that turret-based hulls don't differentiate between individual weapon types, ie: when you get a +25% medium energy weapon bonus, it applies to all medium lasers.




Because missiles are not turrets, and their problems and advantages are not turret problems and advantages.

Most of the relevant use stats are in the ammo of launcher systems. A light missile behaves as a light missile regardless of the hull it is launched from. It's damage application does not change from small hull to medium hull the same way turret systems do.

The RLML takes a small weapon, and increases it's damage a bit with no decrease in application through rate of fire. Turrets have nothing like that. The turrets that seem like they would be like that have good application for medium weapons, but would be useless if they were light weapons, and do not in fact track light targets anything like a light weapon would.


Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser", "Dual 150mm railgun", and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for each of the turrets, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights...
Arthur Aihaken
CODE.d
#324 - 2014-01-28 02:48:47 UTC  |  Edited by: Arthur Aihaken
Catherine Laartii wrote:
Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser", "Dual 150mm railgun", and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for each of the turrets, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights...

Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular...

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

Nevyn Auscent
Broke Sauce
#325 - 2014-01-28 04:03:53 UTC
So few people use quad lights currently that if you changed them to actually have small turret tracking & sig radius, front loaded dps & a cooldown/reload, they would probably increase in popularity, not decrease.
Hasikan Miallok
Republic University
Minmatar Republic
#326 - 2014-01-28 04:15:44 UTC  |  Edited by: Hasikan Miallok
Nevyn Auscent wrote:
So few people use quad lights currently that if you changed them to actually have small turret tracking & sig radius, front loaded dps & a cooldown/reload, they would probably increase in popularity, not decrease.


Yes well ...

The issue is when all weapons are gradually being "balanced" in a way that morphs them into slightly differing variants of the same thing there will end up being one or two optimal choices and everything else will get reprocessed. I would not entirely blame CCP alone for this, chronic forum whining about any new or different weapons being "OP" does not help.

What is actually needed is more meaningful choices. An example of this is the good performance but high fitting and cap cost of Tachs versus the other less effective but easier to fit large beam lasers.

I think CCP have the right intentions with the rapids but have dropped the ball somewhat with the actual implementation. As it stands they are an awesome secondary anti-frigate weapon on a sniping turret ship which would otherwise leave that slot empty, but not much good for anything else.
Catherine Laartii
Doomheim
#327 - 2014-01-28 08:01:59 UTC  |  Edited by: Catherine Laartii
Arthur Aihaken wrote:

Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular...


Wasn't saying we should do burst reload for anything at all, it's not useful for anything other than fleet, along with the pages and pages of problems people have listed with it. As far as I see it, it's just CCP trying to make do with an extra weapon type that originally could have been (was going to?) be expanded for all weapon classes.

But seriously, follow me on this. Here's an idea I'll put out for food for thought:

1. Make all current 'dual' weapons doubled versions of their listed caliber size, including quad lights, since they're 'dual' versions of the dual light beam laser. The balance would be set up along the lines of the "ranged" weapons of the aforementioned Dual 150mm rails, dual 250s, and all the other listed small-calibur 'dual' weapons, although some exceptions might have to be made for dual 180s in regards to damage application, considering how strong ACs are already at tracking smaller targets. Arty would retain its role of uber-alpha.

2. This follows that they all have undersized ammunition, and generally how the damage setup would flesh out would be at basic just double the damage mult or firing rate of the single small weapon or medium weapon that's doubled on the weapon size above it.

3. Factor this in with their ORIGINAL iteration of adding rapid heavies to the game, WITHOUT doing burst weaponry and you actually have a fairly "balanced" pvp field. Couple this with a 10-20 second reload timer excepting lasers, obv (again, double guns) and you have viable turret counterparts for rapid lights and rapid heavies. Properly integrating it would be following the same schema with letting certain sets of ships within a given class get bonuses to x undersized caliber weapon, and others without just as you have with rapid lights. Couple that with combining heavies/hams and cruise/torps into "medium and large missiles" and you have a clean balance that would look akin to this:

Caracal
10% bonus to medium and rapid light missile velocity, 5% bonus to medium and rapid light missile firing rate

Omen
10% bonus to medium and rapid energy turret capacitor use, 5% bonus to medium and rapid energy turret firing rate

Bonus allocation more or less would be geared towards "attack" variants of cruisers, some bc's, battleships get bonuses to undersized rapid weapon systems (apoc and raven for battleships, respectively). You'd see battleships like the raven and especially the apoc be good at this, since they get very good bonuses to damage projection. Certainly, this would be balanced by capacitor issues, easy-access TD jamming, and proper bonus allocation to ships, but it would, realistically, be the way to solve the issue of having undersized caliber missiles. It would level the playing field more appropriately then this uber-nerf to missiles this thread is covering.

The stuff to support this idea is already IN the game; you'd only need minor tweaks like upsizing large pulse lasers (just goes to mega pulse laser, tachyon pulse laser, lengthen the rate of fire and increase dmg mult), and maybe nerfing autocannons a bit to compensate.

I'm not necessarily advocating this as the 'right' way to balance and fix everything, just as an interesting alternative with its own batch of flaws and strengths.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#328 - 2014-01-28 10:08:18 UTC
Arthur Aihaken wrote:
Catherine Laartii wrote:
Ironically, an example of this scaling of light weapons into cruisers would be guns like the "quad light beam laser", "Dual 150mm railgun", and "dual 180mm autocannon". CCP implied that it was going there, but didn't actually follow through with it. Perhaps these weapon systems were holdovers from the initial inception of medium weapons in the game? It would make sense that they threw around the idea, had it planned out, and axed at the last minute, but kept rapid lights as the only holdover to that because of how missile systems work vs turret application. It would be interesting to see if they fixed that for each of the turrets, wouldn't it? I think it would be nice because it would also fix the issues so many people have with quad lights...

Probably because it would've resulted in Burn Jita II... Buy yeah, I think we should give a 35-second reload to all the dual and quad turrets as well. After all, it's so popular...


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.

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
#329 - 2014-01-28 10:12:39 UTC  |  Edited by: Catherine Laartii
Mournful Conciousness wrote:


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.


Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things.

Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#330 - 2014-01-28 10:34:56 UTC
Catherine Laartii wrote:
Mournful Conciousness wrote:


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.


Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things.

Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.


Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement.

In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range.

They would even be awesome on dominixes and armageddons as the secondary weapon system.

In short, more of a monster than the RLML was.

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
#331 - 2014-01-28 11:10:36 UTC
Mournful Conciousness wrote:
Catherine Laartii wrote:
Mournful Conciousness wrote:


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.


Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things.

Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.


Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement.

In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range.

They would even be awesome on dominixes and armageddons as the secondary weapon system.

In short, more of a monster than the RLML was.


I do see this as a major problem, and I'm guessing it's why CCP never took it up seriously. Perhaps they could balance the dps a bit to make it usable in that sense; balancing it closer to the original dps, but have the same tracking, range, sig, etc. of the smalls? Even if the dps isn't reflected of 'double' the small caliber, having the undersized ammo for better tracking and whatnot does seem like an appropriate way to balance it out, since the issue REMAINS that there aren't any turret alternatives to the launchers in question.

Any ideas of how to make this work? I'd rather not see rapid launchers get sidelined because they don't have any alternatives...
CCP Rise
C C P
C C P Alliance
#332 - 2014-01-28 11:25:00 UTC
It seems the changes posted here didn't make it into the patch notes for some reason but they will still be going into the patch. Sorry for any confusion.

@ccp_rise

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#333 - 2014-01-28 11:28:29 UTC
Catherine Laartii wrote:
Mournful Conciousness wrote:
Catherine Laartii wrote:
Mournful Conciousness wrote:


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.


Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things.

Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.


Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement.

In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range.

They would even be awesome on dominixes and armageddons as the secondary weapon system.

In short, more of a monster than the RLML was.


I do see this as a major problem, and I'm guessing it's why CCP never took it up seriously. Perhaps they could balance the dps a bit to make it usable in that sense; balancing it closer to the original dps, but have the same tracking, range, sig, etc. of the smalls? Even if the dps isn't reflected of 'double' the small caliber, having the undersized ammo for better tracking and whatnot does seem like an appropriate way to balance it out, since the issue REMAINS that there aren't any turret alternatives to the launchers in question.

Any ideas of how to make this work? I'd rather not see rapid launchers get sidelined because they don't have any alternatives...


Yes, the way you make this work for guns is the same as for cruisers - stop trying to make frigate-murdering cruiser weapons. Make the destroyers stronger. They are bonused for light weapons and are designed for killing frigates. If you make cruisers the go-to anti-frigate weapon you obsolete this already-niche ship class.

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
#334 - 2014-01-28 11:49:42 UTC  |  Edited by: Catherine Laartii
Mournful Conciousness wrote:


Yes, the way you make this work for guns is the same as for cruisers - stop trying to make frigate-murdering cruiser weapons. Make the destroyers stronger. They are bonused for light weapons and are designed for killing frigates. If you make cruisers the go-to anti-frigate weapon you obsolete this already-niche ship class.


*sigh* I suppose you're right, although I was referring ALSO to battleships having the same capability. I just think it's rediculous how vulnerable some of these ships are to smaller ships, especially with the prevalance of TDs.
But I DO agree with you emphatically about the destroyers; when the new ones came out, I was under the impression that ships like the corax would have 8 highslot missile hardpoints from all the advertising they were doing, but was sorely disappointed. Giving them HP and fitting space closer to a middle ground between frigates and cruisers I thought was a good idea, along with an extra fitting slot, but I'm wandering off-topic again.

I'm mostly just been trying to come up with some constructive feedback Rise could use since he's gotten so much negative feedback, albeit well-deserved considering the sudden and unbalanced nature of the change. I like the cooldown idea posted earlier, but it seems like it would be rather hard to program. Generally the issues I've been noticing and trying to poke at is overarching inconsistencies and poor continuity with how certain weapons are balanced, and how this led to where we are now. I really do believe we can't solve this problem without taking a step back and taking a look at the forest instead of the trees.
Arthur Aihaken
CODE.d
#335 - 2014-01-28 14:41:52 UTC
Clean slate… "Adapt or die" seems to be the motto of the day, so I thought I'd relay some initial feedback on the RLML changes. I didn't check all the launchers, but T2s and Faction received +2 ammunition while the Arbalest Prototype launchers benefited the most with +3 ammunition. This is a +18.75% damage increase vs. 11.1% with the T2s, so combined with the cheaper cost and lower skill requirements this should open up some interesting possibilities. Interestingly enough, that 5-second reload reduction is noticeable. On paper it doesn't appear that way, but there it is.

It's my belief that one final buff will be in order, along the lines of a +1 ammunition increase for T1 launchers, +2 for Faction and T2 and a further -5 second reload reduction to bring it down to 30 seconds. I think 30 seconds is going to be the magic number that takes this weapon system from "niche" or "fringe" to "mainstream".

CCP Rise, +1 on the improvements.

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

Spugg Galdon
Federal Navy Academy
Gallente Federation
#336 - 2014-01-28 14:50:22 UTC
Arthur Aihaken wrote:
Clean slate… "Adapt or die" seems to be the motto of the day, so I thought I'd relay some initial feedback on the RLML changes. I didn't check all the launchers, but T2s and Faction received +2 ammunition while the Arbalest Prototype launchers benefited the most with +3 ammunition. This is a +18.75% damage increase vs. 11.1% with the T2s, so combined with the cheaper cost and lower skill requirements this should open up some interesting possibilities. Interestingly enough, that 5-second reload reduction is noticeable. On paper it doesn't appear that way, but there it is.

It's my belief that one final buff will be in order, along the lines of a +1 ammunition increase for T1 launchers, +2 for Faction and T2 and a further -5 second reload reduction to bring it down to 30 seconds. I think 30 seconds is going to be the magic number that takes this weapon system from "niche" or "fringe" to "mainstream".

CCP Rise, +1 on the improvements.



Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon?
Sgt Ocker
What Corp is it
#337 - 2014-01-28 14:53:32 UTC  |  Edited by: Sgt Ocker
Mournful Conciousness wrote:
Catherine Laartii wrote:
Mournful Conciousness wrote:


Dual 150mm railguns etc have been in the game since the dawn of time. They are essentially heavily gimped (in damage and range) versions of the 200 and 250mm railguns, having lower damage than a medium railgun, (much) worse tracking than a 150mm railgun, the same low range as a 150mm railgun and a fitting requirement closer to mediums than lights.

Until recently I had thought them completely useless, but it seems that since the recent medium long range gun changes they do have some limited utility on self-tanked cruisers.

The applications for them though are narrow, as it seems they are for the RLML at the moment.


Wouldn't it be nice, then, if in addition to going back to the old system of rapid lights and rapid heavies, they did the same things for the guns? Logically it would make sense for them to do that since they're basically just two small-caliber guns put together. It would follow, then, that they would be used as turret versions of rapid lights or heavies; high-dps versions of weapons from the weight class beneath them for hitting smaller things.

Part of the reason why CCP is on this whole 'burst weapon' shtick in the first place is because of RLML and RHML are the only particular weapon for the role they have. It really would not be much of a stretch for them to 'balance' that with the old mechanic by redoing these dual weapons to function in a similar fashion, just not having them or the missiles for that matter do the silly 'burst' thing. Undersized caliber weapons have the potential for this built into their very existence; it would make more sense for them to be as such rather than their current iteration.


Yes I've thought about this, but if you did it the dual 150s with javelin would deliver the same dps as a heavy neutron blaster with void while having 25% more optimal, 100% more falloff, better tracking, 35% of the power grid requirement and 60% of the capacitor requirement.

In short, there would be no reason whatsoever to fit any other weapon to a hybrid-bonused cruiser or battlecruiser unless you wanted extreme long range.

They would even be awesome on dominixes and armageddons as the secondary weapon system.

In short, more of a monster than the RLML was.
The only reason to fit other weapon types would be the overly long reload time that came with them.. I sort of hinted at something like this in the original thread and got called stupid by some of the turret users in the thread
Their reasoning; something along the lines of, why would you have a turret weapon that has a 40 second reload - it would not work..
Funny but i believe that is the same thing we have been saying about RLML and RHML but it seems to be acceptable for a launcher to have an absurd reload but not a turret.


Personally I would not like to see dual 150S changed, they work quite well as is on my Arazu..

Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing.
Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.

I think like Catherine Laartii, the current dual weapon turrets, modified to use small and medium ammo accordingly would not make them OP but combined with the front loading burst application of damage, make them a viable weapon for shooting smaller targets.
Reduced ammunition capacity, improved tracking and last but by no means least, a 20 second reload (same as rlml, rhml should have).
Dual 180mm AutoCannon should also receive an optimal range bonus to keep it inline with other turrets in that class.

If we are to have Burst weapons in the game, spread the love and give them to 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.

Arthur Aihaken
CODE.d
#338 - 2014-01-28 14:57:30 UTC
Spugg Galdon wrote:
Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon?

The numbers indicate that even with +2 more ammunition and an additional -5 second reload reduction that the total DPS is still below the original rapid light missile launchers. In answer to your question, yes - I'm seriously thinking about it.

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#339 - 2014-01-28 16:03:59 UTC
Arthur Aihaken wrote:
Spugg Galdon wrote:
Do that and we will be right back to the "old" launchers that would also have the benefit of frontloaded damage. Are you seriously thinking about what those additional buffs you're suggesting would do to the performance of the weapon?

The numbers indicate that even with +2 more ammunition and an additional -5 second reload reduction that the total DPS is still below the original rapid light missile launchers. In answer to your question, yes - I'm seriously thinking about it.

Seriously, forget about it - it's silly. You can't have best of both worlds at the same time :)
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#340 - 2014-01-28 16:29:39 UTC
Sgt Ocker wrote:
Ok, I'm going to contradict myself here, maybe Recons could be a ship type to benefit from a burst weapon. Scan, get a warpin, decloak, light cyno, apply burst damage while awaiting blops to do their thing.
Handy if your targeting small gangs where the burst damage can start to deal with tackle before the rest of your fleet arrives.


you mean a recon burst weapon like this?

[Arazu, burst!]

3x Heavy Neutron Blaster II (Void M)
Covert Ops Cloaking Device II

2x Large Ancillary Shield Booster (Navy Cap Booster 150)
EM Ward Field II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
10MN Afterburner II

3x Magnetic Field Stabilizer II
Internal Force Field Array I

Medium Hybrid Collision Accelerator II
Medium Anti-Thermal Screen Reinforcer II

4x Hammerhead II


Numbers: (overheated, only 1 ancillary booster running at a time)

[Statistics - Mournful Conciousness]

Effective HP: 12,020 (Eve: 9,451)
Tank Ability: 579.14 DPS
orbit speed: 550m/s
Shield Resists - EM: 79.32%, Ex: 71.68%, Ki: 83.01%, Th: 76.35%

Capacitor (Lasts 8m 40s)

Volley Damage: 1,756.09
DPS: 559.83

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".