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[Rubicon 1.1] Rapid Missile Update

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Silverbackyererse
Deep Core Mining Inc.
Caldari State
#481 - 2014-02-04 11:10:59 UTC
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu or alter the bonus' on the Cerberus and Tengu. The current fitting requirements have already "fixed" the Caracal.

Explore this front end damage thing further with the new RHML module.
Edward Olmops
Gunboat Commando
#482 - 2014-02-04 11:30:41 UTC
CCP Rise wrote:
Kagura Nikon wrote:
Kynric wrote:
After playing with the module a bit I find that I both like and hate it. The ammo swap problem is the main issue I have with the current rlml. The ability to select a damage type is one if the defining traits for missiles and this feature makes it impractical to use that trait. The alternative (heavy missles) is poor enough to perhaps keep rlmls in play but that should not be interpreted as happiness with the rlml. Please consider fixing the ammo swap, if that were done the module woukd be in a much better place.



The best solution woudl be what one guy suggested. To reload full set of missiles.. 35 seconds. To replace 1 missile only (U used only 1 before reload) you spend 35/20 seconds... in other words.. time of reload linear to the ammount that need to be reloaded.


The big problem with this is that currently you have two options in the drop down, one for reloading the same and one for switching to a new type. If we did what you're talking about we would need three options, one for reloading current ammo to full, one for swapping to new kind of ammo but same amount of charges, and one for swapping to new type of ammo at max charges. We could do that, but it would add anywhere from one to several rows to the right click menu and would also probably be pretty confusing to a lot of users.

I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer. This exact solution doesn't work because of how NPC timer works, but from the user perspective it's much cleaner. We wouldn't have to clog up any menus or make any new explanations about how the mechanic worked.


I don't think we need an option for "swapping to same number of charges of a different color". Just leave that out.
There are 2 cases when I want to swap ammo types:
a) before a fight
b) in a fight

a) before a fight, I will always want the maximum number of charges so I don't ever use your extra option.
b) in a fight:
-if I swap when I still have most charges left (say 75/80 missiles left), the reload to full will not be that long anyway. So I will reload to full and not use the extra option.
-if I want to swap when I am almost out of ammo (20/80 missiles left), I will ALSO always reload to full, because the swap just to fire a few volleys of a different color does not justifiy even the 10 seconds reload.

So the only case where I would ever think of changing to the same number of charges, but of a different color will be if I am in mid-fight AND have spent about half of my charges.
And I do NOT want an extra option to the menus for this that will cause more misclicks.



In comparison, your proposed change is plain worse. 10 secons reload only if there is no timer means I can NEVER swap ammo in combat without waiting the full 35 seconds.

Let's assume there are 2 missile boats using both mechanisms... the RLML with 10+linear time for missing charges will ALWAYS reload faster than the other variant, even if it does not have the "swap to same number of different color" button.
Arthur Aihaken
CODE.d
#483 - 2014-02-04 11:53:25 UTC
Silverbackyererse wrote:
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu...

Yes, I'm sure that will go over well...

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

Nagarythe Tinurandir
Einheit X-6
#484 - 2014-02-04 12:11:07 UTC
Arthur Aihaken wrote:
Silverbackyererse wrote:
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu...

Yes, I'm sure that will go over well...


I'd start stock piling Scythe Fleet Issues in that case ^^

however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles.

Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it.


Kynric
Sky Fighters
Rote Kapelle
#485 - 2014-02-04 16:11:09 UTC
Nagarythe Tinurandir wrote:
Arthur Aihaken wrote:
Silverbackyererse wrote:
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu...

Yes, I'm sure that will go over well...


I'd start stock piling Scythe Fleet Issues in that case ^^

however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles.

Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it.




If you are looking for an engineering/science reason why this could be so just imagine that loading a missle is a bigger task than removing a modular warhead from the rocket body and putting a different one on while leaving the nissile body/powerplant/fuel in place. It might or might not be in real practice but if you are that focused on real science I would direct you to rage at the use of fitting services to rebuild ships in battle, remote armor repair as a concept, that we are speed limited rather than focused on ability to change speed and so on. Instant warhead swap would be no harder to imagine than instant module swap.

The important problem to me is that flexibility of damage type is a defining characteristic of missles and this module as it currently stands makes the application of that trait impractical. No other weapon system provides pure damage of all four types as well as the seldom used autotargeting options complimented with options for high damage or damage focused at small targets. This flexibility creates interesting choices and is for me why I am willing to accept delayed damage as well as application problems when shooting at targets that are outside of web range. The rlml would be a much more fun and interesting module for me if it allowed for the practical application of that trait.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#486 - 2014-02-04 18:40:18 UTC
delete rlmls and rhmls, problem solved

also obligatory fix light missiles
Incindir Mauser
Caldari Provisions
Caldari State
#487 - 2014-02-04 22:31:23 UTC  |  Edited by: Incindir Mauser
Give all missile ships a dedicated Missile Bay like Drones.

Every launcher has a set number of tubes it can fire from. Those tubes are set in a "rack". When you want to reload the rack it moves out of the launcher and a new fresh rack is loaded back into the launcher in five seconds. Swapping to a new flavor of missiles in another preloaded rack also takes five seconds.

The old rack/s go through a reloading process that takes 20 seconds no matter how many missiles were fired from the rack. Racks that have been moved to the missile bay for reloading cannot be moved back to the launchers until the reloading process is completed.

You can have multiple racks preloaded with missiles of any flavor you choose. Limitations being space (m3) in the missile bay for both missiles and racks...empty, partial, or preloaded.
Mario Putzo
#488 - 2014-02-04 23:41:25 UTC
I think with current missile quantity you could probably safely go back to 10 second reloads to be quite honest. Don't get the hate towards an anti-frigate weapon system killing frigates. Should we also nerf drones heavily as well seeing as their damage projection scales down really well too?

I think all ships should just be the same. the only difference is the colour and the markings on the side. That way everything is equal always and the only thing that determines victory is numbers. Its most fair.
Arthur Aihaken
CODE.d
#489 - 2014-02-05 02:01:53 UTC
I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.

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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#490 - 2014-02-05 02:25:49 UTC
Arthur Aihaken wrote:
I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.


Try applying any meaningful damage to a cruiser with a cruise phoon. Rhml is good for smacking low orbit ships. Not so good for smacking snipers though since no range bonuses.
Arthur Aihaken
CODE.d
#491 - 2014-02-05 02:35:57 UTC
Caleb Seremshur wrote:
Try applying any meaningful damage to a cruiser with a cruise phoon. Rhml is good for smacking low orbit ships. Not so good for smacking snipers though since no range bonuses.

The Raven Navy Issue has a -25% explosion radius bonus, which actually put Faction cruise on par with T2 heavy missiles in terms of explosion radius and explosion velocity. Just curious if anyone's found a good use for these either alone or in combination with cruise missiles.

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

Vincintius Agrippa
Crimson Serpent Syndicate
#492 - 2014-02-05 03:08:08 UTC
Vinyl 41 wrote:
so now were in a spot where even rise agrees that a 10 seconds reload would be the best thing and that there's no easy way to fix it with the current mechanics - to me it seems like the old rapids were in golden place and that the first new iteration was the right way to go but since were stuck with iteration 2 mk2 i think the idea of a flat 20 seconds reload sounds resonable




He should have never changed it from ten in the first place.
Only YOU can prevent internet bullying!
Vincintius Agrippa
Crimson Serpent Syndicate
#493 - 2014-02-05 03:41:38 UTC
return all rapid launcher to 10 seconds.40 and 35 second reloads plus the almost %70 decrease in ammo capacity was were ******** from the start. It served no combat purpose whatsoever, especially in the case of rapid heavies. They should receive all hull bonuses as well, not just 1 of 2 or 1 of 3. Its stupid. I cant have a bonus to this, but I can somehow have a bonus to that? c'mon. After all, these are still cruiser and battleship launchers.

Also worth nothing: please remove the kinetic only bonus on the Cerberus. if im paying $200 mill for a ship than can apply different types of damage, id like to be able to apply each damage type equally. The vagabond isn't restricted to an explosive only bonus.

Not to pile on but can someone explain to me the vagabond, a shield ship, has the slot layout of an armor boat? that goes for the stabber as well....(SFI not so much, its a armor boat). I mean really, it should have 5 mids and 4 lows, not the other way around.
Only YOU can prevent internet bullying!
Vinyl 41
AdVictis
#494 - 2014-02-05 05:58:04 UTC  |  Edited by: Vinyl 41
Arthur Aihaken wrote:
I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.

played with those a few time in missions and those dont rly suck that much besides the reload time the biggest grudge i have with those is their range since they dont benefit form range bonuses you end with a crappy 50ish km range on rage and that doesnt work to well with our mjd meta
as for pvp aspects hmm maybe in some lower class wh defense duty those could work
Arthur Aihaken
CODE.d
#495 - 2014-02-05 06:45:19 UTC  |  Edited by: Arthur Aihaken
Rapid Heavy Missile Launchers: Best Option for Solo PvE
Yeah, bet you didn't see that coming... Let's start off with DPS, or lack thereof. More than any other weapon, missile damage is very much "paper DPS". This is especially true once you move out of the short-range weapons into the longer-range ones. Why? Time to impact. And the further out the target - the worse this gets in terms of wasted volleys. This can be minimized (but not completely eliminated) to some extent by staggering smaller groups of launchers, but unlike every other weapon system - missiles lose upwards of 20% in errant volleys. Now it can be argued that damage application against targets at longer ranges tends to be greater due to the stationary nature of targets at those distances (particularly cruisers and frigates), but this requires a lot more micromanagement in terms of watching applied damage - and even with an ideal performance you're still going to lose a volley or two. There's also the necessity of having to run more sensory gear (signal amplifiers and sensor boosters) to achieve these theoretical ranges, and this eats up precious slots. And finally we have damage application. On any hull other than the Raven Navy Issue, cruise missiles have horrible damage application against anything other than battleships. Rigors improve this, but they still don't address the wasted ammunition aspect. Target painters help, but you need a minimum of 2 - and beyond 60km they really start to lose their effectiveness. And they eat up your valuable mid-slots. What to do...

Enter the rapid heavy missile launcher. First and foremost, this is a medium-range system - which is ideal for most hulls that have a base 65-75km targeting range. Not having to contemplate extending this simplifies things immensely. But we have a problem with damage application for heavy missiles. Specifically, the things are too damn slow - and we're going to waste a lot of volleys with their high rate of fire. Enter hydraulic bay thrusters, or as I like to call it - a perfect match. Unlike rocket fuel cache partitions (which extend flight time), hydraulic bay thrusters are stacking penalized. However, this is more than an effective tradeoff for what we're receiving in return: missile velocity. Three T1 hydraulic rigs will boost your missile velocity by about 40% or just under 90km with full skills (you can utilize T2 versions, but it's not cost-effective for the marginal gain).

With rapid heavy missile launchers, the closer the target - the more effective. Time to hit decreases along with wasted ammunition, and the higher rate of fire prevents NPC ships fully realizing any repairs. Before I go any further, some random statistics I pulled after running some comparisons:

• Faction heavy missiles outperform T2 precision heavy missiles against all targets, regardless of range.
• Faction heavy missiles outperform T2 fury light missiles against all targets, regardless of range (so basically there's no point in running a pair of smaller rapid light launchers).
• T2 fury heavy missiles perform the same as Faction heavy missile against cruisers, and are only marginally better against battleships.
• Factoring in reload times, rapid heavy launchers have 23% less overall damage than cruise launchers (both using Faction ammunition) - but over twice the damage application. If you switch the rapid heavy launchers to furies, damage application is still 25% better - but only 10% less damage overall.

What's changed...? The additional +2 ammunition capacity to T1 and T3 rapid launchers made them almost as effective as their Faction counterparts (which only received +1), and the 5-second reduction to reload times. This actually made quite a difference in terms of raw numbers (probably 20% ore more). So here's my mission fit. There's some bling, but I've tried to maximize cost vs. potential benefit.

Raven or Raven Navy Issue
6-8 Rapid Heavy Missile Launcher IIs (Faction; cheaper and less m3 than cruise)

Shadow Serpentis 100MN Microwarpdrive
Large Micro Jump Drive
Pith C-Type Large Shield Booster
2x Gistum C-type passive amplifiers (mission-specific)
2x Dark Blood Cap Rechargers

2x Caldari Navy Ballistic Control System
2x Ballistic Control System II
Dark Blood Capacitor Power Relay

3x Hydraulic Bay Thrusters I

Drones are a matter of personal-preference, so your mileage may vary. I've gone with a Faction MWD to cut down on the capacitor loss, as I'm running an active tank. The Shadow Serpentis one ran me $55m, which I thought was a pretty good deal compared to the other Faction and Deadspace versions. I use it for nudging the ship into range and it speeds mission time to the odd gate. It's also great to counter the odd stasis web. The MJD is not only an easy way to jump into (or out of) NPC clusters, but it's your get out of jail free card - I never run a battleship fit without one. It's virtually required equipment on missions like "Worlds Collide". The Pith C-Type large shield booster is cap stable and allows me to run the shield non-stop. A theft at $56m... In a pinch, there's the MJD to get you clear. Gistum C-Types are super cheap - under $1-$3m for everything except the EM, which can usually be picked up for around $27.5m. I went with Dark Blood cap rechargers because I had them, but T2 work just as well. Two Faction ballistic controls give you about 100% of the benefit, but beyond that you start running into the law of diminishing returns - so switching to two T2 versions only costs you about 20 DPS. Last is a Faction capacitor power relay, because it's 1% more power for -1% less shield boost hit. You can also run a power diagnostic, damage control, signal amplifier or nanofiber. I wanted less micromanagement, so I opted for cap stable.

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

Kesthely
Mestana
#496 - 2014-02-05 07:35:48 UTC
Arthur Aihaken wrote:
I know the discussion has primarily been on the rapid light launchers, but has anyone found a niche for the rapid heavy launchers? With every configuration I attempt I still come up short when compared to cruise launchers.


I have, on one single ship, the Black Ops Widow: Its burst damage is usefull there, and all the cons are negliable
Nagarythe Tinurandir
Einheit X-6
#497 - 2014-02-05 10:32:55 UTC
Kynric wrote:
Nagarythe Tinurandir wrote:
Arthur Aihaken wrote:
Silverbackyererse wrote:
Return the RLML's to what they were before and remove the ability to put the things on the Cerberus and Tengu...

Yes, I'm sure that will go over well...


I'd start stock piling Scythe Fleet Issues in that case ^^

however, different timers for ammo swap and reload doesn't make any sense. you put an entirely different set of missiles in your launcher. why should that be faster than putting in an entire missile set in your launcher when its empty. If anything it would actually take longer, because you first need to empty the launcher before you put in the new missiles.

Find one timer which is long enough so that the RLML still qualifies as anti-frig burst launcher and still offers some flexibility in terms of ammo swap. maybe 20s or 25s, that should feel long enough in a fight. balance dmg accordingly to maintain the current output and be done with it.




If you are looking for an engineering/science reason why this could be so just imagine that loading a missle is a bigger task than removing a modular warhead from the rocket body and putting a different one on while leaving the nissile body/powerplant/fuel in place. It might or might not be in real practice but if you are that focused on real science I would direct you to rage at the use of fitting services to rebuild ships in battle, remote armor repair as a concept, that we are speed limited rather than focused on ability to change speed and so on. Instant warhead swap would be no harder to imagine than instant module swap.

The important problem to me is that flexibility of damage type is a defining characteristic of missles and this module as it currently stands makes the application of that trait impractical. No other weapon system provides pure damage of all four types as well as the seldom used autotargeting options complimented with options for high damage or damage focused at small targets. This flexibility creates interesting choices and is for me why I am willing to accept delayed damage as well as application problems when shooting at targets that are outside of web range. The rlml would be a much more fun and interesting module for me if it allowed for the practical application of that trait.


i get your point and you're right. a few posts up someone outlined a cartridge system which would satisfy my need for a logical explanation (everyone got his spleen...).
but what i see as a big problem with two different timers is the possibilty for abuse. what keeps me from just having 2 kinds of missiles making e.g. explo dmg. like caldary navy and dread guristas nova missiles and then just swap instead of reload? are those counted as one kind of missile and the full ammo reload timer applies or are those two different types of missiles and i can "reload" explo faction missiles by swapping between those two for only half the reload timer.
Kynric
Sky Fighters
Rote Kapelle
#498 - 2014-02-05 22:35:41 UTC  |  Edited by: Kynric
Nagarythe Tinurandir wrote:

i get your point and you're right. a few posts up someone outlined a cartridge system which would satisfy my need for a logical explanation (everyone got his spleen...).
but what i see as a big problem with two different timers is the possibilty for abuse. what keeps me from just having 2 kinds of missiles making e.g. explo dmg. like caldary navy and dread guristas nova missiles and then just swap instead of reload? are those counted as one kind of missile and the full ammo reload timer applies or are those two different types of missiles and i can "reload" explo faction missiles by swapping between those two for only half the reload timer.



The idea is that an ammo swap results in the current number of loaded missles being replaced with that same number of missles but of another type. This is distinctly different than a reload which will always result in a full magazine of missles. Perhaps I am missing it, but I dont see how this could be abused.
CW Itovuo
The Executioners
Capital Punishment.
#499 - 2014-02-06 04:03:08 UTC  |  Edited by: CW Itovuo
CCP Rise wrote:


I would prefer if we could find something like making the reload time only 10 seconds unless you have a weapon timer. This exact solution doesn't work because of how NPC timer works, but from the user perspective it's much cleaner. We wouldn't have to clog up any menus or make any new explanations about how the mechanic worked.




Just return the module and all it's attributes to the previous version, and then change the ammo charge group to support a new class of missile.


Introduce a new missile ammo with attributes that fall somewhere between Light Fury and Assault Javelin, keeping in mind the launchers intended purpose (kill fast small ships).



"Balance" as necessary. You'll be able to adjust Rapid Light DPS/explosion/velocity without foxing up light missiles for frigates/destroyers.
Arthur Aihaken
CODE.d
#500 - 2014-02-06 05:12:12 UTC  |  Edited by: Arthur Aihaken
CCP Rise, is there any reason Rapid Light Launchers got shafted on ammunition capacity?

• Heavy Missile Launcher II ... 40 rounds / Rapid Heavy Missile Launcher II ... 25 rounds = 62.5%
• Light Missile Launcher II ... 53 rounds / Rapid Light Missile Launcher II ... 20 rounds = 37.7%

There's only a difference of 20.8% in rate of fire between the two launchers, so at the very least Rapid Light Launcher IIs should have 30 rounds of ammunition (1-2 less for T1, 2 more for Faction). This is quite possibly why these are having teething issues - simply not enough ammunition.

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