These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Arthur Aihaken
CODE.d
#501 - 2014-02-06 20:17:37 UTC  |  Edited by: Arthur Aihaken
I'm reluctantly throwing in the towel on the rapid launchers. While the ammunition increase and reload reduction is an improvement, they're still not "fun" to use. In PvE actual damage is a fraction of paper or stated DPS, primarily because unless you're at point-blank range you're losing probably upwards of 25% of your ammunition to wasted volleys with the high rate of fire. The long reload and inability to swap ammunition is simply a tactical nightmare in PvP, which limits applications to either ganking small ships or as part of roving gangs. Solo PvP has been effectively eliminated as an option...

In addition, the higher fitting requirements now mean that in addition to taking a huge DPS hit over the original version - ships have less tank to work with. So it's actually a double-nerf... Lasers are instantaneous, hybrids have a 5-second reload - and while projectiles are 10-seconds - their ammunition also delivers up to 3 damage types.

This experiment has run its course, and I think it's time to come clean and just admit that this was perhaps a better idea in theory than in practice.

Return the rapid light and rapid heavy launchers to the original/proposed versions.

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

Arthur Aihaken
CODE.d
#502 - 2014-02-07 04:55:07 UTC
So… I guess this is the end of things with respect to rapid launchers?

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

Anomaly One
Doomheim
#503 - 2014-02-07 07:57:55 UTC
Quote:
While the ammunition increase and reload reduction is an improvement, they're still not "fun" to use


this was the entire reason a flat out nerf would have been better, instead they give us an OP burst mechanic that's not even fun to use.

Quote:
So… I guess this is the end of things with respect to rapid launchers?


pretty much.

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

Vinyl 41
AdVictis
#504 - 2014-02-07 11:04:46 UTC
Arthur Aihaken wrote:
So… I guess this is the end of things with respect to rapid launchers?

well for rubi i think yeah but there will be still other expansions so my hope never dies Bear
Sygma
Appetite 4 Destruction
#505 - 2014-02-07 16:58:09 UTC
How about you change it back to the way it was before and call it a day. No need to over think it.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#506 - 2014-02-07 19:02:21 UTC
Arthur Aihaken wrote:
So… I guess this is the end of things with respect to rapid launchers?


Arthur i feel your pain, but in reality when people fit their missile ships like this:

http://www.toha-conglomerate.org/killboard/index.php/kill_detail/6166/

I start to wonder if it matters what CCP do to missiles Big smile

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".

Viceorvirtue
The Hatchery
RAZOR Alliance
#507 - 2014-02-07 23:16:19 UTC
Well the main complaint has been the reload time making reacting to a changing fight frustratingly difficult and unfun. Rise's last post has essentially said 'No, we do not want you reloading in combat to be able to react to things.' Rise can feel free to correct that if he likes, but I get the feeling that will be the only real answer we are going to get on the matter. At least we finally got an answer, even if it isn't really going to help the rapid launcher problem.

So unless people just stop trying to make them work and wait for CCP to rebalance based on metrics again I don't see any changes happening.
Arthur Aihaken
CODE.d
#508 - 2014-02-08 01:49:28 UTC
Mournful Conciousness wrote:
Arthur i feel your pain, but in reality when people fit their missile ships like this… I start to wonder if it matters what CCP do to missiles Big smile

Was the DPS our first clue? ;)

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

Sgt Ocker
What Corp is it
#509 - 2014-02-08 02:49:17 UTC
The overall answer to medium missiles right now, train HML for PVE, anything else is optional.


RIP medium missile platforms

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.

God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#510 - 2014-02-08 05:20:56 UTC
http://eve.battleclinic.com/killboard/killmail.php?id=21716876

Do you even rlml bro?

"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX

Catherine Laartii
Doomheim
#511 - 2014-02-08 05:55:39 UTC
God's Apples wrote:
http://eve.battleclinic.com/killboard/killmail.php?id=21716876

Do you even rlml bro?


If he's stable, that's actually a decent fit, assuming he has the money to spend on tinkering with concept HACs like that. He'd have the range and speed to deny engagements and leave them if they're unfavorable. Don't trash concept fits unless the fit itself falls short of its intent.
Don't blame pilot error, and certainly don't do KM shaming on a forum to discredit someone's legitimate and very reasonable concerns; it shows you lack constructive ideas yourself...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#512 - 2014-02-08 09:52:49 UTC
Catherine Laartii wrote:
God's Apples wrote:
http://eve.battleclinic.com/killboard/killmail.php?id=21716876

Do you even rlml bro?


If he's stable, that's actually a decent fit, assuming he has the money to spend on tinkering with concept HACs like that. He'd have the range and speed to deny engagements and leave them if they're unfavorable. Don't trash concept fits unless the fit itself falls short of its intent.
Don't blame pilot error, and certainly don't do KM shaming on a forum to discredit someone's legitimate and very reasonable concerns; it shows you lack constructive ideas yourself...


It takes guts to risk a fit like this on TQ. I've only ever seen God's Apples on SISI flying competition cruisers.

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".

Arthur Aihaken
CODE.d
#513 - 2014-02-08 14:35:15 UTC  |  Edited by: Arthur Aihaken
Mournful Conciousness wrote:
It takes guts to risk a fit like this on TQ. I've only ever seen God's Apples on SISI flying competition cruisers.

I die a lot, what can I say…? Lol

One of the biggest challenges with RLMLs is that light missiles have a low base velocity, so while it seems like the Cerberus would have pretty good range - half of that is extended flight time which really doesn't help that much (you need HAC V to get the full +50% missile velocity bonus). I had two engagements against an Incursus where I was unable to kill it with RLMLs despite a scram, web and exploiting the weakest resistance. 35 seconds is still an eternity in PvP situations, and one of the indirect consequences is extending an engagement just long enough for enemy reinforcements to arrive.

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

Jureth22
State War Academy
Caldari State
#514 - 2014-02-08 17:18:57 UTC
until the ammo is not changed to better,f rapid launchers
Markus Reese
Deep Core Mining Inc.
Caldari State
#515 - 2014-02-08 17:24:02 UTC  |  Edited by: Markus Reese
Too many pages to read everything, and I do not have much time to forums so this will be my two bits on the subject.

Starting with missiles in general:

The advantage other weapons have is switching does give a tactical advantage as the situation changes. Ability to switch range, and with projectiles, switch damage. Drone boats switch to more tactical drones as well.

10 second reload timer, it isn't bad. As a long time missile pilot, I have gotten fairly good at predicting how damage will land, and de-activating to switch targets before final volley lands and next one fires off. I didn't quite get the insane reload on RMLs though. Essentially, they make a larger hull have the combat effectiveness of in between sizes. More damage than their smaller class, but better hits than their own size class.

Is this not any different than the dual weapons? Do the dual heavy pulse lasers have a 40 second reload time because they can hit frigates and fast cruisers at 10km if fit effectively? I change projectile ammo as the target changes. For slower rate damage, eg capitals, I use my one type for shields, then switch when timely for armor to maximize my damage.....

Now, the fact that these bonuses are limited to certain missiles and only a few basic ships get the RML bonus. I sorta get it. Do not want heavies to overpower cruise missiles. Indeed, a navy raven with a full loadout of rapid heavy missile launchers would devastate a cruiser. But it really would be meh against larger ships. Wow, no different than using the smaller barrels on a battleship :s

Flight time bonuses. It has been seen here many times in my glance, what a useless bonus, I agree with. Other ship bonuses are effective in their entirety. Allowing application of multifrequency from further away, example. For missile ships, the flight time bonus is useless plain and simple unless you are out beyond the base max range. Pretty sad. All flight time should be relplaced with velocity. It reminds me of the old cap reduction only bonus for energy turrets on amarr ships back in the day. It was better to fit projectiles which used no cap.

As for the RMLs, what to do about them.... Well, I guess it comes down to what is broken. With the crazy reload, you are saying you want a battleship to be weaker than a drake. Plain and simple. Navy drake>Navy raven, something is a bit wrong. The missile advantage is still that it is more immune to ewar. Best idea that I like is a normal reload timer of 10 seconds, with a longer swap for damage type. Makes sense because you have to pull missiles out, then put back in.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Arthur Aihaken
CODE.d
#516 - 2014-02-08 18:30:13 UTC
Markus Reese wrote:
As for the RMLs, what to do about them.... Well, I guess it comes down to what is broken. With the crazy reload, you are saying you want a battleship to be weaker than a drake. Plain and simple. Navy drake>Navy raven, something is a bit wrong. The missile advantage is still that it is more immune to ewar. Best idea that I like is a normal reload timer of 10 seconds, with a longer swap for damage type. Makes sense because you have to pull missiles out, then put back in.

DPS with RLMLs is misleading because the abnormally high rate of fire severely distorts and inflates it. The actual damage output is noticeably less than heavy or heavy assault missiles. As an example, take an RLML Tengu. With 6 T2 launchers and Faction ammo it's over 600 DPS, but once you factor in the 35-second reload it's only about 350 DPS. Thus, you'll be further ahead in both PvE and PvP with 5 heavy or 5 heavy assault missile launchers.

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

Vesan Terakol
Trollgrin Sadface
Dark Taboo
#517 - 2014-02-08 21:50:45 UTC  |  Edited by: Vesan Terakol
What if you make the reload menu layered? You have the option to reload/change/change to full at the first layer then the ammo type at the second.

You could also integrate the radial menu for that. Should be good enough for missiles. Other weapon types.. not that much,as they have more than 8 types of charges (8 standard + 2 advanced). Oh wait... there's faction ammo then...
Sycotic Deninard
Basgerin Pirate
#518 - 2014-02-08 22:20:20 UTC
Hey, I got an idea! FIX HEAVY MISSILES!!!!!

A person that does'nt use his intelligence is no better than an animal that does'nt have any and thus are steaks on the table by choice and consent.

Arthur Aihaken
CODE.d
#519 - 2014-02-09 02:09:39 UTC
Vesan Terakol wrote:
What if you make the reload menu layered? You have the option to reload/change/change to full at the first layer then the ammo type at the second.

This still doesn't address the actual issue of DPS, which is the heart of the problem:

Tengu (5x RLML) … 502.5 DPS » 271.1 DPS (actual)
Tengu (5x HML) … 426.3 DPS » 400.9 DPS (actual)
Tengu (5x HAML) … 593.1 DPS » 553.4 DPS (actual)

Caracal (5x RLML) … 335 DPS » 195.8 DPS (actual)
Caracal (5x HML) … 284.2 DPS » 270.0 DPS (actual)
Caracal (5x HAML) … 395.4 DPS » 373.1 DPS (actual)

On paper, RLMLs are only marginally better than HMLs. In reality, HMLs are 45% better and HAMs are twice as effective. So what happens if we simply drop the reload/swap time on RLMLs to 10 seconds:

Tengu (5x RLML) … 502.5 DPS » 404.0 DPS (actual), with a 42km range
Carcal (5x RLML) … 335 DPS » 278.4 DPS (actual)

It basically puts RLMLs on par with RHMLs in terms of raw damage, with 1/2 to 2/3s the effective range. Light missiles are also slower than heavy missiles, and both are still overshadowed by HAMLs.

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

michaelthered
Caldari Provisions
Caldari State
#520 - 2014-02-09 04:39:50 UTC
Bienator II wrote:
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.

Shocked
please stop adding arbitrary rules just because it somehow balances things. Soon we will have ships which move slower with aggression timers etc. Try to explain that to a noob. Eve ships don't cast magic fireballs, those are weapons out of a scifi universe. The less explainable and arbitrary the mechanic is the more immersion breaking and less new player friendly it is.

Just because you can't implement ammotype swap don't fall back to hacks like that.



this times a f'ing million!! There's so much arbitrary rubbish in this game that I have to rub my temples sometimes and walk away from the screen. Every week I run into at least one more piece of arbitrary bs where a more simple rational solution could have been implimented. Instead some stupid WOW magic pixie dust logic was applied and it just feels completely flamboyantly gay.