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Player Features and Ideas Discussion

 
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Rapid Reload missile rig

Author
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1 - 2014-03-12 12:08:51 UTC  |  Edited by: Corraidhin Farsaidh
So...many people hate the reload times on missiles, it seems most think that they are generally useless beyond hit and run tactics.

My idea would be for a Rapid Load Missile Rig. This rig would basically consist of an additional magazine of missiles which can be loaded with the same or different missiles and allows for a more rapid reload by switching the missile magazine presented to the launcher in ~5-10 seconds (or whatever testing deems appropriate). In practical terms this would be equivalent to taking the cylinder from a revolver containing standard rounds and swapping it for a cylinder containing dum-dums for instance. Faster than reloading the current cylinder but still takes time.

The trade off would be that you've used your rig slots for faster reloads and flexibility instead of armour/shield/whatever boosts instead.
Ix Method
Doomheim
#2 - 2014-03-12 14:09:39 UTC
This is good.

+1

Travelling at the speed of love.

Iski Zuki DaSen
Caldari Provisions
Caldari State
#3 - 2014-03-12 14:11:12 UTC
nice idea +1
Leyete Wulf
Caldari Provisions
Caldari State
#4 - 2014-03-12 14:15:32 UTC
As long as this rig was balanced to provide roughly the same dps bonus as the ROF missile rig I think it would be an excellent addition to the game.
Joe Boirele
The Scope
Gallente Federation
#5 - 2014-03-12 14:21:15 UTC
Whoa, can't we just rebalance RLMLs and make them useful without adding a special rig just for them?

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-03-12 14:32:16 UTC
My idea was based on the assumption they got nerfed for a good reason. This method would allow some utility for the missile launchers again by increasing reload time, but also allow for faster swap between missile types for specialized ammo to knock down shields/armour. This would come at a cost though since you are using your rig slots to accomplish this.
Joe Boirele
The Scope
Gallente Federation
#7 - 2014-03-12 14:47:44 UTC  |  Edited by: Joe Boirele
They did get nerfed for a reason, and that reason was that firing smaller missiles ended up getting both better damage and better damage application to anything cruiser sized and below. However, now you're going to be hard pressed to use them for anything aside from maybe a support weapon. They were too good, but now they are too bad to use, and I don't think a rig (which would be basically mandatory if you wanted to use them) is a good way to solve the problem.
EDIT: I think they also got nerfed in fitting too

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Arthur Aihaken
CODE.d
#8 - 2014-03-13 02:40:58 UTC
Yes, they got nerfed on the fitting requirements.

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

Alvatore DiMarco
Capricious Endeavours Ltd
#9 - 2014-03-13 02:51:02 UTC
Better to just balance missiles as a whole and then unfuck rapid launchers than to introduce a custom and mandatory rig.
Arthur Aihaken
CODE.d
#10 - 2014-03-13 02:57:02 UTC
Alvatore DiMarco wrote:
Better to just balance missiles as a whole and then unfuck rapid launchers than to introduce a custom and mandatory rig.

+1.

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

CW Itovuo
The Executioners
Capital Punishment.
#11 - 2014-03-13 05:40:42 UTC
Corraidhin Farsaidh wrote:
So...many people hate the reload times on missiles, it seems most think that they are generally useless beyond hit and run tactics.

My idea would be for a Rapid Load Missile Rig. This rig would basically consist of an additional magazine of missiles which can be loaded with the same or different missiles and allows for a more rapid reload by switching the missile magazine presented to the launcher in ~5-10 seconds (or whatever testing deems appropriate). In practical terms this would be equivalent to taking the cylinder from a revolver containing standard rounds and swapping it for a cylinder containing dum-dums for instance. Faster than reloading the current cylinder but still takes time.

The trade off would be that you've used your rig slots for faster reloads and flexibility instead of armour/shield/whatever boosts instead.



Or.... they could simply fix the module by conventional means.

Let me think about it.

Yeah, I think fixing the module is better than introducing a Band-Aid.

Thanks for playing.

Arthur Aihaken
CODE.d
#12 - 2014-03-13 11:07:44 UTC
CW Itovuo wrote:
Or.... they could simply fix the module by conventional means.
Let me think about it.
Yeah, I think fixing the module is better than introducing a Band-Aid.
Thanks for playing.

Lol
Oh wait, you were serious…? If all that several thousand posts over 4+ months resulted in was +1 ammunition and 5 seconds off the reload, you might be in for a disappointment.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#13 - 2014-03-13 11:16:22 UTC
Even if they put the reload times back to the pre-nerf values my idea for the rig still has purpose in that it allows for more rapid reload/change between ammo type at the expense of other areas. This would allow you to reload the rig magazine whilst using the current magazine, then swap out magazines in whatever duration was appropriate based on testing.
Arthur Aihaken
CODE.d
#14 - 2014-03-13 11:25:26 UTC
Corraidhin Farsaidh wrote:
Even if they put the reload times back to the pre-nerf values my idea for the rig still has purpose in that it allows for more rapid reload/change between ammo type at the expense of other areas. This would allow you to reload the rig magazine whilst using the current magazine, then swap out magazines in whatever duration was appropriate based on testing.

I wish I could adequately express the sheer and utter disappointment with what's been happening to missiles over the last year, particularly rapid launchers. If you're familiar with the infinite monkey theorem, this applies equally to also being able to completely screw something up if given enough time as well.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#15 - 2014-03-13 11:27:10 UTC
Alas poor RLML's, I knew them well...pass me a banana...
Mike Voidstar
Voidstar Free Flight Foundation
#16 - 2014-03-13 12:53:39 UTC
I dont see how this could work without increasing the dps.

If both magazines are available with the standard 10 second swap time, then the effective reload of the laujcher is now 10 seconds, as presumably the magazines also load independantly.

I suppose if they wanted to they could code in a mechanic that only allowed X live-fire seconds before requiring Y cooldown seconds. Time inactive would countdown both timers, while fireing would count up both timers at rates that would control the overall dps but allow free ammo swap and greater control of how the system gets used.

Really only the Live-fire timer needs to count, though I like personally the idea that you could get a shorter cooldown at the end of a clip by cycling the weapon manually.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#17 - 2014-03-13 12:58:20 UTC
My thinking was that this would provide sorter reload times and flexibility in loadout so probably an increase in dps but at the expense of whatever you would normally use the rig slots for. Using rig slots would also limit the impact it could have on larger missile boats as you could only ever have up to 3 spare magazines at any time.

I also liked the idea of the pilot gaining a benefit from making effort to manually manage the missile loadouts.
Alvatore DiMarco
Capricious Endeavours Ltd
#18 - 2014-03-13 18:16:18 UTC  |  Edited by: Alvatore DiMarco
This rig yields an increase in DPS. People normally rig their missiles for ... an increase in DPS.

Even rigging for damage application is still rigging for an increase in DPS.

Nothing is sacrificed.
Arthur Aihaken
CODE.d
#19 - 2014-03-13 18:46:14 UTC  |  Edited by: Arthur Aihaken
Alvatore DiMarco wrote:
This rig yields an increase in DPS. People normally rig their missiles for ... an increase in DPS.
Even rigging for damage application is still rigging for an increase in DPS.
Nothing is sacrificed.

I would agree for the most part, although you will be giving up substantial defensive capability with a lot less tank. In addition, getting the attention of certain developers to address issues with rapid launchers through said rigs is not going to be an easy undertaking… But for the sake of argument, let's say the impossible happens. Let's look at what the actual improvement would be using a Tengu (which is definitively the worst platform for rapid launchers). We'll use -5 seconds for a T1 rig and -7.5 seconds for a T2 rig, with a calibration of 100/150 respectively (this means a maximum reduction of 20 seconds, so a 15-second reload).

Tengu configuration: 6x RLML II, Scourge Fury light missiles, 4x ballistic controls, V skills; no implants
Before: 780.4 DPS (49.75s fire time / 84.75s volley time = 58.72%), 458.2 DPS actual
After: 780.4 DPS (49.75s fire time / 64.75s volley time = 76.83%), 599.6 DPS actual

Is it worth potentially giving up around 20k EHP for 140 DPS? Hard to say… I'd still rather see rapid launchers dropped to a reload/swap of 20 seconds, but I'm not holding out a lot of hope...

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

Nevyn Auscent
Broke Sauce
#20 - 2014-03-13 21:31:40 UTC
Arthur Aihaken wrote:

Lol
Oh wait, you were serious…? If all that several thousand posts over 4+ months resulted in was +1 ammunition and 5 seconds off the reload, you might be in for a disappointment.

Except for the bit where the Devs have said they are working on the Ammo swap. There are just some serious technical difficulties involved which I can believe.

And your over time DPS is actually almost where it was pre 'nerf' with extra front loading. Making it easier to overwhelm an active tank fast while generating similar over time DPS vs a buffer tank.

I'd love a similar option using the smallest size gun in each tier personally. Especially if it was the smallest size long range gun like you got with missiles.

So yea. Stop the whining. It's no longer that large a nerf. And it was obvious that the RLML needed some kind of nerf.
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