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In-Depth Missile Comparison & Issues

Author
Fourteen Maken
Karma and Causality
#41 - 2014-09-04 11:18:33 UTC
Experiment 32423 wrote:


I think that a reduction in damage and reload time is appropriate for Rapid Lights, while keeping the sustained damage about the same which will slightly decrease the overall burst but offer more sustained use in fleets especially. No one enjoys a reload timer that lasts an eternity which simply comes down to poor design, rather than a fun mechanic.


No! The only way to do that is to change the ammo, if they do that light missile frigates and destroyers will be nerfed. my LM condors do around 70 dps as it is, with perfect skills i think it goes up to 78, but thats with the expensive meta4 launchers and faction ammo you're talking about a 20% nerf to make them do around 55 dps. What?
afkalt
Republic Military School
Minmatar Republic
#42 - 2014-09-04 11:22:33 UTC
No it isn't. Just alter the RLML RoF.

Not that I agree with the idea, but it doesnt need to affect all LM platforms.
Fourteen Maken
Karma and Causality
#43 - 2014-09-04 11:47:35 UTC
afkalt wrote:
No it isn't. Just alter the RLML RoF.

Not that I agree with the idea, but it doesnt need to affect all LM platforms.


yeah sorry she wants to reduce the reload time as well, okay but I still don't like it: RLML burst damage is a positive not a negative. Nerfing RLML into the ground won't resurrect HML if that's what the idea is, the reason HML isn't used is because turrets are better main dps in larger gangs due to instant dps and no firewall counter. That's not going to change any time soon, RLML is in a good place because it has a specific strength against frigates, HML and HAM's are good in solo and maybe small gangs, but instant dps becomes ever more important in larger fleets, and firewalls become a more viable counter, there's nothing can be done about it. HML and torps both need better damage application imo, but they still won't be regularly used as mainline dps in large fleets.
afkalt
Republic Military School
Minmatar Republic
#44 - 2014-09-04 11:50:51 UTC  |  Edited by: afkalt
I would have no issue with the reload if it didnt completely obliterate the idea of ammo swapping.

As it is, my workaround is to fit omnidamage on hulls with generic bonuses. Actually works extremely well on those hulls, good consistent DPS output - no horrible surprises. Of course, no mad resist hole hits either, but consistency in performance is golden in working out your engagement capabilities.
Experiment 32423
Doomheim
#45 - 2014-09-04 14:17:29 UTC
The idea was never to nerf RMLs into the ground, I think they are in a good spot although I wouldn't mind seeing small changes to decreasing the reload time. Changes are however not required for RLMs to remain viable. Perhaps reload time could be affected by remaining ammunition, thus halving reload time with half ammo count as an example? DPS remains the same, but switching damage type and reloading between engagements becomes significantly less painful.

Additional low-slot modules are not the solution as someone before me already stated, missile DPS is heavily reliant on BCUs and if those are sacrificed for compensation of balance issues, missiles will only be even further behind other platforms.

Missiles, or rather HMLs, shouldn't be the main platform in fleets, or solo for that matter. They are one of many different platforms available and should at the very least be a viable alternative that isn't considered totally useless. As it is right now, HAMs are vastly superior in every way possible and no one in their right mind would use HMLs in PvP. Let players decide if they're willing to trade range for damage, but don't take damage application away from them too.

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