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Heavy Missiles, lets make them interesting

First post
Author
afkalt
Republic Military School
Minmatar Republic
#21 - 2015-01-04 16:42:14 UTC
Caleb Seremshur wrote:
This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr)


Indeed and this works well for PvE - tengus, ravens, golems etc.

It is a disaster in PvP at all typically workable ranges. Test it, you'll soon see that the damage is really, REALLY bad for the benefits conveyed versus the sacrifices made. The fits become hilarious squishy, pressed for fitting and all for less applied damage in any typical scenario than an average gunboat provides. Missile boats also can't dictate range for long, typically have minimal drones so clearing fast tackle is a nightmare. Sure, in a paper world they'll grief it to death eventually - in game, they just get caught and die in a fire. I've never heard a tackler in my life say they're scared of a HML boat, or will need backup quickly.

Unfortunately, people are still so mad about the old drake blobs you tend to attract weird stuff like "lol use a painter" or "lol webs" as if these have no impact on guns when actually they benefit both just fine. You also get other stuff like people caught in 2012 when drakes did have mad tanks, when in fact today the difference between a decent comparable fit drake and a ferox is ~1-2% EHP.

Anyway, if you do manage to find a good fit that isnt outclassed at every typical opportunity by either slapping RLML or a gunboat, please post it - it has literally eluded everyone else to date. This probably sounds a bit sarcastic, it isn't - I'd love to have a reason to fit HML again, other than for snowflake laughs to annoy my corpmates Smile

Good luck in your fitting, I'll keep using guns and drones like everyone else is right now Twisted
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ISD Alliance
#22 - 2015-01-04 17:00:30 UTC
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Gregor Parud
Imperial Academy
#23 - 2015-01-04 17:55:51 UTC  |  Edited by: Gregor Parud
afkalt wrote:
Caleb Seremshur wrote:
This debate is certainly interesting. I'm going to investigate it further. Obviously as you begin swapping defensive rigs out for application rigs you need to get further away and move faster. It still doesn't remove the facts of fighting in point range as being a really bad idea for any HML user particularly when the target can keep pace with you (pretty easy for every ship except amarr)


Indeed and this works well for PvE - tengus, ravens, golems etc.

It is a disaster in PvP at all typically workable ranges. Test it, you'll soon see that the damage is really, REALLY bad for the benefits conveyed versus the sacrifices made. The fits become hilarious squishy, pressed for fitting and all for less applied damage in any typical scenario than an average gunboat provides. Missile boats also can't dictate range for long, typically have minimal drones so clearing fast tackle is a nightmare. Sure, in a paper world they'll grief it to death eventually - in game, they just get caught and die in a fire. I've never heard a tackler in my life say they're scared of a HML boat, or will need backup quickly.

Unfortunately, people are still so mad about the old drake blobs you tend to attract weird stuff like "lol use a painter" or "lol webs" as if these have no impact on guns when actually they benefit both just fine. You also get other stuff like people caught in 2012 when drakes did have mad tanks, when in fact today the difference between a decent comparable fit drake and a ferox is ~1-2% EHP.

Anyway, if you do manage to find a good fit that isnt outclassed at every typical opportunity by either slapping RLML or a gunboat, please post it - it has literally eluded everyone else to date. This probably sounds a bit sarcastic, it isn't - I'd love to have a reason to fit HML again, other than for snowflake laughs to annoy my corpmates Smile

Good luck in your fitting, I'll keep using guns and drones like everyone else is right now Twisted


- the damage is fine for the range HML get, you want more damage then have them drop range
- those fits are just as squishy as comparable ships
- applied damage depends on scenario, so yet more lies
- why can't missile ships dictate range compared to, say, a rail ship?
- they get less drones because upclose missiles still do damage but long range turrets tend not to. If you add dps from 3 lights with heavy missile damage you get similar applies dps as just using 5 lights
- yes, clearly missiles shouldn't be using modules to apply damage. That's just for turrets because :reasons:
Caleb Seremshur
Commando Guri
Guristas Pirates
#24 - 2015-01-04 18:16:18 UTC
Please do not presume every ship getting close to another automatically means it is getting under its guns. A decent kite fit works optimally when the target is actively chasing them after all. A rail eagle with javelin and pulling 2200m/s is something to be feared and respected. I say kiting isn't good with missiles mostly because of that scenario. The one where you are being egged at optimal or low falloff while he mitigates most of your dps through raw speed. It's only in my estimation that missiles especially the heavy missile work best when used on a target which is already pinned down.

Consider the power of a fury cerb and rf point/navyweb huginn. Especially after their rebalance a combo like this will be ridiculously deadly. It still will be today just not so much so... and to be fair in that case you might opt for HAM anyway.

I am perhaps more speaking for something like deimos/cerb or any other brawler/arty combo you elect.
Gregor Parud
Imperial Academy
#25 - 2015-01-04 18:33:59 UTC
It all depends on the scenario. The second a frigate realises your Deimos/Eagle is rail kite fit is the second he'll spiral into scram range and get under your guns. Can it be countered? Sure but the fact remains that long range turrets can very easily be entirely useless, which is my point. Yes turrets can apply really good dps but they can also apply zero dps. Missiles do not have these highs and low and do more average dps instead.

- less than turrets when turrets are doing fine
- more than turrets when turrets struggle

Neither is better or worse, it's just different. My point is that one can't froth over how missiles do less than turrets when turrets are working fine, because there's many scenarios where they don't work fine, or at all.

Again, for the zillionth time, I'm not saying that HML couldn't use a small dps boost, but it would have to come at the cost of losing some range. As they are their dps is inline with he ranges they can achieve.
elitatwo
Zansha Expansion
#26 - 2015-01-04 19:13:21 UTC
Gregor Parud wrote:
-some nonsense-Again, for the zillionth time, I'm not saying that HML couldn't use a small dps boost, but it would have to come at the cost of losing some range. As they are their dps is inline with he ranges they can achieve.


And for the last time now, the least important value on the fitting screen for heavy or any other missile is dps.

Get it through your head.

Oh and you may ask Caleb about it, he did some testing with me yesterday with a damage bonused Orthrus and some ships of mine.

From a base volley damage of 2200 hp damage, less than 300 hit my ships. And all interceptors can outrun them just fine.

Somehow my proposal from a few weeks back isn't so unreasonable anymore.

The worst case is already in EVE - the light missile.

Anyone from faction warfare can jump right in here and tell us their experiences with Condors.

A Condor does 97dps - in your mind it is the most important value on earth, it is not.

Those 97dps Condors will tear everyone they find apart just fine and all interceptors start running the hills if they see them on d-scan.

Seems the 97dps is scary enough to make them afraid of them.


Odd..

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Gregor Parud
Imperial Academy
#27 - 2015-01-04 19:40:22 UTC  |  Edited by: Gregor Parud
People don't run from a Condor because of its dps, they run from a Condor because they know it'll be faster than them while they're being double TDed to hell and back. A Condor will kite most turrets ships to death because you can't catch it and because you can't hurt it, and since you can't hurt it the Condor's dps isn't the issue as it has all the time in the world to finish you.

In fact LML dps vs an MWD T1 frig, or worse an intie, is hilariously low.


Missiles doing almost no dps to a fast moving target isn't something new or amazing and, frankly, shouldn't need "testing". My point is that you still do damage whereas against turrets you can completely negate their dps. The only option the target has against missiles is speed, not manual manoeuvring (you're not going to outrun HML in realistic scenarios). Against turrets you can use both speed as transversal, it's much more effective in dropping incoming turret damage (to zero).

On top of all that the missile ship's manoeuvring won't mess up its missile's damage application. When you use turrets you can very easily fck up your own tracking when flying a fast mover.


For the sake of argument, repeat those "tests" but now with rigor/flare rigs.
Caleb Seremshur
Commando Guri
Guristas Pirates
#28 - 2015-01-05 03:47:59 UTC
Gregor Parud wrote:
For the sake of argument, repeat those "tests" but now with rigor/flare rigs.


Well graphed in pyfa the caracal from the earlier example shooting the slasher jumps from 22.5dps to 30.4.

This is with 2 flares and 1 rigor, no drugs or TPs factored. So not even 30% more dps for what is 45% better application through modifiers.

Shooting the stabber base dps 69, plus 2x flare 1 rigor it jumps to 92.2. 33% more dps applied. Again this is 45% more application resulting in 33% more dps. Adding in 2x painters and strong crash you hit 175.5 dps or 38% damage mitigated through the stabber having a 10mn AB II. By comparison the caracal has 718m/s with an AB so you'd want a fairly healthy head start (and probably HG snakes) to keep ahead.

There's lots and lots of variables but the guarantees work out generally to that missiles will apply greatly reduced dps to any target moving over 12% faster than your missile explosion velocity. For reference of the curious, after this break point your dps applied drops faster and faster until it bottoms out at nearly nothing. I think stoicfaux generated a 3d graph of this for the inital RLML remake which showed how missiles function across a broad spectrum of sig and velocities. I might go dig those up.
afkalt
Republic Military School
Minmatar Republic
#29 - 2015-01-05 09:20:57 UTC  |  Edited by: afkalt
So did you feel they were worthwhile trades? Compared to say RLML* or a gunship? I never did.

I actually made a mistake before, there is one ship quite nifty with HML - Navy caracals. Rigor on that starts to be worth it, for me personally (rainbow damage plays a significant part in that as well though).


*Edit: If I'm not mistaken, RLML even do more sustained (i.e. DPS reduced even accounting for all reloads) to moving cruisers than HML, whilst still murdering frigates compared to a non-rigor caracal. They (RLML) don't need the rigor and in fact when compared to a triple application fit HML the difference is ~10%. So 10% more damage to cruisers at a massive tank hit and vastly inferior tackle clearing. Yuck. Range difference isn't really significant either, given how far the RLML go. Numbers may not be quite there, please double check - was in a hurry and not had enough coffee!


I suppose if you're shooting fury at a tackled battlecruiser/ship maybe - but at that point I really am clutching at straws.
Tabyll Altol
Viziam
Amarr Empire
#30 - 2015-01-05 09:37:58 UTC
Suitonia wrote:
So I've thought a lot about heavy missiles, currently they are really bad and Difficult to use, RLML or Light Missiles are often used instead of them because Heavy Missiles have incredibly bad application and very low DPS (Compared to other medium LR Turrets), Boosting the statistics of Heavy Missiles won't really do much good though because otherwise they threaten to step on Heavy Assault and Cruise Missiles (Esp because of the new RHML lauchers) and the more I thought about it the more I think that with the current set of parameters balancing Heavy Missiles and making them have actual good interesting game-play attached to them is incredibly difficult. When HMLs were everywhere, they were a very dumb low interaction module that had average DPS and good application with very good range, but since there is no tracking/cap use/different optimal/DPS ranges, they were basically 'Press Button' in terms of the thought of use associated with them. And I understand why CCP made them weaker.

I propose to add the following mechanic to Heavy Missiles;
Heavy Missiles gain %bonus damage+Application based on the time they have spent in the air, the longer the flight time, the more powerful Heavy Missiles become.

I think this would be interesting because it allows you to balance heavy missiles with heavy assault missiles better. (HMLs could have equal or even higher potential damage, although this damage would obviously not manifest in the range where HAMs operate, retaining HAMs as the go-to missile system for brawling, where as HMLs could do equilvilant LR Turret DPS at range, if the missiles spend sufficient time in the air, this would make missiles vs LR Turrets interesting too, HMLs don't sacrifice as much fittings/no cap use/tracking is of a 'lesser' concern, but Heavy Missiles are obviously a delayed weapon where as Turrets are instant, so it could create an interesting dynamic where HMLs have better fittings for damage, but suffer from delayed damage.

This also makes Heavy Missiles an interesting weapon to use, and to fight against, getting on top of a Heavy Missile user will reduce his DPS output, which creates interesting decision making in a fight vs a HML user, it could also be interesting for the HML user to swap to different targets based on their range so that he can do higher potential damage to them. There is also high risk for the highest damage, as shooting someone at the edge of your missile range risks your opponent moving away and evading all the damage all together.

This would also make Missile Flight Time Rigs interesting!



Every weapon type exchanges dps for a better Optimal range/falloff. But the missles should get better the farther the flight. Yes sounds very plausible, not! See no good idea so a no from me.

-1
Caleb Seremshur
Commando Guri
Guristas Pirates
#31 - 2015-01-05 11:08:17 UTC
afkalt wrote:
So did you feel they were worthwhile trades? Compared to say RLML* or a gunship? I never did.

I actually made a mistake before, there is one ship quite nifty with HML - Navy caracals. Rigor on that starts to be worth it, for me personally (rainbow damage plays a significant part in that as well though).


*Edit: If I'm not mistaken, RLML even do more sustained (i.e. DPS reduced even accounting for all reloads) to moving cruisers than HML, whilst still murdering frigates compared to a non-rigor caracal. They (RLML) don't need the rigor and in fact when compared to a triple application fit HML the difference is ~10%. So 10% more damage to cruisers at a massive tank hit and vastly inferior tackle clearing. Yuck. Range difference isn't really significant either, given how far the RLML go. Numbers may not be quite there, please double check - was in a hurry and not had enough coffee!


I suppose if you're shooting fury at a tackled battlecruiser/ship maybe - but at that point I really am clutching at straws.


2015.01.05 09:30:00

Destroyed: Myrmidon
System: 6-CZ49
Security: -0.2
Damage Taken: 69993

Involved parties:

Name: Caleb Seremshur (laid the final blow)
Security: 5.00
Corp: The Atomic Fallout Kids
Alliance: None
Faction: None
Ship: Drake Navy Issue
Weapon: Scourge Fury Heavy Missile
Damage Done: 66215

Name: Top Security
Security: -4.3
Corp: Zebra Corp
Alliance: The Bastion
Faction: None
Ship: Vargur
Weapon: Vargur
Damage Done: 3778

So the myrmidon had a very good chance here of killing me, we both burning our mods like crazy. Vargur comes in at the last second and pops the myrm with arty, starts lining me up before I warp off.

So my fit was

[Drake Navy Issue, DNI HML 1]
Power Diagnostic System II
Co-Processor II
Ballistic Control System II
Ballistic Control System II

Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II
Limited 'Anointed' EM Ward Field

Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II

Medium Warhead Flare Catalyst II
Medium Warhead Flare Catalyst II
Medium Hydraulic Bay Thrusters II


Acolyte II x5

Literally the only thing this ship had going for it was the huge tank. In hind sight with such a slow ship I might trade the thrusters rig for something else like a core extender. No drugs were used. If I drop the 3rd rig as I said earlier I can put the EM field back to T2. But then I might get kited at 40km. Would probably happen anyway. Hard to say really. I feel like against any BC or down this fit with the extender rig would give them a real headache.
Debora Tsung
Perkone
Caldari State
#32 - 2015-01-05 11:08:34 UTC  |  Edited by: Debora Tsung
A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.

Target painters work on the target but only up to a certain range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.

Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

afkalt
Republic Military School
Minmatar Republic
#33 - 2015-01-05 11:13:12 UTC  |  Edited by: afkalt
Remember the DNI has rigors built into the hull, much like the CNI I mentioned. Also doesnt it have range bonuses, 40km should be well shootable with faction missiles.

I've tried and tried to get a satisfactory DNI fit and come up with fitting mods every time. It's depressing, considering the cost.




Edit:
Debora Tsung wrote:
Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?


That would be zero bob. Occasional exceptions, but they are exceptions.

Heck there are LOADS of fits which have no tracking stuff at all - but that's likely because there are loads of hulls with tracking/range baked into the hull - and unlike missiles, a range bonus to a gun translates directly into a DPS hike via either falloff increase or enabling higher damage ammo used at longer ranges. whereas missile high damage ammo only works on bigger targets.

There are relatively few hulls for missile with application bonuses, iirc. Corax, DNI, CNI, CNR, Phoon....that's about it, iirc. Oops, missed the nighthawk. Actually more than my initial gut feeling.
Gregor Parud
Imperial Academy
#34 - 2015-01-05 13:11:57 UTC  |  Edited by: Gregor Parud
afkalt wrote:
stuff



1) Just because the DNI gets an explosion radius bonus doesn't mean you should fit flare instead of rigors. Under all circumstances where you do below max damage 2 rigor rigs would perform better than 2 flare rigs, even on that ship, because explosion radius weighs in much more heavily in the whole damage calculation. Also it allows you to use Fury ammo against more targets.

2) why on earth would you want to fit HML on a slow ship, especially one that can use MMJD. It makes zero sense

3) fitting mods on most EHP shield tanked ships is normal and done so by design, otherwise they'd have way too many free lows to toy with. Whining about it makes you look like a 5 yearold who wants his cookie, it certainly doesn't showcase an understanding of balancing

4) turret ships don't need to use rigs for their guns normally but they do need low or actually mid slots to apply damage, as in NEED them so If people don't understand how tracking affects applied dps then that's not the game's fault. You're not going to get a long range ship that doesn't fit tracking comp with range script and you're not going to get a short/medium range ship without tracking enhancers.


All what I'm reading from these posts is a lack of understanding and a very biased attitude by omitting facts that don't support your "cause". It seems to me you want a lol non-effort, lol EHP ship with lol non-effort, lol long range missiles. And you want it to be effective as well, somehow.
Gregor Parud
Imperial Academy
#35 - 2015-01-05 13:16:58 UTC  |  Edited by: Gregor Parud
Debora Tsung wrote:
A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.

Target painters work on the target but only up to a certain range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.

Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?


They thought about that but then two things would need to happen simultaneously:

1 - they would have to nerf base stats to make up for it, otherwise the end results would become silly. So simply wanting TC for missiles doesn't automatically mean missiles get buffed, it just means you'll have a choice of which bonus you want to be on par (or slightly over). A clear case of "be sure what you wish for". It would effect in a whole lot of musical chairs with stats and balancing, probably not worth the effort

2 - they'd also have to introduce a "tracking disruptor" for missiles (this is yet another massive advantage missiles have, there's no counter to them in normal ship combat), and if that would happen the whining would be epic.


They don't use rigs for it normally, but low or mid slots. Simply grabbing 2-3 damage mods and leaving it at that makes for very poorly performing turret ships. And since we're talking shield ships here there isn't much difference between using a mid slot tracking computer and thus giving up an extra invul field or a missile ship that doesn't fit extender rigs in favour of rigor/flare. Both lose shield EHP in favour of damage application. In case of TE that will affect damage mods and nanofibers, assuming a shield fit. Also TE aren't very good these days.
Gregor Parud
Imperial Academy
#36 - 2015-01-05 13:37:25 UTC
Caleb Seremshur wrote:
Gregor Parud wrote:
For the sake of argument, repeat those "tests" but now with rigor/flare rigs.


Well graphed in pyfa the caracal from the earlier example shooting the slasher jumps from 22.5dps to 30.4.

This is with 2 flares and 1 rigor, no drugs or TPs factored. So not even 30% more dps for what is 45% better application through modifiers.

Shooting the stabber base dps 69, plus 2x flare 1 rigor it jumps to 92.2. 33% more dps applied. Again this is 45% more application resulting in 33% more dps. Adding in 2x painters and strong crash you hit 175.5 dps or 38% damage mitigated through the stabber having a 10mn AB II. By comparison the caracal has 718m/s with an AB so you'd want a fairly healthy head start (and probably HG snakes) to keep ahead.

There's lots and lots of variables but the guarantees work out generally to that missiles will apply greatly reduced dps to any target moving over 12% faster than your missile explosion velocity. For reference of the curious, after this break point your dps applied drops faster and faster until it bottoms out at nearly nothing. I think stoicfaux generated a 3d graph of this for the inital RLML remake which showed how missiles function across a broad spectrum of sig and velocities. I might go dig those up.



You need 2 rigor 1 flare, not the other way round :P It's even arguably better to have 3 rigors 0 flare that's how important those rigors are.

Caleb Seremshur
Commando Guri
Guristas Pirates
#37 - 2015-01-07 01:41:04 UTC
Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.

OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better.
CW Itovuo
The Executioners
#38 - 2015-01-07 05:56:59 UTC
Debora Tsung wrote:
A lot of problems for missile boats would just evaporate if they had something like Tracking Computers and Tracking enhancers.

Target painters work on the target but only up to a certain range while tracking comps not only potentially increase your optimal range but also work on all ranges, no matter how far your target is away.

Also, just so I understand this right, because usually I don't fly gun boats, how many rig slots does the avaerage Cruiser or BC gunboat have to dedicate for gun rigs to apply viable damage in PVP?



no, No, NO!


That's actually the worst option.



The issues surrounding missiles were created by CCP's balancing team. Creating a module to fix a "balance" problem will only create additional imbalance.
afkalt
Republic Military School
Minmatar Republic
#39 - 2015-01-07 07:51:12 UTC  |  Edited by: afkalt
Caleb Seremshur wrote:
Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.

OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better.


Exactly. There are definitely some edge cases where theorycraft puts HML as the weapon of choice, in reality those situations are either so unlikey, so rare or it will be so fleeting that actually using them is a mistake. There are odd exceptions but that is my general experience, things like the orthrus cope better because the combination of speed and tackle range buys it more time/room to maneover.

They don't need much help, but they need help. The performance is too poor shooting same sized targets to warrant their use for me personally. Even if RLML didn't exist, I'd still use a different weapon if I had any say in it, they just can't keep up with other medium guns (or sentries at HAC level) at any reasonable engagement.
Caleb Seremshur
Commando Guri
Guristas Pirates
#40 - 2015-01-07 08:38:28 UTC
afkalt wrote:
Caleb Seremshur wrote:
Well one thing I've found so far is it's arguably better to ise RLML on any ship with a damage bonus to them and fit hydraulic thruster rigs to extend the range than use HML on the same vessel.

OTOH RLML don't hold a candle to the volley damage or uptime from an HML ship so there are some fringe scenarios where you might still select HML and I suspect that would be based around your fleet comp or possibly the orthrus. I'm finding it hard to even give HML a role here. Kind of like HACs where the ishtar (rlml) just does everything better.


Exactly. There are definitely some edge cases where theorycraft puts HML as the weapon of choice, in reality those situations are either so unlikey, so rare or it will be so fleeting that actually using them is a mistake. There are odd exceptions but that is my general experience, things like the orthrus cope better because the combination of speed and tackle range buys it more time/room to maneover.

They don't need much help, but they need help. The performance is too poor shooting same sized targets to warrant their use for me personally. Even if RLML didn't exist, I'd still use a different weapon if I had any say in it, they just can't keep up with other medium guns (or sentries at HAC level) at any reasonable engagement.


Well I would be asking why so many ships are getting bonuses to light missiles when they are cruisers. HACs perhaps, but standard t1 cruisers and maybe even pirate cruisers should probably not.