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Turret-Equivalent of the Rapid ML Concept [Quad Beams&Dual 250 Rails]

Author
Iroquoiss Pliskin
9B30FF Labs
#1 - 2015-04-06 15:51:25 UTC  |  Edited by: Iroquoiss Pliskin
Good day,

The idea that has been with me for some time - Creating a Rapid Light/Heavy Missile launcher equivalent to help BC and Battleships survive in the Frig/Cruiser meta.

These weapons already exist, their current use is also practically non-existent:

Battleship-sized:

https://wiki.eveonline.com/en/wiki/Dual_250mm_Railgun_II
https://wiki.eveonline.com/en/wiki/Dual_Heavy_Beam_Laser_II

Cruiser-sized:

https://wiki.eveonline.com/en/wiki/Dual_150mm_Railgun_II
https://wiki.eveonline.com/en/wiki/Quad_Light_Beam_Laser_II

Proposed solution: reduce Signature Resolution down to 167 m for BS-sized turrets and to 70 m for the cruiser variants, and adjust the damage levels lower where necessary. Tracking is already gud.

Minmatar currently don't have a third tier of Arties, so we'll have to think of something. Blink

Relevant resource - the glorious & interactive "Eve Tracking Guide" - http://www.hostile.dk/files/eve/eve-tracking101.swf

Thoughts? Smile
Saelyth
STK Scientific
The Initiative.
#2 - 2015-04-06 16:00:29 UTC
I've always wondered about these weapons before, myself, and I can certainly understand the sentiment now that we have actual downstepped launchers. I'm with you there on the notion of expanding that same sort of tactic towards turrets, there's not really a reason not to.

I'm sure there will have to be some tinkering with the rate of fire or damage multipliers so they don't end up overpowering against ships of the same size class, else there'd be no reason to use size-appropriate weapon systems. I don't know what exactly it'll take, but since we've already got similar with launchers, it seems logical to have them for our turret-favoring players in some manner, too.
Iroquoiss Pliskin
9B30FF Labs
#3 - 2015-04-06 16:09:45 UTC  |  Edited by: Iroquoiss Pliskin
Saelyth wrote:

I'm sure there will have to be some tinkering with the rate of fire or damage multipliers so they don't end up overpowering against ships of the same size class, else there'd be no reason to use size-appropriate weapon systems.


Indeed.

I'll EFT-verify the DPS levels.

As I've mentioned, Minmatar don't have their equivalent - Creating a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking could be an option. Smile

Standby for DPS numbers on the turrets listed in the first poast.

Edit:

As suspected, BS-sized Dual/Quad-type versions are p bad. Numbers:

Dual 250mm Railguns with CN Antimatter and 3x Magstabs on a Hyperion = 610 DPS
Dual Heavy Beam Lasers with IN Multifrequency and 3x Heatsinks on an Abaddon = 668 DPS

Dual 150mm Railguns with CN Antimatter and 3x Magstabs on a Brutix = 619 DPS
Quad Light Beam Lasers with IN Multifrequency and 3x Heatsinks on a Harbinger = 644 DPS

In all cases, but cruiser-sized turrets especially if they are going to have 70 m Sig res, Damage modified and/or RoF would have to be reduced substantially. Smile
Celthric Kanerian
Viziam
Amarr Empire
#4 - 2015-04-06 16:13:10 UTC
battleships surviving cruiser fights... Isn't this what tracking computer is for?
Surviving frigates... Isn't that what drones are for?

I don't see the point of this.
Iroquoiss Pliskin
9B30FF Labs
#5 - 2015-04-06 16:22:03 UTC
Celthric Kanerian wrote:
battleships surviving cruiser fights... Isn't this what tracking computer is for?
Surviving frigates... Isn't that what drones are for?

I don't see the point of this.


CCP said otherwise with Rapid L/HMLs. Smile
Arthur Aihaken
CODE.d
#6 - 2015-04-06 16:25:39 UTC
What about projectiles? Do we need a dual artillery cannon or something? I think we can also increase rate of fire and bestow the 35-second reload time to these as well (give lasers a cap penalty instead).

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

Iroquoiss Pliskin
9B30FF Labs
#7 - 2015-04-06 16:29:49 UTC  |  Edited by: Iroquoiss Pliskin
Arthur Aihaken wrote:
What about projectiles? Do we need a dual artillery cannon or something? I think we can also increase rate of fire and bestow the 35-second reload time to these as well (give lasers a cap penalty instead).


Yes. Smile As I've mentioned, Minmatar don't have their equivalent - Create a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking.

High RoF, medium Damage mod, 35 sec/or whatever reload time Artillery - Yes pls Big smile

How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv

Perhaps, it could be balanced in a way as to not require 35 second reloads? Smile

I'm sure CCP can do this. Smile
Saelyth
STK Scientific
The Initiative.
#8 - 2015-04-06 16:30:52 UTC
Celthric Kanerian wrote:
battleships surviving cruiser fights... Isn't this what tracking computer is for?
Surviving frigates... Isn't that what drones are for?

I don't see the point of this.


Rapid Heavy/Light Missile systems weren't designed to "survive" against smaller ship classes, they were implemented to allow them to prey upon them.
Saelyth
STK Scientific
The Initiative.
#9 - 2015-04-06 16:38:34 UTC  |  Edited by: Saelyth
Iroquoiss Pliskin wrote:


How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv

Perhaps, it could be balanced in a way as to not require 35 second reloads? Smile

I'm sure CCP can do this. Smile


I was wondering about this one, too, and can't really think of anything that makes sense right off the top of my head. Increased crystal damage is moot on non-faction, non-tech2 crystals and having that be the trade-off would just be overcome by using T1 ammo.

A crazy requirement for cap seemed at first plausible, but that's pretty devastating to their ability to repair damage, too, on what are already typically cap hungry ships.

However, if there were a new mechanic introduced, where say said pulse turret could fire X number of times before reaching a forced cooldown period (I don't want to say it "overheats," since heat is an actual thing, but I'm sure you get the idea), that would mimic the reloading times and other drawbacks seen on Rapid Heavy/Light launchers, then we might be able to go with that.
Iroquoiss Pliskin
9B30FF Labs
#10 - 2015-04-06 16:39:52 UTC  |  Edited by: Iroquoiss Pliskin
Saelyth wrote:
Celthric Kanerian wrote:
battleships surviving cruiser fights... Isn't this what tracking computer is for?
Surviving frigates... Isn't that what drones are for?

I don't see the point of this.


Rapid Heavy/Light Missile systems weren't designed to "survive" against smaller ship classes, they were implemented to allow them to prey upon them.


Yes. Smile

And what I like about this solution is that it doesn't butcher the current meta, merely influences it - a balance towards more BC/BS use.

What's more important, from CCP perspective I think, is that battleships remain the same for all PVE activities: Incursions and LVL4 especially.

I am sad to admit that LVL4s in Hisec is the reason why Battleships won't ever be changed in any meaningful way. Sad

Saelyth wrote:
Iroquoiss Pliskin wrote:


How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. vOv

Perhaps, it could be balanced in a way as to not require 35 second reloads? Smile

I'm sure CCP can do this. Smile


I was wondering about this one, too, and can't really think of anything that makes sense right off the top of my head. Increased crystal damage is moot on non-faction, non-tech2 crystals and having that be the trade-off would just be overcome by using T1 ammo.

A crazy requirement for cap seemed at first plausible, but that's pretty devastating to their ability to repair damage, too, on what are already typically cap hungry ships.

However, if there were a new mechanic introduced, where say said pulse turret could fire X number of times before reaching a forced cooldown period (I don't want to say it "overheats," since heat is an actual thing, but I'm sure you get the idea), that would mimic the reloading times and other drawbacks seen on Rapid Heavy/Light launchers, then we might be able to go with that.


There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone, but the innate overheating when firing these weapons is... interesting idea. Blink

We're not looking to create 2.4k DPS RLML Orthruses here. Smile
Saelyth
STK Scientific
The Initiative.
#11 - 2015-04-06 16:46:29 UTC
Iroquoiss Pliskin wrote:


There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone.

We're not looking to create 2.4k DPS RLML Orthruses here. Smile


Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P
Arthur Aihaken
CODE.d
#12 - 2015-04-06 16:48:38 UTC  |  Edited by: Arthur Aihaken
Iroquoiss Pliskin wrote:
How will Amarr "reload" tho? Insane cap usage is one option, or increased crystal consumption per shot , but then you swap in a new set of crystals. Perhaps, it could be balanced in a way as to not require 35 second reloads? Smile

High cap usage and increased crystal consumption. I think that's a fair tradeoff, since EM/thermal isn't particularly desirable anyway. I'm fine with a 30-second reload for projectiles (and missiles) and 20 seconds for hybrids.

Saelyth wrote:
Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P

They're paper thin anyway.

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

Iroquoiss Pliskin
9B30FF Labs
#13 - 2015-04-06 16:50:16 UTC  |  Edited by: Iroquoiss Pliskin
Saelyth wrote:
Iroquoiss Pliskin wrote:


There's no need for new complex stuff. What I envision is a balance by DPS/tracking alone.

We're not looking to create 2.4k DPS RLML Orthruses here. Smile


Or on a similar note, Talos or Nagas using "rapid heavy" cruiser weapons and still doing the same damage they do presently? :P


See Abaddon/Hyperion numbers in post 3.

These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels.

Tho, as an example a RHML Raven does 927 / 789 / 688 DPS with Fury/CN/Precisions - You can blap most cruisers quickly before the reload, whether that is what we need for turrets is uncertain. vOv

Some RHML use in a Raven - https://www.youtube.com/watch?v=CYpEgRPgdVM

/hattip Beast Blink
Arthur Aihaken
CODE.d
#14 - 2015-04-06 16:52:48 UTC
Iroquoiss Pliskin wrote:
These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels.

Change the ammunition type from L to M as well.

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

Iroquoiss Pliskin
9B30FF Labs
#15 - 2015-04-06 16:57:01 UTC
Arthur Aihaken wrote:
Iroquoiss Pliskin wrote:
These turrets would have to get their Damage mod and/or RoF reduced to cruiser levels.

Change the ammunition type from L to M as well.


Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else. vOv
Arthur Aihaken
CODE.d
#16 - 2015-04-06 17:17:18 UTC
Iroquoiss Pliskin wrote:
Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else.

These would still be large weapons in terms of fitting.

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

Iroquoiss Pliskin
9B30FF Labs
#17 - 2015-04-06 17:23:37 UTC  |  Edited by: Iroquoiss Pliskin
Arthur Aihaken wrote:
Iroquoiss Pliskin wrote:
Well, then it would be easier to simply grant the current BS hulls a bonus to medium-sized turrets without changing much else.

These would still be large weapons in terms of fitting.


Fair enough.

Whatever the case, I see these turrets having moderately more DPS than the top tier short range Blasters/ACs/Pulses.

So Quad Light Beam Lasers with 70 m Sig resolution on a cruiser/BC > Small Focused Pulse Lasers on an Executioner/Coercer, for an example.
Dual Heavy Beam Lasers with 167 m Sig resolution on a battleship > Heavy Pulse Lasers on an Omen.

Dual 150mm Rails with 70 m SR on a cruiser/BC > Light Neutron Blaster setup on an Incursus/Catalyst.
Dual 250mm Rails with 167 m SR on a BS > Heavy Neutron Blasters on a Thorax.

All examples are arbitrary. Smile

P.S. Perhaps them exceeding DPS of Smaller top tier short range weapons is a bit OP*, tho.

*Only If CCP considers current RLMLs OP.Blink
Iroquoiss Pliskin
9B30FF Labs
#18 - 2015-04-06 18:24:51 UTC  |  Edited by: Iroquoiss Pliskin
Arthur Aihaken, just for you and every Matari patriot:

TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and,

TRIPLE 650mm Artillery Cannons (BS-sized).

Yes... Twisted
Rowells
Pator Tech School
Minmatar Republic
#19 - 2015-04-06 19:05:29 UTC
Iroquoiss Pliskin wrote:
Arthur Aihaken, just for you and every Matari patriot:

TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and,

TRIPLE 650mm Artillery Cannons (BS-sized).

Yes... Twisted

I think this would be the perfect opportunity to use the 'flak cannon' name. Quad and dual respectively.
Iroquoiss Pliskin
9B30FF Labs
#20 - 2015-04-06 19:09:41 UTC
Rowells wrote:
Iroquoiss Pliskin wrote:
Arthur Aihaken, just for you and every Matari patriot:

TRIPLE Light 250mm Artillery Cannons (Cruiser-sized ofc) and,

TRIPLE 650mm Artillery Cannons (BS-sized).

Yes... Twisted

I think this would be the perfect opportunity to use the 'flak cannon' name. Quad and dual respectively.


Excellent. Yes. Big smile
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