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

Author
Rowells
Blackwater USA Inc.
Pandemic Horde
#21 - 2015-04-06 19:21:36 UTC
and based on the ammo, you wouldnt necessarily need to use medium or small ammos for the rapid turrets, since there no stats except damage to account for, whereas missiles need the velocity and explosion sig and such. Only thing that needs to be modified properly is the damage multiplier.
James Baboli
Warp to Pharmacy
#22 - 2015-04-06 23:43:51 UTC
I like this idea, but have some issues with some of the proposed implementations. I'd love to see the multiple guns in the name of some weapons reflected in their stats, but for longer range weapons, they would normally be fired in battery. My real hope is to get dedicated weapons for this, rather than rebalancing existing underused weapons, with a quad 650 flack cannon, dual 250 bofors, hex 125mm rails, and similar amusing, large battery, small bore weapons for battleships and battlecruisers to do fairly consistent damage to smaller targets at a cost to range and raw DPS.

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Making battleships worth the warp

Iroquoiss Pliskin
9B30FF Labs
#23 - 2015-04-06 23:53:18 UTC  |  Edited by: Iroquoiss Pliskin
Agreed. Pirate

The listed turrets could be completely converted into a new sub-class of weapons systems akin to Rapid Launchers, with a new addition of Projectiles. Smile

Details and specifics, however, I can not tell you - Some CCP input into the discussion would be great, as they have all the dateā„¢ and metrics to gauge where said system could fall, or the space it could potentially occupy on the meta plane. Smile
Lienzo
Amanuensis
#24 - 2015-04-07 01:56:38 UTC
I can't not support this idea, seeing as I've proposed it myself. +1

However, a 15% tracking advantage over weapons with a looser target sig isn't necessarily adequate for an anti-support role. Another downside to anti-support ships is that they can fit extra tank, which they really don't need for the role. I would prefer to see the fitting requirements increased, but boost the optimal range along with the tracking. Overall, despite the higher damage application, the overall damage should be significantly lower than you could otherwise achieve against same sized ships. In an environment that allows oversize ABs, it probably isn't adequate, whereas without them, it probably is.

Ideally, the tracking of a quad light beam should be about a third to half of the way between the slowest frigate sized small laser, and heavy beam lasers. Any hull with a tracking bonus becomes a natural anti-support platform.

In terms of making the smallest change possible, a 15% target sig reduction coupled with the 15% tracking bonus might be enough to differentiate ships, especially with an optimals/falloff buff and a damage multiplier reduction. The complement to anti-support fittings could be interesting as well.

Giving the heaviest tier of weapons a 15% target sig increase along with their 15% tracking deficit could make them really interesting for gunning up. Whether or not they can ably surrender range really depends on the weapon system and the state of things like webs. A punisher might really enjoy shooting cruisers and destroyers with higher damage small focused pulses in a tight orbit. A range reduction might not be appropriate for a 280mm artillery though. Ideally, we just want to make weapons like the 280mm artillery the inferior option for shooting other frigates. The compensation is higher overall damage, at least against targets they can hit.

One crude option we could consider for making target sig and sig more significant is by increasing target sigs across the board, but increasing the damage multiplier by the same quantity. The goal would be to increase the miss rate, but keep the overall damage the same. Ships with more turrets would enjoy a natural advantage in hit rates, but might not be competitive in all situations. It really depends on how the hit and damage formulae are linked. Some people treat them as simple multipliers, while other treat them as a logistic curves with a gating function. I suspect damage RNGs mainly compensate for the server tick rate, but can't think of a way to test that particular hypothesis. The purpose of this would be to create a natural disadvantage for larges fleets of turret users in a way that was more reflective of how missiles are segregated in target selection.

The overall goal here is fleet stratification and fitting diversity. This should disincentivize the practice of calling primaries in a simplistic way, and emphasize filling out a lot of fleet roles in mixed fleets. It is simply a better experience in a large fleet to have subset of players on the field by your responsibility to deal with, rather than just going down the list in a race against logistics. There's a lot of weapon systems that get only marginal use, and giving them clear roles should bolster that usage. Role-based fitting is simply a lot more interesting than PG/CPU based fitting, and it gives us clearer goals in tweaking systems.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#25 - 2015-04-07 04:15:57 UTC
Iroquoiss Pliskin wrote:
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 - Perhaps creating a Dual Light 250mm Artillery and Dual 650mm Artillery with lower Damage mod, high RoF and gud tracking is a better solution than touching the close-range weapon systems.

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


https://wiki.eveonline.com/en/wiki/Dual_425mm_AutoCannon_II

you have it already just make that thing works!

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Iroquoiss Pliskin
9B30FF Labs
#26 - 2015-04-07 04:23:24 UTC  |  Edited by: Iroquoiss Pliskin
I had forgotten about this little gem - thanks. Smile

Could be converted to a Flak Artillery cannon for the Glorious project. Big smile
Gimme Sake
State War Academy
Caldari State
#27 - 2015-04-08 09:38:59 UTC
I support this thread! Cool

"Never not blob!" ~ Plato

Ju0ZaS
The Scope
Gallente Federation
#28 - 2015-04-08 13:55:43 UTC  |  Edited by: Ju0ZaS
Make the lazers run on 2 types of ammo at the same time, a crystal and a coolant that runs out after lets say 30 shots or so. Then enter a 35s reload for the coolant. Crystal swap would remain instant. I think this would make most sense for the lazer rapid like weapon equivalent.

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Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#29 - 2015-04-08 14:08:27 UTC
In a world where cruiser hulls are the most common component of any fleet and battleships are rarely worth the time it takes to get them to a fight this kind of thing is horribly overdue.
elitatwo
Zansha Expansion
#30 - 2015-04-08 14:29:27 UTC
Vimsy Vortis wrote:
In a world where cruiser hulls are the most common component of any fleet and battleships are rarely worth the time it takes to get them to a fight this kind of thing is horribly overdue.


Pweese, no more ancillery bollox! Those are neither fun gameplay, nor do they require any resembles of a tactic. May I remind you that the assault missile launchers were never really worth mentioning until you could fit 3x ballistic controls on a Caracal?

Only after overnerfing my heavy missiles, people started looking at another useful long(er) range missile system and found one.

Hurr durr, yolo ancillery everything - it needs to stop.


The second you undock a battleship in highsec and make your way to lowsec, you will have been reported by scouts, alts of scouts, intel spy alts, alts of intel-spy alts and a yolo-swag kiting gang with 25 Guradians, 16 Falcons and 18237847272 soopers will be there to pop you - doesn't matter what you fit.

The only thing this ancillery bollox is doing is encourage people to blobb to decrease the shortcommings of the reload time. You either blobb or you bail or outblobb the blobb.

I don't think that blobb online is good for the meta - only good for CCP

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Atomeon
Federal Navy Academy
Gallente Federation
#31 - 2015-04-08 21:27:27 UTC
I didnt see it somewhere, so i will just say it.
They duals should shot medium and small charges like the missiles counterparts. So you sould recalculate again Smile
Also the Ammar guns should "overheat" after around 30 shots and they need to "cool off" for 35secs.
God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#32 - 2015-04-12 17:20:17 UTC
Being able to fly turret BS once more will be fun.

"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

Iroquoiss Pliskin
9B30FF Labs
#33 - 2015-04-12 17:28:56 UTC  |  Edited by: Iroquoiss Pliskin
I learned gud transversal while doing Level 4s many moons ago. Oops

CCPlease, post your input on the idea. RHMLs are here to stay, so I'm not sure what to think. vOv
Iris Bravemount
Golden Grinding Gears
#34 - 2015-04-14 08:45:42 UTC
I like this idea.

As to the 35sec reload thing, I don't think it would be very appropriate, because reloading time (or lack thereof) is a distinguishing feature between turret types. So just tweak the dps (downwards) so that appropriate sized guns remain superior against same sized ships.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

afkalt
Republic Military School
Minmatar Republic
#35 - 2015-04-14 09:19:06 UTC
I still maintain ABCs will be a big a problem if you change battleship weapons this way.

Even today, a talos will put out 759 DPS (with warriors) before heat (878 with heat) using dual 250mm rails. If you start improving application to the proposed degrees cruisers are going to utterly melt. Which would be fine, except the agility and speed of the ABCs breaks the deal.
Iroquoiss Pliskin
9B30FF Labs
#36 - 2015-04-14 10:09:46 UTC
Iris Bravemount wrote:
I like this idea.

As to the 35sec reload thing, I don't think it would be very appropriate, because reloading time (or lack thereof) is a distinguishing feature between turret types. So just tweak the dps (downwards) so that appropriate sized guns remain superior against same sized ships.


Yep. Reasonable sustained DPS is the concept that I subscribe to in this case. Smile
Iroquoiss Pliskin
9B30FF Labs
#37 - 2015-04-14 10:13:26 UTC  |  Edited by: Iroquoiss Pliskin
afkalt wrote:
I still maintain ABCs will be a big a problem if you change battleship weapons this way.

Even today, a talos will put out 759 DPS (with warriors) before heat (878 with heat) using dual 250mm rails. If you start improving application to the proposed degrees cruisers are going to utterly melt.


That's good. Twisted

However, as mentioned, I think BS-sized setups having moderately more dps than, say, a Heavy Neutron Blaster fit Thorax is reasonable in the case of Dual 250mms.

Excellent application, good projection, decent sustained DPS.

Get close to tackle big spaceship casually. Get raep. Big smile
13kr1d1
Hedion University
Amarr Empire
#38 - 2015-04-14 12:54:57 UTC
We don't need even more ways to make frigates obsolete. There's already drones and webifiers.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

afkalt
Republic Military School
Minmatar Republic
#39 - 2015-04-14 13:03:36 UTC
13kr1d1 wrote:
We don't need even more ways to make frigates obsolete. There's already T3Ds.


Fixed that for you.
Iroquoiss Pliskin
9B30FF Labs
#40 - 2015-04-14 13:17:14 UTC  |  Edited by: Iroquoiss Pliskin
13kr1d1 wrote:
We don't need even more ways to make frigates obsolete. There's already drones and webifiers.


I agree that frigates would fall out of use even more with such a proposal, as being the only platform disadvantaged here. Although, depending on the final signature resolution metrics, destroyers of all flavours could become the ultimate prey for cruiser-sized weapon systems.

Delete RLML/RHMLs from the game, tbh. What?
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