These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

End the RLML Plague!

Author
Valkin Mordirc
#61 - 2015-12-09 17:50:52 UTC
I would also like to add it funny that this thread popped up after Proms stream where he complained about RLML.


Regardless. Making the reload times longer is ********. Longer reload times removes the fun aspect of the weapon system, you basically saying, well nerf it to a state so that nobody will want to use it! Perfect let's make a part of the game completely usable! Woot


Nerfing the weapon in terms of damage and ROF is again, silly. Because they apply well to frigates the intended target and use of the system, but tend to get tanked by every other ship above the Dessie class.

The argument that a ship needs to avoid a RLML because it has no other choice is also silly. As SL said above, you the counter to SBing BSes and T3's is to avoid them. Also you can always ship up to a cruiser and have at it.


This is basically a whine fest about how your frigate is the be all end all that can't nimbly avoid any damage thrown at from an above ship class.

I can't wait to see what people are going to say about the Capital Guns that can track battleships, the point defense guns or whatever they are called. Might as well start now. If RLML and RHML are not okay then certainly those things must be equally as terribad.

Anyways,

RLML were OP, they got a well deserved nerf bat and now they are in a good place.
#DeleteTheWeak
Harvey James
The Sengoku Legacy
#62 - 2015-12-09 18:02:42 UTC
Chaotix Morwen wrote:
Harvey James wrote:
delete RLML's and add a light Assault launcher that gives you a better tracking easier fitting option, with reduced dps compared too HAM's for cruisers


So something like Dual 180mm AutoCannons compared to 425mm AutoCannons? Or you know we could actually have missiles be different from turrets! As it stands RLML already perform the same function of the low end turrets, just with the unique mechanic of burst damage instead of sustained damage. Isn't it better to have more unique options than just the same thing repeated for every weapon system?


unique for the sake of it isn't great balancing

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Chaotix Morwen
Church Of BDSM
#63 - 2015-12-09 18:06:42 UTC
Cara Forelli wrote:
Chaotix Morwen wrote:
You feel that HAMs and HMs are unable to apply adequately to cruiser sized hulls but need no help vs small hulls? I cant quite understand this logic, would you mind explaining it to me?

Sure. Application against cruisers is pretty bad compared to other medium weapon systems (unless you use a web but most of the missile ships are designed to make that a fairly large compromise). However I don't think it should be improved against frigates just like I don't think the tracking should be improved so heavy neutron blasters can hit frigs easily without assistance. Cruisers should apply poorly to frigs unless they fit specifically for it.


Thank you for expanding on your logic. I would argue that if HAMs/HMs struggle to apply damage to cruisers compared to turreted weapons, then they struggle even further compared to cruiser turrets vs frigates. Id happily rely on a Heavy Neutron Blaster to actually damage a frigate, whereas if im caught out by friggies in a HAM boat I know im already dead. Im not asking for cruiser missiles to be effective vs frigates, but it should at least be able to hurt more than the passive regen on an armour friggie :P
Chaotix Morwen
Church Of BDSM
#64 - 2015-12-09 18:12:16 UTC
Harvey James wrote:
Chaotix Morwen wrote:
Harvey James wrote:
delete RLML's and add a light Assault launcher that gives you a better tracking easier fitting option, with reduced dps compared too HAM's for cruisers


So something like Dual 180mm AutoCannons compared to 425mm AutoCannons? Or you know we could actually have missiles be different from turrets! As it stands RLML already perform the same function of the low end turrets, just with the unique mechanic of burst damage instead of sustained damage. Isn't it better to have more unique options than just the same thing repeated for every weapon system?


unique for the sake of it isn't great balancing


Removing something unique without any real grounds for it isn't great balancing. What is your argument for removing the RLML? You stated you simply desired there to be similar options for missiles as turrets, which is fine, but I do not see why RLML would need to be removed in that case?
Harvey James
The Sengoku Legacy
#65 - 2015-12-09 18:17:52 UTC
Chaotix Morwen wrote:
Harvey James wrote:
Chaotix Morwen wrote:
Harvey James wrote:
delete RLML's and add a light Assault launcher that gives you a better tracking easier fitting option, with reduced dps compared too HAM's for cruisers


So something like Dual 180mm AutoCannons compared to 425mm AutoCannons? Or you know we could actually have missiles be different from turrets! As it stands RLML already perform the same function of the low end turrets, just with the unique mechanic of burst damage instead of sustained damage. Isn't it better to have more unique options than just the same thing repeated for every weapon system?


unique for the sake of it isn't great balancing


Removing something unique without any real grounds for it isn't great balancing. What is your argument for removing the RLML? You stated you simply desired there to be similar options for missiles as turrets, which is fine, but I do not see why RLML would need to be removed in that case?


cos there OP against frigs as everyone else is saying as is the point of the thread.....

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Joe Risalo
State War Academy
Caldari State
#66 - 2015-12-09 18:28:52 UTC
Harvey James wrote:

cos there OP against frigs as everyone else is saying as is the point of the thread.....


I would argue against that, and stats would show it to be factually incorrect.

Orthrus will all skills 5 gets 325 dps with fury rapids, and no other modules.
Raven gets 223, despite having 1 more launcher.

However, what you will notice is that battleships do not receive range and application bonuses to heavy missiles.
Cruisers, on the other hand, do receive range and application bonuses to lights.
Chaotix Morwen
Church Of BDSM
#67 - 2015-12-09 18:55:54 UTC
Harvey James wrote:
Chaotix Morwen wrote:
Harvey James wrote:
Chaotix Morwen wrote:
Harvey James wrote:
delete RLML's and add a light Assault launcher that gives you a better tracking easier fitting option, with reduced dps compared too HAM's for cruisers


So something like Dual 180mm AutoCannons compared to 425mm AutoCannons? Or you know we could actually have missiles be different from turrets! As it stands RLML already perform the same function of the low end turrets, just with the unique mechanic of burst damage instead of sustained damage. Isn't it better to have more unique options than just the same thing repeated for every weapon system?


unique for the sake of it isn't great balancing


Removing something unique without any real grounds for it isn't great balancing. What is your argument for removing the RLML? You stated you simply desired there to be similar options for missiles as turrets, which is fine, but I do not see why RLML would need to be removed in that case?


cos there OP against frigs as everyone else is saying as is the point of the thread.....


If you would care to read some of my earlier posts you will find plenty of arguments that RLML are not as effective as people make them out to be. You are welcome to make counter arguments, but simply complaining that RLML are OP without any backup is childish. The original intent of this thread was to remove one of few viable weapon systems cruisers have at their disposal to deal with frigates, people are disputing that its neccesary and thus we are discussing it, join in the discussion :D
Joe Risalo
State War Academy
Caldari State
#68 - 2015-12-09 19:14:01 UTC  |  Edited by: Joe Risalo
Chaotix Morwen wrote:


If you would care to read some of my earlier posts you will find plenty of arguments that RLML are not as effective as people make them out to be. You are welcome to make counter arguments, but simply complaining that RLML are OP without any backup is childish. The original intent of this thread was to remove one of few viable weapon systems cruisers have at their disposal to deal with frigates, people are disputing that its neccesary and thus we are discussing it, join in the discussion :D


Not to mention the removal of the only PVP viable missile system outside of the alliance tournament.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#69 - 2015-12-09 19:31:37 UTC  |  Edited by: Gabriel Karade
MOAR!

Cool


(Turret versions please - https://forums.eveonline.com/default.aspx?g=posts&m=5548748#post5548748)

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Cara Forelli
State War Academy
Caldari State
#70 - 2015-12-09 20:20:38 UTC  |  Edited by: Cara Forelli
Chaotix Morwen wrote:
If you would care to read some of my earlier posts you will find plenty of arguments that RLML are not as effective as people make them out to be. You are welcome to make counter arguments, but simply complaining that RLML are OP without any backup is childish.


Chaotix Morwen wrote:
The same Caracel applies 122 dps vs a 1mn afterburner Tristan and 78 dps vs a 10mn afterburner Tristan, for an overpowered weapon system that seems very weak, dont most frigates apply more dps?

Well assuming the Caracal pilot isn't brain dead, he'll be shooting precision, or at least navy, not fury. Which puts your example at 237 applied DPS vs. 1mn Tristan and 164 DPS vs. 10mn Tristan. So to answer you question, no, that's significantly more applied DPS than most frigates (and much more than any tristan can tank for long).

Not to mention the caracal is one of the least powerful RLM ships (orthrus, tengu, cerb, scythe fleet, etc.). If you go ahead and slap a target painter on there (yes, I know turret ships can use them too, but it's pretty standard for a caracal and can't be avoided by staying out of range), you're up to 283 dps against a 1mn tristan. 333 DPS if you overheat. These numbers don't sound high for cruiser DPS, but applied against a frigate they are huge.

Also think about the frigate's fitting choices - assuming he knows he wants to counter RLM. 10mn is the best sig tank, but it cripples your own tank/DPS so it's not a common choice. 1mn offers a bit of sig tank, but not enough to keep you alive and ruins your range control so the caracal can hold you or chase you down easily. 5mn doesn't offer any sig tank and won't help you outrun the range on a caracal - you're gonna go down fast anywhere inside it's 60km range (unless going garmur speeds and you are outrunning missiles).

So you can argue that RLM should be a hard counter to frigates and thus are balanced. But you cannot argue that they are not effective against frigates. Because that's just not true. They are very effective. They are quantifiably the most effective weapon system there is against frigates, except maybe bonused light drones. And they are also the most flexible, in terms of engagement range and piloting.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Morrigan LeSante
Perkone
Caldari State
#71 - 2015-12-09 20:54:57 UTC
Remember if the caracal has navy or precision loaded, he'll die before the gets to reload against another cruiser. It's swings and roundabouts. I mean the other cruiser will kill it anyway but it'll just be less of a wipeout.

Rapid lights are very much pick something do be good at, be good at it and die to anything else.

They're a bit like ECM in that regard, either sweep the field though good fortune, or feel useless and die in an impotent fire.

Compelling gameplay it is not, but one can argue it is somewhat balanced.
Nevyn Auscent
Broke Sauce
#72 - 2015-12-09 20:59:23 UTC  |  Edited by: Nevyn Auscent
If range on the RLML is an issue, then the same is true for any LM frigate/destroyer.
Perhaps the real issue here is LM's have too much range for a Frigate weapon system?

LM Max range is 42km. Realistic expectations of that are at about 35km though.
Best rails come in at 25KM with skills including falloff. (18k Optimal, 7k fall off or there about). And rails have the downside if something gets close you can't hit them.
Morrigan LeSante
Perkone
Caldari State
#73 - 2015-12-09 21:09:45 UTC
Nevyn Auscent wrote:
Best rails come in at 25KM with skills including falloff. (18k Optimal, 7k fall off or there about). And rails have the downside if something gets close you can't hit them.



I've been shooting people in the face with a cormorant at 85km all afternoon.

I know, cormorant right. Harpy can shoot further though Big smile
Nevyn Auscent
Broke Sauce
#74 - 2015-12-09 21:24:54 UTC
Morrigan LeSante wrote:



I've been shooting people in the face with a cormorant at 85km all afternoon.

I know, cormorant right. Harpy can shoot further though Big smile

Congratulations, you've taken a range bonused hull, and then applied about 4 range buffs onto it as well.
You can do exactly the same thing to missiles though. And end up far further out.

Taking the most extreme range fit you can find doesn't change the fact that LM's have a vastly longer range than any other weapon in their class. And that is what gives the RLML such a large envelope and makes it such a no brainer especially compared to the current state of HAM's & HM's.

If LM's in general were more comparable to other frigate weapons for ranges, RLML Cruisers would not be such a no brainer as they would be giving more up relative to HM's.
Might this then need some other tweaks to keep Frig vs Frig in balance. Possibly.
Morrigan LeSante
Perkone
Caldari State
#75 - 2015-12-09 21:39:20 UTC
I'd be careful of making people actually think about using HML without a serious buff there, they are utterly terrible.
Valacus
Streets of Fire
#76 - 2015-12-09 22:35:58 UTC
As if the game wasn't already biased enough towards frigates and cruisers. Let's start nerfin anti-frigate weapons. Uhm, no. They're doing their job. If anything we need more anti-speed, anti-kite weapon systems and support modules, not less.
Joe Risalo
State War Academy
Caldari State
#77 - 2015-12-10 00:03:00 UTC
Valacus wrote:
As if the game wasn't already biased enough towards frigates and cruisers. Let's start nerfin anti-frigate weapons. Uhm, no. They're doing their job. If anything we need more anti-speed, anti-kite weapon systems and support modules, not less.


This.. Much like the route they're taking with capital weapons.
They will have weapons that counter BS hulls, but are easily countered by caps with cap weapons.
BS has rapid heavy, though cruise and torp aren't too grand against other BS hulls, so much like rapid light, it's really the only viable option in PVP.
so capital counters capital, capital counters BS, BS counters BS (though torp and cruise need rebalance to effectively do this), BS counters BC, BC counters BC, BC counters cruiser, cruiser counters cruiser, cruiser counters destroyer and frig, destroyer counters destroyer, destroyer counters frig, frig counters frig.
The odd man out here really is the destroyers, as they can be countered by properly fitted frigs and cruisers due to lack of tank, range, and speed.

Point is (at least in the case of missiles) a ship class can counter equal ship class and one ship class down. By adding ships, you can counter the class up, however, if that ship is fitted to counter lower class you will have issues but can easily counter with 1 cruiser.

This is a much better design than what used to exist.
Serendipity Lost
Repo Industries
#78 - 2015-12-10 11:48:09 UTC
Nevyn Auscent wrote:
If range on the RLML is an issue, then the same is true for any LM frigate/destroyer.
Perhaps the real issue here is LM's have too much range for a Frigate weapon system?

LM Max range is 42km. Realistic expectations of that are at about 35km though.
Best rails come in at 25KM with skills including falloff. (18k Optimal, 7k fall off or there about). And rails have the downside if something gets close you can't hit them.



Please put a ship and fit to show your rail numbers. Until you do, this seems like garbage.
Khan Wrenth
Viziam
Amarr Empire
#79 - 2015-12-10 12:56:11 UTC
I think the only problem with RLML is that there's so few other viable alternatives, so they seem much more widespread than they ought to be. I think if we took dual/quad weapons and made them viable for hitting downward, they'd see much more widespread use. Yes, it's an idea that's been around a long time and brought up constantly, but heck, as Joe said...

Quote:
Much like the route they're taking with capital weapons.


What we've been clamoring for - viable turret options to shoot down that doesn't involve pre-tackling a far faster opponent and going from there - has just been brought to fruition in the Dreadnaught class. While a welcome change of course, it leaves me with a bitter taste in my mouth. Dreads are capitals and are already assumed to have much support on the field with them already. Sub-caps should be taken care of by other sub-caps, if not by damage, than by tackle and target painting, so the dread can hit the target.

That we've been asking for the equivalent of "high-angle" weapons for sub-caps forever and they get brought in for a class that needs them least is disheartening.

Let me quote the devblog.

Quote:
New rapid firing anti-sub-capital weapon batteries are specifically designed to fire at sub-capitals. However their damage will be considerably lower than current XL weapon systems


This is precisely what we've been asking for, in terms of duals and quads. Less damage, better application, designed specifically to combat smaller prey. This is a fitting choice, a decision made before battle, that allows you to better combat smaller threats at the tradeoff of not being as effective against equal-size threats.

RLML isn't a problem. The fact that it's the only current solution, is the problem. Give us more options, and RLML won't be seen as a problem, rather than one option in a line-up of potential solutions to your combat goals.
Valacus
Streets of Fire
#80 - 2015-12-10 15:01:52 UTC
Khan Wrenth wrote:
I think the only problem with RLML is that there's so few other viable alternatives, so they seem much more widespread than they ought to be. I think if we took dual/quad weapons and made them viable for hitting downward, they'd see much more widespread use. Yes, it's an idea that's been around a long time and brought up constantly, but heck, as Joe said...

Quote:
Much like the route they're taking with capital weapons.


What we've been clamoring for - viable turret options to shoot down that doesn't involve pre-tackling a far faster opponent and going from there - has just been brought to fruition in the Dreadnaught class. While a welcome change of course, it leaves me with a bitter taste in my mouth. Dreads are capitals and are already assumed to have much support on the field with them already. Sub-caps should be taken care of by other sub-caps, if not by damage, than by tackle and target painting, so the dread can hit the target.

That we've been asking for the equivalent of "high-angle" weapons for sub-caps forever and they get brought in for a class that needs them least is disheartening.

Let me quote the devblog.

Quote:
New rapid firing anti-sub-capital weapon batteries are specifically designed to fire at sub-capitals. However their damage will be considerably lower than current XL weapon systems


This is precisely what we've been asking for, in terms of duals and quads. Less damage, better application, designed specifically to combat smaller prey. This is a fitting choice, a decision made before battle, that allows you to better combat smaller threats at the tradeoff of not being as effective against equal-size threats.

RLML isn't a problem. The fact that it's the only current solution, is the problem. Give us more options, and RLML won't be seen as a problem, rather than one option in a line-up of potential solutions to your combat goals.


The game has been constantly drifting towards faster, smaller hulls with ranged weapons for almost a year now with no end in sight. Now we have logi frigates, T3Ds with stupid tank and DPS, and HICs that can scram at absurd ranges, all without eliminating off grid boosting so the problems are compounded 10 fold. Not to mention a much need Svipul nerf. Battleships don't even have a real place in EVE right now, other than running incursions. I don't understand CCPs massive aversion against ships that can punch down even just one ship class. Why shouldn't battleships have the ability to deal with smaller prey if they are specifically fit for it? They will effectively be surrendering their ability to fight against other similarly sized ships in return, which I think is a fair trade off. You're prepped to kill cruisers and frigs, so other battleships or battlecruisers are now a huge threat to you because you can't match their raw damage. We already know things like battleships and battlecruisers can't effectively hunt smaller ships because they move slow, warp slow, and most importantly lock slow, so smaller ships have adequate amounts of time to get away. Making larger ships able to punch down just forces smaller ships to choose their targets more carefully, and also gives gangs more options to bring to the table. A battleship or battlecruiser could be a huge asset if it could be made to effectively destroy smaller ships, likewise it could be just as much of an asset if you're expecting the other gang to bring larger ships specifically designed to kill your smaller ships, so you fit your battleships/cruisers to shoot other battleships/cruisers.