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Player Features and Ideas Discussion

 
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Rapid Launcher Rig

Author
Old Pervert
Perkone
Caldari State
#1 - 2017-02-13 21:36:10 UTC
So rapid launchers are beloved of their high dps, but hated for their incredibly long reload time. It's balanced to avoid creating high sustained dps. I get that, it makes total sense.

If you want to gank something though, perhaps the ~55,000 total damage applied (ignoring application) by a full magazine of T2 heavy missiles (25 volleys * 2200 per volley feels like a reasonable average for missile-bonused ships) is insufficient. Heck there are T1 cruisers that can handle that, after which their 35 second reload means it'll all get repped up.

A battleship, especially one fitting RHMLs, is a weapon platform... they're generally designed to bring on the pain.

Since it's all about that burst (with rapid launchers), what are people's thoughts on a rig with a very high fitting requirement which acts as a "second magazine" for rapid launchers? Would have the usual missile rig fitting penalty, as well as a very high calibration requirement (300 for T1, 350 for T2).

In essence, your first reload upon entering combat would be reduced to 10 seconds for T1, 8 seconds for T2.

It allows a battleship to really bear down and put some "momentarily sustained" (oxymoron ftw!) burst damage in, at a cost of severely limiting their options for rigs (aka reducing their application bonuses, their tank, their scan res, whatever rigs you normally fit probably won't fit anymore).

I would stipulate that it would be in "Large" and greater variety only. RLMLs are already very good at killing small ships.

Would it be too much?
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-02-13 21:39:19 UTC
Yes, yes it would.
elitatwo
Zansha Expansion
#3 - 2017-02-13 22:04:35 UTC
How about we remove rapid from the the database entirely and fix the proper size missile systems that have been overnerfed.

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Dior Ambraelle
University of Caille
Gallente Federation
#4 - 2017-02-13 22:04:46 UTC
I understand that rapid launchers are made to deal a lot of damage fast, with smaller missiles that you would usually use, but is it really necessary? Wouldn't it be better if these launchers would work as the "high tracking" variants, which are significantly better against targets that are smaller and faster than you are? If you are using turrets, you can trade range for somewhat better tracking and a lot more damage. In case of missiles you would sacrifice some the damage for much better accuracy. If these would be balanced this way, then we could reduce the ridiculous reloading time.

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Cade Windstalker
#5 - 2017-02-13 23:51:02 UTC
In what way is this remotely required? You're basically giving a buff to a single weapon system in a way that significantly mitigates its one overwhelming drawback and buffs ganking of all things...

What part of this sounds at all needed?

You're not even providing a justification for why this is a good idea or what hole in the game it's filling, this is a solution looking for a problem covered with a tissue paper thin justification.
GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#6 - 2017-02-14 07:58:58 UTC
I really would love to get my old rapid lights back...no need for burst dmg!

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Lugh Crow-Slave
#7 - 2017-02-14 08:26:32 UTC
this guy dose understand they are meant to take out frigates and not intended to be used against cruisers and larger right?
GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#8 - 2017-02-14 08:59:22 UTC
Lugh Crow-Slave wrote:
this guy dose understand they are meant to take out frigates and not intended to be used against cruisers and larger right?


No clue but the older version of the modul was better against frig blobs or for anti support !

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elitatwo
Zansha Expansion
#9 - 2017-02-14 09:04:33 UTC
How about some rapid artilleries, beams and very rapid railguns too?

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Suitonia
Order of the Red Kestrel
#10 - 2017-02-14 10:45:04 UTC
Rapid Lights are already the current metagame and they don't need to be boosted. Caracal with RLML has 37k EHP and already kills Stabber, Omen and Railrax at 0km. Every nullsec alliance uses a caracal doctrine for a reason. in 1v1 every cruiser must have 22k EHP (to survive reload and drones) and 420 DPS to kill caracal before it reloads. This is actually a huge constraint on the cruiser metagame and the reason why Vexor/Caracal (And to a lesser extent Moa, Rupture, Thorax) are only used.

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unidenify
Deaf Armada
#11 - 2017-02-14 18:02:41 UTC
Lugh Crow-Slave wrote:
this guy dose understand they are meant to take out frigates and not intended to be used against cruisers and larger right?


OP talk about RHML tho which is designed to kill cruiser

baltec1
Bat Country
Pandemic Horde
#12 - 2017-02-14 18:10:11 UTC
Old Pervert wrote:

In essence, your first reload upon entering combat would be reduced to 10 seconds for T1, 8 seconds for T2.


So faster than torps reload.
Old Pervert
Perkone
Caldari State
#13 - 2017-02-14 23:12:35 UTC
The level of reading comprehension here is phenomenal. Usually the people who respond to my posts do so intelligently, whether for or against it (admittedly most are against, but that is true most of the time for me).

Rather than quote a bunch of people all saying the same thing, I'll respond to the misunderstandings in point form to break things down a bit:

1) These would be for LARGE and greater rig slots. No battleship in their right mind would fit RLMLs unless they were fitting for taking out frigates... in which case... they've so severely nerfed themselves that there is nothing OP about it.

2) (Dior Ambraelle) How does a launcher affect a missile's tracking? You're in essence talking about T2 missiles, which already exist. Some have bigger explosions and more damage, others have more precise explosions and less damage

3) (Cade Windstalker) The purpose would be for gank, obviously. Consider this. You're playing solo PVP, and you run into a small gate camp... lets say some battlecruisers. They have enough tank that your RHMLs won't break their buffer. If they're active fit, odds are by the time you've spent your ~50 or so seconds shooting, plus the extra 35 seconds reloading, that they've repped all your damage. It's gank that's not ganky. Another use-case would be Widows on hot-drops. Further justifications in #5.

4) (Lugh Crow-Slave) I'm disappointed... you're generally very intelligent in your posts.

5) (elitatwo) Rapid arty is called an autocannon. Rapid beams are called pulses. Rapid railguns are called blasters. As you well know missile systems are completely different from turret systems. HMLs lack burst, RHMLs lack sustained, while both retain range. Turret brawling systems trade range for damage. You can rig in extra range pretty easy on a brawling turret ship.

6) (Suitonia) You can't put large rigs on caracals, can you?

7) (unidenify) Thank you for reading. It should be unimpressive, but given the crowd, it is impressive.

8) (baltec1) Yes... for the first reload. After that first reload, you're back to 35 seconds. For what reason do you relate them to torpedos, when they both have very different use-cases? That said, a dread with rapid torp launchers would benefit from this, given that it fits larger than large rigs.
baltec1
Bat Country
Pandemic Horde
#14 - 2017-02-15 01:14:11 UTC
Old Pervert wrote:


8) (baltec1) Yes... for the first reload. After that first reload, you're back to 35 seconds. For what reason do you relate them to torpedos, when they both have very different use-cases? That said, a dread with rapid torp launchers would benefit from this, given that it fits larger than large rigs.


Torps are the close range high damage weapon of missile battleships. Your plan would mean the rapid heavies would far overpower torpedo battleships to the point of making them pointless, everyone would just fit rapid heavies.
Amojin
Doomheim
#15 - 2017-02-15 01:45:26 UTC  |  Edited by: Amojin
Old Pervert wrote:
So rapid launchers are beloved of their high dps, but hated for their incredibly long reload time. It's balanced to avoid creating high sustained dps. I get that, it makes total sense.

If you want to gank something though, perhaps the ~55,000 total damage applied (ignoring application) by a full magazine of T2 heavy missiles (25 volleys * 2200 per volley feels like a reasonable average for missile-bonused ships) is insufficient. Heck there are T1 cruisers that can handle that, after which their 35 second reload means it'll all get repped up.

A battleship, especially one fitting RHMLs, is a weapon platform... they're generally designed to bring on the pain.

Since it's all about that burst (with rapid launchers), what are people's thoughts on a rig with a very high fitting requirement which acts as a "second magazine" for rapid launchers? Would have the usual missile rig fitting penalty, as well as a very high calibration requirement (300 for T1, 350 for T2).

In essence, your first reload upon entering combat would be reduced to 10 seconds for T1, 8 seconds for T2.

It allows a battleship to really bear down and put some "momentarily sustained" (oxymoron ftw!) burst damage in, at a cost of severely limiting their options for rigs (aka reducing their application bonuses, their tank, their scan res, whatever rigs you normally fit probably won't fit anymore).

I would stipulate that it would be in "Large" and greater variety only. RLMLs are already very good at killing small ships.

Would it be too much?



A legion HAM ship seems capable of an enormous amount of dps, cap warfare with the right subsystems, and a massive tank. Sure, you don't have the Covert Ops Cloak, but hell. You gankers just want **** handed to you, don't you?
Cade Windstalker
#16 - 2017-02-15 02:06:33 UTC
Old Pervert wrote:
The level of reading comprehension here is phenomenal. Usually the people who respond to my posts do so intelligently, whether for or against it (admittedly most are against, but that is true most of the time for me).

Rather than quote a bunch of people all saying the same thing, I'll respond to the misunderstandings in point form to break things down a bit:

1) These would be for LARGE and greater rig slots. No battleship in their right mind would fit RLMLs unless they were fitting for taking out frigates... in which case... they've so severely nerfed themselves that there is nothing OP about it.

3) (Cade Windstalker) The purpose would be for gank, obviously. Consider this. You're playing solo PVP, and you run into a small gate camp... lets say some battlecruisers. They have enough tank that your RHMLs won't break their buffer. If they're active fit, odds are by the time you've spent your ~50 or so seconds shooting, plus the extra 35 seconds reloading, that they've repped all your damage. It's gank that's not ganky. Another use-case would be Widows on hot-drops. Further justifications in #5.

5) (elitatwo) Rapid arty is called an autocannon. Rapid beams are called pulses. Rapid railguns are called blasters. As you well know missile systems are completely different from turret systems. HMLs lack burst, RHMLs lack sustained, while both retain range. Turret brawling systems trade range for damage. You can rig in extra range pretty easy on a brawling turret ship.

8) (baltec1) Yes... for the first reload. After that first reload, you're back to 35 seconds. For what reason do you relate them to torpedos, when they both have very different use-cases? That said, a dread with rapid torp launchers would benefit from this, given that it fits larger than large rigs.


So, first off you've missed my point here. Why, exactly, do you think RLMLs need a buff in any context? If you want to shoot smaller ships in a Battleship then that's what RHMLs are for, and the whole point of both RLMLs and RHMLs is bursty gank and application in exchange for poor sustained DPS. That's the trade off you make there. Your rig idea is just a flat buff to these ships with no reasoning behind it beyond "I want a buff!"

If you want sustained DPS then baltec1 is 100% correct, fit Torps.

Further, there is no "small gun" for Battleships in any of the other weapon systems so no, there isn't an equivalent for the other weapons.

Oh, and how exactly do you define the "first reload" exactly? Cooldown? First reload after session change? Bet money no matter what you pick here I can think of a way to abuse the heck out of it somehow, or render it worthless.

In any case you've provided no good justification for this being needed. There's no indication that RLMLs need a buff, or that giving Battleships a massively buffed RLML is in any way a good idea.
Amojin
Doomheim
#17 - 2017-02-15 02:11:00 UTC
Cade Windstalker wrote:

In any case you've provided no good justification for this being needed. There's no indication that RLMLs need a buff, or that giving Battleships a massively buffed RLML is in any way a good idea.


So, in other words, no, flying your bigass expensive ship is not using your skills right, and maybe you wanted a cap warfare ham legion, after all?

I know how much you hate T3 SC's, but it fits what he wanted, and already exists.
Cade Windstalker
#18 - 2017-02-15 02:58:02 UTC
Amojin wrote:
Cade Windstalker wrote:

In any case you've provided no good justification for this being needed. There's no indication that RLMLs need a buff, or that giving Battleships a massively buffed RLML is in any way a good idea.


So, in other words, no, flying your bigass expensive ship is not using your skills right, and maybe you wanted a cap warfare ham legion, after all?

I know how much you hate T3 SC's, but it fits what he wanted, and already exists.


Please keep your trash talk at least in the appropriate thread, and I don't hate T3Cs, I just know they're in for a nerf at some point. Everyone does.

Also yes, in fact, flying a big ship does not in fact guarantee you being good against small fast ships. Generally quite the opposite.
Lugh Crow-Slave
#19 - 2017-02-15 05:49:22 UTC
unidenify wrote:
Lugh Crow-Slave wrote:
this guy dose understand they are meant to take out frigates and not intended to be used against cruisers and larger right?


OP talk about RHML tho which is designed to kill cruiser




and they do this very well... so what is the issue
Dior Ambraelle
University of Caille
Gallente Federation
#20 - 2017-02-15 11:29:50 UTC
Old Pervert wrote:
2) (Dior Ambraelle) How does a launcher affect a missile's tracking? You're in essence talking about T2 missiles, which already exist. Some have bigger explosions and more damage, others have more precise explosions and less damage

Rockets and light missiles were designed to be used by and against small ships. Heavy and heavy assault missiles match the medium size, and torpedoes and cruise missiles match the large sized ships the same way. The launcher affects the accuracy by allowing you to use a different type and size of missiles.
If I'm flying a cruiser, but I know I'll have to deal with a lot of frigates, should I use heavy missiles, HAMs or fit light launchers instead? I think the rapid launchers should be reworked in a way to be better against smaller ships than what they are fitted on.
And my question still stands: do we really need this burst type of damage?

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.