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[Rubicon] Rapid Missile Launchers - v2

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Author
Zvaarian the Red
Evil Leprechaun Brigade
#2441 - 2013-11-29 18:51:02 UTC
Bouh Revetoile wrote:

Missiles can hit everything in their range without hypothesis or hope, it's a given.


You're right, there's very little hope when a T2 precision heavy missile only does ~33% of its DPS against a frigate with no prop mod. It's a given that you are wasting your time.
Dr Sraggles
The Covenant of Blood
#2442 - 2013-11-29 19:08:30 UTC
Zvaarian the Red wrote:
Dr Sraggles wrote:

Well, to be fair I think it appears inconsistent but in actual fact the application of the various tools is different. Once you start talking Cruises and Torps in PvP (in general) you start talking about huge fleet fights and what hits Capital Ships harder etc.


Perhaps (I don't personally agree with balancing everything around large fleet combat but that's a different topic), but it still doesn't answer the question of why heavy missiles have by far the worst damage application against same class targets in the game.


Absolutely correct. Heavies suck. In pvp a cruiser other than a 100mn Tengu has no use for them which is dead wrong.

It seems these mechanics are intended to make heavies hit BS for near full, and not be OP against smaller ships, but don't hit cruisers remotely hard enough. You could greatly improve the applied and make cruiser to cruiser more fair without remotely making heavies a choice for anti-frig dedicated use, though you might be able to kill one slowly instead of never.

If the old RLML are too good give the launchers a magazine nerf (my first choice). The extra reloads will be a total damage over time nerf but not destroy them for solo or PvE.
Dr Sraggles
The Covenant of Blood
#2443 - 2013-11-29 19:27:13 UTC  |  Edited by: Dr Sraggles
Bouh Revetoile wrote:
Yeah, bring back AOE doomsday for titans!



Do you know what a Straw Man argument is? It's when you compare things that are not the same and try to make one as wrong as the other exaggerated one clearly is. But they are not the same. It's a way of saying you actually have no argument and want to distract from that.

Bouh Revetoile wrote:



Missiles can hit everything in their range without hypothesis or hope, it's a given.



It sounds like you cannot pilot your Thorax and want your opponents nerfed, no more. Many people in this thread with far more experience than you have pointed out your false thinking on this topic and you refuse to hear it.

What you really should do is fly a missile boat and share with us your new found leetness and actual experience with the new and old RLML launchers. Missile boats are OP clearly in your mind, you should fly them.

Until then, you are a scrub turret guy trying to get your opponents nerfed because you are butthurt that a Cerb killed your Incursus, no more.

Spare us the turret guy woes when you are talking to missile guys that have gone to turrets to fight in the cruiser class because they have actual experience with the issues of missiles and actually know what works.
Fourteen Maken
Karma and Causality
#2444 - 2013-11-29 20:08:33 UTC
Bouh Revetoile wrote:
]I'm pretty sure about that : at 500m you won't hit an orbiting AB frigate. And remember the frigate have a web too. And if the frigate have a MWD, you won't catch it.

That's the thing with turret : it's either tracking or range, not both except in a narrow band at your optimale range.

Missiles can hit everything in their range without hypothesis or hope, it's a given.

About my Incursus : the fit you saw was not meant to combat against a cruiser, it's a brawling frigate fit. My fleet fit have blasters and MWD/scram/web, as should have any heavy tackling frigate IMO.



You know your MWD dosent work when your scrammed, what kind of dumass thorax has long point with blasters? and what kind of 30 second wonder Incursus is that with no cap booster in the med slots... is it hero tackle? As for orbiting at 500 you'll end up closer to 1km even if your target is stationary, and you'll end up with an angular velocity of no better than 0.13 if he has you scrammed and webbed and is burning away from you that's well within med tracking abillities, and he has 2 full flights of light drones to boot. I can't believe your trying to say an incursus could live with a Thorax in scram range, he'll melt in 20 seconds... not so against HML Caracal, never mind hero tackle he could probably solo it.
Zvaarian the Red
Evil Leprechaun Brigade
#2445 - 2013-11-29 20:19:35 UTC
Fourteen Maken wrote:
Bouh Revetoile wrote:
]I'm pretty sure about that : at 500m you won't hit an orbiting AB frigate. And remember the frigate have a web too. And if the frigate have a MWD, you won't catch it.

That's the thing with turret : it's either tracking or range, not both except in a narrow band at your optimale range.

Missiles can hit everything in their range without hypothesis or hope, it's a given.

About my Incursus : the fit you saw was not meant to combat against a cruiser, it's a brawling frigate fit. My fleet fit have blasters and MWD/scram/web, as should have any heavy tackling frigate IMO.



You know your MWD dosent work when your scrammed, what kind of dumass thorax has long point with blasters? and what kind of 30 second wonder Incursus is that with no cap booster in the med slots... is it hero tackle? As for orbiting at 500 you'll end up closer to 1km even if your target is stationary, and you'll end up with an angular velocity of no better than 0.13 if he has you scrammed and webbed and is burning away from you that's well within med tracking abillities, and he has 2 full flights of light drones to boot. I can't believe your trying to say an incursus could live with a Thorax in scram range, he'll melt in 20 seconds... not so against HML Caracal, never mind hero tackle he could probably solo it.


I think at this point only Bouh thinks he has any credibility in this discussion. The rest of us are like this: What?
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2446 - 2013-11-29 21:12:08 UTC
Arthur Aihaken wrote:

Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...

Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2447 - 2013-11-29 21:16:14 UTC
Niena Nuamzzar wrote:
Arthur Aihaken wrote:

Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...

Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

Is that showing the actual application though? In my limited testing experience rigors beat out flares everytime. They shouldn't but EVE physics mean that they do.
Of course I make no claim to being absolutely right and acknowledge that I could be quite wrong. :)
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2448 - 2013-11-29 21:44:51 UTC  |  Edited by: Niena Nuamzzar
scorchlikeshiswhiskey wrote:
Niena Nuamzzar wrote:
Arthur Aihaken wrote:

Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...

Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

Is that showing the actual application though?

Yes.
EDIT: The difference is really insignificant so there is nothing to worry about. Something else could be interesting though. Tengu with HAM's (CN Scourge, 695dps, Exp. vel/rad: 159/57) has slightly worse damage application than Tengu with HM's (Scourge Precision, 457dps, Exp. vel/rad: 153/57). Both are having two webs and two T2 Rigors, dealing 183 and 185dps to an ab fitted Executioner.
Alvatore DiMarco
Capricious Endeavours Ltd
#2449 - 2013-11-29 21:59:32 UTC
Dr Sraggles wrote:

Do you know what a Straw Man argument is? It's when...


Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2450 - 2013-11-29 22:02:23 UTC
Niena Nuamzzar wrote:
scorchlikeshiswhiskey wrote:
Niena Nuamzzar wrote:
Arthur Aihaken wrote:

Again, three rigors are better than two rigors and a flare. As previously stated, the missile mechanics for rigors offset target velocity when the explosion radius is smaller than the target signature. You don't get a signature bonus for flares if the explosion velocity is greater than target velocity. Rigor, rigor, rigor...

Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

Is that showing the actual application though?

Yes.

Very enlightening then.
Chrom Shakiel
Center for Advanced Studies
Gallente Federation
#2451 - 2013-11-29 22:11:34 UTC
Rigors have the advantage to work against a more static stat that is missile radius, and at the same time it brings an indirect bonus to explosion velocity against targets smaller the your current used explosion radius.

At all level five a T1 Citadel torpedo
has an explosion radius of 1500 which is the largest possible value you can get to work against for that stat.
While the explosion radius only boosts its intended stat, explosion velocity have a much larger range to cover with its stat range.

Basically starting at 30/ms (is the base stat for T1 Citadel torpedo’s at all level five) up to the fastest ship speed in game that is if your loaded ammo have enough speed and travel time to catch the target.

I can off course have misunderstood some thing if so please correct me.
Zvaarian the Red
Evil Leprechaun Brigade
#2452 - 2013-11-29 22:27:40 UTC
Alvatore DiMarco wrote:
Dr Sraggles wrote:

Do you know what a Straw Man argument is? It's when...


Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here.


Bouh's been posting in this thread since the beginning. Nothing's changed. He's right and all the knowledgeable people in this thread with numbers to back up their claims are wrong. He's simply smarter than the rest of us.

I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2453 - 2013-11-29 22:35:03 UTC
Zvaarian the Red wrote:
Bouh's been posting in this thread since the beginning....

I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department.

Shocked
Shhh!!!!!!
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2454 - 2013-11-29 22:42:47 UTC  |  Edited by: scorchlikeshiswhiskey
Zvaarian the Red wrote:
Alvatore DiMarco wrote:
Dr Sraggles wrote:

Do you know what a Straw Man argument is? It's when...


Oh dear. Is it that bad in this thread again? I guess I'd better leave another one of these right over here.


Bouh's been posting in this thread since the beginning. Nothing's changed. He's right and all the knowledgeable people in this thread with numbers to back up their claims are wrong. He's simply smarter than the rest of us.

I'm actually kind of worried that CCP may hire him. They seem to like that attitude in their balance department.

If you don't understand how right he is, you must be a Caldari pilot who likes to throw feces. Obviously he is right because his argument changes every time I see it.
Edit: I can't say f.e.c.e.s? Really? It's a scientific term. I mean I guess I could say stool, but it doesn't convey my point very well.
Arthur Aihaken
CODE.d
#2455 - 2013-11-30 00:35:50 UTC  |  Edited by: Arthur Aihaken
Niena Nuamzzar wrote:
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare.

So rigor, rigor, rigor… Lol
…..

How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLs…?

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

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2456 - 2013-11-30 00:44:30 UTC
Arthur Aihaken wrote:
Niena Nuamzzar wrote:
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare.

So rigor, rigor, rigor… Lol
…..

How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLs…?

Bouh was attempting to convince us that missiles are still OP because he's toeing the party line of missile-hate
Moonaura
The Dead Rabbit Society
#2457 - 2013-11-30 00:52:13 UTC  |  Edited by: Moonaura
So the argument from Buoh put across is that basically RLML and missiles in general are overpowered because missiles can reach further and do more damage consistently than guns. They are also immune to TD (a valid arguement).

For those that have read it, I countered that, by saying that guns can still be far better than missiles and that there were many better anti-frigate cruisers out there than the Caracal that can still do more damage to other cruisers as well.

Given DPS for the RLML is now averaging at 154 dps with three BCU, I can get a Rail fit Thorax to hit 440 dps (if you use medium drones) without any DPS mods, that does far more damage than even the peak burst damage of the new RLML which hits 293 dps for those brief, 18 missiles.

The rail guns also shoot just as fast as the missiles, and reach actually further than the Caracal, so it can basically shoot any frigate, at any range - that was my goal - a universal Anti-Frigate ship.

But frankly, although I've flown plenty of other gun boats, I hadn't flown the Thorax. I can fly them, but never tried. The argument is that if you use rails, the Incursus can get in under their range, even with the AB.

Erm. No.

Me and a friend went to SISI. Outside of range, I can hit him happily at Disruptor level ranges, and eventually once he has to reload the Nanite paste, his tank breaks with guns alone. With the drones on him, things improve, but he can shoot them (and he did the rotter).

If I was going into a plex and he was camping the entrance, such as in FW - something you'll see an Incursus do a lot - then the Thorax just double webs him, and moves away easily. Even if I am webbed, I can still dictate the range, because I can overload the AB and move twice the speed, even if he has a web. Fitting a web means he has no cap stability either. Once he's at 5-7km that is when rail guns with Javelins will really start to work.

By work, I mean they utterly rip him to shreds, combine it with drones and the frigate is dead in 10-20 seconds. I am in complete control of the engagement and his guns are unable to reach me. The only damage I take is from the single light drone.

It is a perfect anti-frigate cruiser.

Now, the complaint is of course, that a Tracking Disruptor fit Condor will be able to kite such a ship, nerfing its guns, orbiting at Disruptor range. But the Thorax with Rails like this can reach a long way with its ammo. Given that it takes the best part of a month to train level V turret destabilisation - and given what I've seen from past recruitment and API's, its unlikely you'll meet many pilots who have maxed TD skills out, apart from long term vets, but even so, while the condor is closing range, you can still hit it for 90 dps, but it gets down to 14-22 dps once it is in orbit (and the thorax aims in a direction and burns away with the AB to increase tracking). That doesn't sound like a lot does it, but it can still kill the condor in 60-120 seconds, as it has no tank, just the e-war to rely on. The condor is unable to break the Thorax tank in a hurry either, doing just 70 dps.

What is better - far better - is to use Warrior Drones instead of the medium drones. These can catch and kill the Condor easily, in addition to the guns, and once a Condor pilot deviates from his orbit as his arse twitches, you're guns go back up to 90 DPS.

I reckon this makes the Thorax basically very resistant to kiting frigates frigates when fit, and flown properly - but I've yet to test on Sisi. Naturally things change fighting a gang, but I'm quite happy I could take on several brawling frigates, control the fight and take them out before my tank reloads or EHP runs out. I'd happily go against 3, maybe 4 solo. Its clear I'd need warrior drones to combat more than one kiting frigate with e-war.

Personally I want to try it a lot more and give it a whirl in game. I think it will be a lot of fun. Far better than the old or new RLML Caracal, mainly because it can control the engagement much more effectively, and dramatically out DPS a Caracal with the new RLML it when it does, and doesn't suffer a 40 second reload.

If CCP Rise's goal to get me to leave Caldari ships behind, I think he's slowly succeeding. Sad

I would say - and I've used both guns and the TD myself in the past and found it very effective either against me or against my target. As it stands, I would say TD is probably over powered. A rail thorax that can reach over 90km, shouldnt be nerfed to 20km with a non TD bonused ship surely?

If you're going *hopefully* to fix Heavy Missiles and *hopefully* give us a choice over the RLML (Original) and the new ones, then also consider the TD issue. I would give dedicated TD ships more bonuses and the modules themselves less impact, so that the tactical e-war ships can still work as they do in the game today.

[Thorax, Anti-Frigate]
Damage Control II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Reactive Armor Hardener
Tracking Enhancer II
Tracking Enhancer II

Stasis Webifier II
Stasis Webifier II
10MN Afterburner II
Warp Disruptor II

200mm Railgun II, Caldari Navy Uranium Charge M
200mm Railgun II, Caldari Navy Uranium Charge M
200mm Railgun II, Caldari Navy Uranium Charge M
200mm Railgun II, Caldari Navy Uranium Charge M
200mm Railgun II, Caldari Navy Uranium Charge M

Medium Hybrid Metastasis Adjuster I
Medium Low Friction Nozzle Joints I
Medium Polycarbon Engine Housing I

Hammerhead II x5


[Incursus, Double Tank]
Small Armor Repairer II
Small Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Damage Control II

Small Capacitor Booster II, Navy Cap Booster 400
1MN Afterburner II
Faint Epsilon Warp Scrambler I

Light Electron Blaster II, Void S
Light Electron Blaster II, Void S
Light Electron Blaster II, Void S

Small Nanobot Accelerator I
Small Anti-Kinetic Pump I
Small Anti-Explosive Pump I

Hobgoblin II x1

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Zvaarian the Red
Evil Leprechaun Brigade
#2458 - 2013-11-30 01:02:03 UTC
Arthur Aihaken wrote:
Niena Nuamzzar wrote:
Idk, my EFT dares to disagree with you. According to the graphs from earlier Tengu-Executioner example, T1 Rigor is better than a T2 Flare, T2 Rigor & T2 Flare are better than T2 Rigor & T1 Rigor (though difference is only 1dps) and, at the end, 2xT2 Rigor & T2 Flare are better than 2xT2 Rigor & T1 Rigor (4dps difference, ofc you can't fit three T2 Rigor rigs cause it would require 450 calibration points which you don't have).

I had assumed we were referring to T1 rigs, since T2 rigs are a tad expensive for PvP. So yes, 2x T2 Rigors and a T2 Flare will be marginally better (albeit expensively more so) than 2x T2 Rigors and a T1 Rigor (400 calibration not being enough to fit 3x T2 Rigors). 3x T1 Rigors will easily outperform 3x T1 Flares or 2x T1 Rigors and a T1 Flare.

So rigor, rigor, rigor… Lol
…..

How did this thread manage to get derailed again into a missiles vs. guns debate? Weren't we discussing RLMLs…?


Because the entire missile line, and especially the **** poor damage application of HMs and HAMs is why RLMLs became so popular and by extension why RLMLs were nerfed (because they were "too good" compared to underpowered missile systems).
Bouh Revetoile
In Wreck we thrust
#2459 - 2013-11-30 01:22:32 UTC
Great, so now a Thorax hiting a Condor for 20 dps is fine, but a Caracal hiting it for 80 is not. Very good ! Also the Condor should be using tracking disruption script, not optimal range disruption one.

Now I have to admit your Thorax fit will be pretty effective against frigates, yet it will die to any cruiser and still don't have the range or dps a RLML Caracal have. It is also rather static because of the AB. And well it have a lot of flaws in fact but indeed against a lone T1 frigate it will be quite good.

Though your Incursus fit is trash. This Incursus fit was the fotm fit after T1 frigate rebalance because it shows high numbers, but it didn't survive the battlefield and any correctly fit frigate will kill it.

Also, I *never* said that HML or HAML are OP. Only that RLML *were*. And I'm only trying to show you that in fact HML and HAML are actually balanced.
Arthur Aihaken
CODE.d
#2460 - 2013-11-30 01:29:57 UTC  |  Edited by: Arthur Aihaken
scorchlikeshiswhiskey wrote:
Bouh was attempting to convince us that missiles are still OP because he's toeing the party line of missile-hate

The problems with missiles isn't just that damage application is abysmal, but that they're almost always tied to a shield tank. Total shield resistances are lower than armor, shield extenders don't offer the same tank as their armor equivalents, penalize signature (making it easier to hit) and don't offer adaptive passive hardeners. There's also no shield 'slave' implant equivalent. So to fit a half decent shield tank means giving up on things like stasis webs and scramblers. And since you really need 2x target painters to be halfway effective…

The more I look at RLMLs the more I see the problem is not exclusively the new version. I'm no longer even necessarily convinced that the current stats for HMs and HAMs are inherently flawed, either. So here are a few suggestions (some rehashed, some original):

• Slight tweaks to HM and HAM performance stats (explosion radius, explosion velocity).
• Passive, low-slot ballistic enhancer (explosion radius, explosion velocity, missile velocity); this would almost always replace the low-slot that a 4th ballistics module currently does. Target painters are the active tracking computer equivalent.
• Change all adaptive shield hardeners to passive (retain passive amplifiers and active fields).
• Change the penalty for shield extenders and shield extender rigs from signature radius to sensor strength.

What does all of this yield?
1. Slight better damage application through tweaked stats and the new ballistics module (valuable low-slot means trading damage, damage control or performance modules).
2. Equivalent armor option to utilize rigs for tank or better damage application.
3. Less capacitor-intensive fits that lead to faster ships and more mid-slot configuration options.
4. Reduced signature radius for heavy tank fits at the expense of increased EW vulnerability.

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