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[Rubicon] Rapid Missile Launchers - v2

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Stitch Kaneland
The Tuskers
The Tuskers Co.
#2741 - 2013-12-05 18:25:44 UTC
Aivo Dresden wrote:
Stitch Kaneland wrote:
Text

You don't have a web. Like how bad would the Daredevil pilot have to be, to actually die to that? How did he not get away? Not to mention that a frigate got you in half armor. Now run that again where you run in to a Vexor, or Maller. :P


He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting. The belli fit is just a large frig ehp wise at 11k. But its cheap. Scyfi a bit better at 20k.

Why would I intentionally attack a cruiser in my solo frig killer? I could and have if the right conditions exist. I also killed a rook and all the drones a navy vexor had. Didn't kill the vexor but I'm sure he was annoyed.

And did u say maller? I'm out at like 30-40km lobbing missiles, don't think he can touch me. And I wouldn't fight a maller because that would be a snooze, take too damn long to kill.

Scram is risky, but most frigs can't handle sustained 160dps. Plus the scyfi has small neut.
The Sinister
Interbellum
#2742 - 2013-12-05 18:39:41 UTC
-RIP -

Rapid Light Missile Launcher

No one uses them anymore HAHAHAHAHA i bet you didnt see that coming Rise you Dumbfuk
Aivo Dresden
State War Academy
Caldari State
#2743 - 2013-12-05 18:55:23 UTC  |  Edited by: Aivo Dresden
Stitch Kaneland wrote:
Text

Of course you're right, assuming you get to dictate the entire fight, you might be able to kill some frigs in your cruiser. If you get tackled though, you are in trouble.

That said, hunting frigs in a cruiser is all good and well but which launcher system would you use them to engage a cruiser then? HAMs? HMs? I mean with HM you have the range to dictate the fight, but you lack damage. You'll also have problems keeping your targets locked down really. If you opt for HAM you do slightly more damage, but you will have to get in to web/scram range of everything you engage. At that range you will get killed by a LOT of things, HAM damage application is really sub par.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#2744 - 2013-12-05 20:54:43 UTC  |  Edited by: Stitch Kaneland
Aivo Dresden wrote:
Stitch Kaneland wrote:
Text

Of course you're right, assuming you get to dictate the entire fight, you might be able to kill some frigs in your cruiser. If you get tackled though, you are in trouble.

That said, hunting frigs in a cruiser is all good and well but which launcher system would you use them to engage a cruiser then? HAMs? HMs? I mean with HM you have the range to dictate the fight, but you lack damage. You'll also have problems keeping your targets locked down really. If you opt for HAM you do slightly more damage, but you will have to get in to web/scram range of everything you engage. At that range you will get killed by a LOT of things, HAM damage application is really sub par.


I would use HM or HAM to kill cruisers similar to this but with maybe 1 or no tps. Prob keep the rigors for fast moving cruisers though and then use the extra slots for tank. My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley. Belli is like 240 I think with x2 bcu. But I wouldn't use belli to kill cruisers. Tp bonus is actually useful for killin frigs.

I would only use hams with either large buffer or active tanked, or dual prop.

Also as a note, the scyfi can reach 4k/s with OH without links/boosters/implants. Just need 2 nanos. Not many other cruisers can go that fast. So they could try and run, but I don't think they'll get away unless I screw up.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2745 - 2013-12-05 21:23:50 UTC
Stitch Kaneland wrote:

He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting.

Stitch Kaneland wrote:

My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley.

Alpha Damage: The total damage of the first Volley fired. DPS calculation has nothing to do with this as we are talking about only the first volley and nothing else.

Alpha Strike: Destruction of target with Alpha damage.

Volley Damage: The total damage of one cycle of weapon by a single (or multiple) ships.

When discussing Alpha Damage, DPS does not matter. This is because we are talking about the first and only the first volley. Titan super weapon has a DPS around 20, who cares about that right?

When measuring Alpha damage, consider only how many ships’ combined Alpha Damage it takes to Alpha Strike a ship (ideally just one). If you need more than one volley you are not talking about Alpha Damage anymore.



Can we all agree with this or not?

http://oldforums.eveonline.com/?a=topic&threadID=771749
Arthur Aihaken
CODE.d
#2746 - 2013-12-05 22:30:02 UTC
Niena Nuamzzar wrote:
Can we all agree with this or not?

Yes, but that still doesn't fix RLMLs unfortunately...

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2747 - 2013-12-05 22:35:51 UTC
Niena Nuamzzar wrote:
Stitch Kaneland wrote:

He could have been bad. Buts its a 300dps frigate, not your run of the mill rifter. I was getting 150-200 alpha hits on him as he was orbiting.

Stitch Kaneland wrote:

My scyfi does 336dps with current fit, the scyfi is better suited for HML because of alpha.gets up to 1200-1300 per volley.

Alpha Damage: The total damage of the first Volley fired. DPS calculation has nothing to do with this as we are talking about only the first volley and nothing else.

Alpha Strike: Destruction of target with Alpha damage.

Volley Damage: The total damage of one cycle of weapon by a single (or multiple) ships.

When discussing Alpha Damage, DPS does not matter. This is because we are talking about the first and only the first volley. Titan super weapon has a DPS around 20, who cares about that right?

When measuring Alpha damage, consider only how many ships’ combined Alpha Damage it takes to Alpha Strike a ship (ideally just one). If you need more than one volley you are not talking about Alpha Damage anymore.



Can we all agree with this or not?

http://oldforums.eveonline.com/?a=topic&threadID=771749


Noted.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#2748 - 2013-12-06 01:58:27 UTC  |  Edited by: Stitch Kaneland
Ok, so i fit up a caracal and compared.

The only difference between the Caracal and Bellicose (comparable priced equivalent) is that i'm using HAM's on the caracal due to its velocity bonus.

These examples are under perfect conditions (i.e Crash booster, max skills)


[Caracal, Anti-Frigate]
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Warp Disruptor II
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Large Shield Extender II
Experimental 10MN Microwarpdrive I

Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Inferno Heavy Assault Missile

Medium Warhead Rigor Catalyst I
Medium Warhead Rigor Catalyst I
Medium Core Defense Field Extender I

Warrior II x2


Missile DPS only: 90 w/ 945 Volley
w/ drones: 122 DPS
Speed: 2226/3170 OH
EHP: 11k (Anti-frigate remember? sacrifices must be made to hit undersized targets with oversized weapons)

[Bellicose, Anti-Frigate]
Nanofiber Internal Structure II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Warp Disruptor II
Experimental 10MN Microwarpdrive I
Large Shield Extender II

Heavy Missile Launcher II, Scourge Precision Heavy Missile
Heavy Missile Launcher II, Scourge Precision Heavy Missile
Heavy Missile Launcher II, Scourge Precision Heavy Missile
Heavy Missile Launcher II, Scourge Precision Heavy Missile

Medium Warhead Rigor Catalyst I
Medium Warhead Rigor Catalyst I
Medium Anti-EM Screen Reinforcer II

Warrior II x5


(Precision) Missile Only: 78 dps /w 888 Volley
w/ drones: 158 dps
Speed: 1834/2613
EHP: 10,814

So, this points out a few things.

1. Caracal is the best t1 cruiser for killing frigates with a heavy launcher, It applies 2 (lol) more dps than my scyFI when only comparing missile damage (and the scyFI has 3 BCU's). But it needs more drones (1-2) to make it better suited for anti-frigate using an oversized weapon. (OP?)

2. The caracal with dual nano's is quite a bit faster than most other cruisers except maybe the stabber. A few hundred m/s slower than an un-nano'd stabber. Nothing that skills/boosters/implants couldn't change to swing in your favor.

3. Don't focus on the dps number so much, but the volley. This is how the frigate dies to missiles. Not max DPS, but consistent damage. Yes, you're losing 2/3 of your DPS, and 2/3 of your volley. But guess what, each volley is still going to do up to 311 (there will be variables here, but under ideal conditions). Your average active tanked frig is using the base armor or shield amount. Think they can out rep the hits when the hits start to bleed structure? Plated are alittle different.. but are typically slower and less worrisome. Or have larger sigs thanks to shield tanks.

4. In general yes, heavy missiles could use slight tweaking. But, before you know it, you're doing too much DPS to small targets with an oversized weapon, which makes them a tad OP. If you look at the combined DPS, on average, how many frigs (the basic throw away ones that are blobbed at you) can tank 122/150 dps, other than dual rep incursus? Obviously assualt frigs are different story, but the same still applies, its just about how skillful you are either outrunning them, or setting it up so you apply max dps as he's burning towards you. So if you tweak things too much, then the fits you see here, can then start dropping dmg application mods/rigs and allowing their "frigate EHP" get boosted back to cruiser EHP, but can still murder frigates and some cruisers.

5. This proves, when you fit your ship with a FOCUS to kill frigates, it tends to do it. You sacrifice EHP but gain lots of speed. in effect requiring more pilot skill to win fights, thus, making the game more fun than pressing orbit and F1. Just like turret gunners have to minimize transversal, you too will also have to maximize range/agility and more manual flying.

What does this say about RLML? Simply that, they're even more consistent damage, but at a cost with the reload. I would agree that at least 2 more charges would bring it to an acceptable balance.

RLML are a cruiser sized weapon, and that shouldn't automatically make them OP against frigates. Theres needs to be some chance of risk for the person using the module (this is a game), not just spam missile death to any frig that comes in contact. Hence the 40s reload.

So then you say "Well we were just wanting them to nerf dmg and range", but that doesn't change the fact, that if that frigate is in range of your missiles, its going to do sustained DPS that most cannot rep through consistently, unless flown by good pilots with boosters/drugs etc. Ok, so then we nerf light missiles into the ground to where they're consistently doing.. lets say 100-150dps but with higher application(depending on ship they're used on).

Well then, whats the point of fitting them? To have a cruiser tank, but laughable dps? So when they decided to balance this class of launcher, i'm thinking these were your options:

Burst DPS that has a chance of killing a frigate or 2 before a long delay (depending on fitting/pilot skill)

OR

Something that gets nerfed worse than HM's, and is completely and utterly worthless to fit

Oh, and remember the sacrifice's i was talking about earlier? Which fit has more EHP, the ship using an oversized weapon but trying to kill frigates, or the ship with an anti-frigate weapon system that is fit to kill frigates?
Stitch Kaneland
The Tuskers
The Tuskers Co.
#2749 - 2013-12-06 02:14:03 UTC  |  Edited by: Stitch Kaneland
As a final balance note, you know what frigates have as a defense? Afterburners. That means, if you suspect you're going to find skilled frigate pilots with afterburners, you may consider adding rigors/TP's to help counter with RLML.

All those stats were provided using a jaguar with MWD as target.
Viceorvirtue
The Hatchery
RAZOR Alliance
#2750 - 2013-12-06 02:49:17 UTC
It should be noted that unlike missiles, a turret ship does not have to completely change its weapon system or fit to be able to deal with both cruisers and frigates. If you fit a missile ship to be able to kill frigates you tend not to be able to deal with cruisers, and vice versa. Turrets don't have this issue (well they do but it can easily be overcome by manual piloting in the majority of cases) and the question becomes why not use a turret ship instead because you don't end up in the 'either or' situation that's won or lost before even undocking that you do in a missile ship.

Rlm were high on the metrics because they were so easy to train into to be just as effective as things like the omen and thorax. They were nerfed based on these metrics but CCP wanted them to be good vs frigates but not as good as heavy missiles against cruisers. The problem stems from issues in heavy missile application, as light fury missiles will actually do similar damage to cn heavy missiles on a fast moving cruiser hull. Equally the rlm allowed the caracal to fit a second lse, which actually let it stay on field against the omen and thorax. Normally a single lse caracal does not have the application to be able to fight something like an omen or thorax unless it uses hams, and even then it is very close.

Heavy missiles would theoretically be the go to launcher for fighting both cruisers and frigates but run into severe application problems to the point where they just really aren't worth using in place of a turret ship unless you have some outside source of webs/tps so you dont have to sacrifice the little tank you have. This leaves hams which despite having even more application issues tend to do more damage and actually can fight against other cruisers yet still do little to nothing against fast moving frigates outside of web range without making sacrifices that again, put them at what may be too much of a disadvantage against cruisers.

Nobody in the thread has once said the rlms were not too powerful and couldn't use a bit of tweaking down. The issue is that what was released, on short notice, was an incomplete weapon system (you cant change ammo during a fight when you need to without 40 seconds of doing nothing) that would have arguably served better as an entirely different weapon system once the missile damage application formula was looked at and hopefully redone.

I'm not saying that iteration on a weapon is bad, but having to iterate to fix what is likely a critical design flaw that was pointed out during testing and released anyway is frustrating. Then again so is balancing based mostly on metrics without going into the deeper question of why the metrics are skewed in such a way. Rlm were powerful, but they were also used because the alternatives were not comparable to the majority of other ships due to the way missile dmg is applied. So while nerfing rlm was the right call, changing them to an entirely different weapon system and effectively polarizing them as great or horrible with promises to possibly iterate later to make them less frustrating without really plumbing through the guts of missile application or really giving much notice is the biggest reason that there is so much negative and hostile reaction in the thread.

It would be great if rise posted here more and we all actually had a civil discussion about application, fitting, and general usefulness as well as intended missile design goals since that is the point of a feedback thread is it not?
Arthur Aihaken
CODE.d
#2751 - 2013-12-06 02:54:56 UTC  |  Edited by: Arthur Aihaken
Stitch Kaneland wrote:
Ok, so i fit up a caracal and compared.

Just so I have this straight... we're down to fitting cruisers to effectively take on frigates? I'm just going to raise the obvious question here: What happens when you run into a cruiser with a drastically slashed EHP? I appreciate the examples, and I'm not trying to be critical... but you do see the problem here, yes? RLMLs gave players the ability to fend off both without sacrificing tank.

Stitch Kaneland wrote:
As a final balance note, you know what frigates have as a defense? Afterburners. That means, if you suspect you're going to find skilled frigate pilots with afterburners, you may consider adding rigors/TP's to help counter with RLML.

Yes, and while you're running rigors or flares in your rig slots - your enemy is using his to beef his resistances and tank. This is great for PvE - not so much for PvP. Again, I'm not trying to be critical - just pointing out a rather large hole.

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2752 - 2013-12-06 03:15:42 UTC
Arthur Aihaken wrote:
Stitch Kaneland wrote:
Ok, so i fit up a caracal and compared.

Just so I have this straight... we're down to fitting cruisers to effectively take on frigates? I'm just going to raise the obvious question here: What happens when you run into a cruiser with a drastically slashed EHP? I appreciate the examples, and I'm not trying to be critical... but you do see the problem here, yes? RLMLs gave players the ability to fend off both without sacrificing tank.

Stitch Kaneland wrote:
As a final balance note, you know what frigates have as a defense? Afterburners. That means, if you suspect you're going to find skilled frigate pilots with afterburners, you may consider adding rigors/TP's to help counter with RLML.

Yes, and while you're running rigors or flares in your rig slots - your enemy is using his to beef his resistances and tank. This is great for PvE - not so much for PvP. Again, I'm not trying to be critical - just pointing out a rather large hole.


Understood. However, the goal here is to try and pick your fights if you're solo. In a gang, use your speed to your advantage and "Snipe" with missiles.

I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.

Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.
Zvaarian the Red
Evil Leprechaun Brigade
#2753 - 2013-12-06 03:41:58 UTC  |  Edited by: Zvaarian the Red
Stitch Kaneland wrote:

I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.

Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.


Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise.

And keep in mind that's with perfect damage application skills. It gets worse if you don't have those.
Arthur Aihaken
CODE.d
#2754 - 2013-12-06 03:47:30 UTC  |  Edited by: Arthur Aihaken
Stitch Kaneland wrote:
Understood. However, the goal here is to try and pick your fights if you're solo. In a gang, use your speed to your advantage and "Snipe" with missiles.

I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.

Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.

If you're flying solo in a Caracal, I would say the chances of picking fights on your terms are going to be slim to none. In a gang, you are the weakest link... Sure, if you have the time without distractions, and your target is pointed - you can eventually kill everything. The problem is that if you can't kill them quickly, you usually can't disengage, either. And that's typically when uninvited guests tend to show up...

Zvaarian the Red wrote:
Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise. And keep in mind that's with perfect damage application skills. It gets worse if you don't have those.

I tend to agree. Better, but not great. Heavy assaults benefit the most from rigors and flares.

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2755 - 2013-12-06 04:26:41 UTC
Zvaarian the Red wrote:
Stitch Kaneland wrote:

I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.

Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.


Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise.

And keep in mind that's with perfect damage application skills. It gets worse if you don't have those.


But thats what i would expect from an a/b frigate. Its their defense against turrets (transversal and sig tanking) and missiles (sig and speed tanking) on larger vessels.

Heres an idea, how about we buff all missile damage application except lights. Then incorporate bonuses into afterburners to provide additional missile damage reduction. That would effectively make it like a tracking disruptor for missiles that makes sense. Then you have to consider a dual prop, or a/b only for fits to negate missile dps. So if you're fighting someone without an a/b, you get a buff to missile damage. If they have a fit with a/b, you hit like we do now.
Zvaarian the Red
Evil Leprechaun Brigade
#2756 - 2013-12-06 04:44:59 UTC
Stitch Kaneland wrote:
Zvaarian the Red wrote:
Stitch Kaneland wrote:

I also was not saying we should use heavy missiles, but to show that Heavies are not incapable of killing frigs or smaller targets, just that you need to fit for it. Its aimed at the people that complain that heavies apply for ****, but then don't create fits similar to these (maybe not as extreme because you're looking for cruisers to fight, so you can drop some of the application and add more tank since your targets will be larger.

Pretty much i'm saying, missiles rely more off application then dps, but you have to fit for it to be effective, as I would consider it more as damage over time effect, the damage can't be dodged if in range. So to counter, they updated the RLML to have a break, so the other person fighting (typically a frigate) a chance to survive. Theres a player in the other ship, and they want to have fun too, and not just be steamrolled (unless active tanked) if theres a RLML on field in its older version.


Sorry but even with rigors heavy missiles blow against frigates with afterburners. A Caracal with three rigors and precision heavy missiles deals 25% damage to a Kestrel with an afterburner or around ~63 DPS. With faction ammo that drops to 16.5% or ~47 DPS. That's utter garbage. There is no arguing otherwise.

And keep in mind that's with perfect damage application skills. It gets worse if you don't have those.


But thats what i would expect from an a/b frigate. Its their defense against turrets (transversal and sig tanking) and missiles (sig and speed tanking) on larger vessels.

Heres an idea, how about we buff all missile damage application except lights. Then incorporate bonuses into afterburners to provide additional missile damage reduction. That would effectively make it like a tracking disruptor for missiles that makes sense. Then you have to consider a dual prop, or a/b only for fits to negate missile dps. So if you're fighting someone without an a/b, you get a buff to missile damage. If they have a fit with a/b, you hit like we do now.


An Omen with beam lasers and no damage application rigs or modules generally applies damage much better against a frig with an afterburner, and it's only at the worst possible traversal that the numbers begin to compare, though even then the greater base DPS means you are doing much more damage. And if you add tracking rigs and/or modules? It's truly laughable at that point.
Vincintius Agrippa
Crimson Serpent Syndicate
#2757 - 2013-12-06 06:39:15 UTC  |  Edited by: Vincintius Agrippa
Consider this, calari missile ships need three, 3, damage mods to really acquire any dps and even with those 3 they still do almost half the dps as turret ships using only 2. Add to that the fact that t1/meta 4 missiles systems with faction ammo do significantly less dps than t1/meta 4 based turret weapons. Only t2 launchers do cruiser sized dps. (450 dps with faction, over 530 with t2, over 600 oh). With hams that is. The only missile ship in this game worth using is actually the caracal navy issue which the above results are based on. Despite it not having the range bonus of the regular caracal it applies damage a hell of a lot better. The regular caracal with t2 launcher can get around 400 dps, with t2 ammo, however the massive explosion radius that t2 damage missiles get means they only can hit battle cruisers and up. So, Hams with t2 ammo are only useful on a nic. Faction hams can just barely handle cruisers, w/o an ab.

Caracal Navy
Stats:
5% rof bonus
5% Bonus to explosion radius per level.

At Caldari Cruiser 5 I get::


Inferno Rage- 129 explosion radius, 109.65 with 1 rigor- 532 dps
Caldari Navy Inferno- 75 explosion radius, 63.75 with 1 rigor- 440 Dps

Behold, my cruiser sized missiles can finally hit cruisers!^^^^^^

Inferno Javelin 75 explosion radius, 63.75 with 1 rigor- 345 dps.

Note: The javelins have an extra 19 m/s explosive velocity over faction, and have and extra 9km range. Not sure -100dps for extra 20 m/s explo velocity is worth it. That is up to you.

eft says 43k ehp, more like 33k ehp in eve. This is a faction ship remember, it should have a better tank. This should be the standard caracals tank and dps.

This^^^^^^^^^^^^^^^^^^^^^^^^^^^^^is a proper missile cruiser. Although it is worth mentioning that Large shield extenders should grant a 4k shield bonus like 1600's compared to the 2k they have now. Shield ships cant seem to tank as much as armor, add to that the sig penatly that blooms your ship so that everyone does perfect damge to you.
Only YOU can prevent internet bullying!
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#2758 - 2013-12-06 06:46:57 UTC  |  Edited by: Kenshi Hanshin
Gorski Car wrote:
Tried the new rlmls. All I have 2 say is top lel way 2 ruin a weapon system ccp.

I finaly got around to testing the Caracel and RLML in a lvl3 mission in Emperor Station, Amarr. Let me sum it up for you. This mission shouldn't have taken me more than 10-20 minutes.

I spent the last 45 minutes doing it. I had to reload the damn things almost ten times to kill the fing repair station. Then reload again while tanking the Merc wave to fire back. In total, I spent over half of it loading the damn things. Congrats, I have determined that the only acceptable use for these things is to reprocess them.

Caracal is now a piece of **** in every respect. Good thing I have good Amarr, WINMATAR and Gallente ship skills.

CCP Rise and Fozzie, I am sending you coal for christmas. I am never ever going to trust one damn thing you say about balancing again. Seriously, you need to be fired or retasked.

*Estimate of time was off: closer to an hour.

Footnote: You ****** over Caldari pilots with the drake, HML last year now this half-assed idea with RLMLs & RHMLs. You have not addressed any of the underlying issues with missile mechanics. We as players have told you more times than I can count both in this thread, HML (Odyssey) and CML (Retribution). I can do your job better than you and your team. Hell, if I could I would be stripping you and your team of your salaries till you do your job with quality and professionalism. Which I have yet to see or evaluate acceptable performance in either criteria. You would be fired, lose your PE liscence and be a homeless bum in the woods if you were in my career field: with the ethic and professionalism you displayed.
Arthur Aihaken
CODE.d
#2759 - 2013-12-06 06:50:21 UTC  |  Edited by: Arthur Aihaken
Kenshi Hanshin wrote:
I had to reload the damn things almost ten times to kill the fing repair station.

No one (well, no one but all of us) stopped to think about the NPC repair that would happen in the 40-second reload interval. Gee, how could we possibly have foreseen this... Roll

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

Arthur Aihaken
CODE.d
#2760 - 2013-12-06 06:56:40 UTC
Vincintius Agrippa wrote:
Shield ships cant seem to tank as much as armor, add to that the sig penatly that blooms your ship so that everyone does perfect damge to you.

Yes, my EVE kingdom for an armor-based Caldari missile ship...

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