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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
XvXTeacherVxV
Be Nice Inc.
Prismatic Legion
#2961 - 2013-12-10 00:50:10 UTC
Moonaura's math just blew my mind. There's no way to justify these systems if it's accurate.
Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE
Arthur Aihaken
CODE.d
#2962 - 2013-12-10 01:09:26 UTC  |  Edited by: Arthur Aihaken
XvXTeacherVxV wrote:
There's no way to justify these systems if it's accurate.

It is. Now you know why most of us are incensed.

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

Moonaura
The Dead Rabbit Society
#2963 - 2013-12-10 01:23:44 UTC  |  Edited by: Moonaura
The numbers are based on what EFT is showing and EFT is not perfect, nor is it EVE.

Consider for example that EFT is NOT accurate with guns. It simply can't be, because some of the mechanisms for gunnery are not known by the players and hidden in the code of EVE - a complete mystery - for example what are the mechanics that judge if a gun crits or misses - nobody knows except CCP - which is a good thing to prevent exploits.

So, when it comes to guns at least, EFT is good at showing its best guess and averages based on what can be extracted from tests in the game, but it is not the same as doing actual tests on SISI or Tranquility.

When it comes to the missile mechanics however - these are a known and exact quantity because they don't crit, and they don't miss and are not affected by transversal mechanics. So EFT models these, essentially nearly identically to the game.

I promise you, if you fit Cruise Missiles - those are the realistic DPS you will get - obviously your targets resistances and speed / signature dictate how they perform in the game of course.

I have known about the limitations of HAM's for a long time. Ideally (and it wasn't always possible) all my Missile gangs used HAM's and used a Bellicose to support them. I stopped using Heavy Missiles immediately after Crucible. Only with a Bellicose and webs will you really get HAM's to work anything like their potential, absolutely that is the case with Fury's in.

The Cruise missiles have been buffed significantly, and as result now are more effective than the Cruiser alternatives. There was a video I found of a Cruise raven killing frigates for real in the game... without points on them, just kiting them and a TP - I will dig it out.

Regarding the gunnery numbers. Its hard to tell exactly, I talked about Peak numbers. But gunnery is much more sensitive to range and transversal mechanics. Its like a magic soup and you can't really point at EFT as being accurate with its gun numbers. Essentially its a best guess. But it isn't far off either and its averaging expected outcomes.

What is clear, is that if you bring a gun boat, realistically, if your pilots know their ammo ranges, then you will be a far more effective in a small gang. And typically you'll have more mid slots free across the gang, to make sure you dictate the fight and get the best out of them. You don't have to worry about a 40 second reload time either.

If you're in, say a 7 man Thorax gang, vs say, a 7 man Caracal gang, you're going to be a brave gambler if you bet on the Caracal's coming out top of that engagement. The Thorax's can dual prop - move faster and - close range, scram you, web you, and hit you for anything from 300 - 600 DPS depending on their fits, then switch to AB.

At a gate, it would be foolhardy perhaps for an FC to chase a kiting fit set of Caracal's, but a rail fit Thorax will happily hit A Caracal at HAM range, and even can reach to the ranges of Heavy Missiles - which as shown - are terrible. In faction warfare - where Thorax's can camp an entrance - its utter carnage.

The only thing Caldari can counter with are Moa's - a ship that does less DPS, and has an even larger signature when EHP fit, than the Caracal I used in the previous posts.

I've tried. They don't work. With Rails in, they don't do enough damage, and the range bonus is pointless. With Blasters in they can reach to 11km or so, but really have to MWD around the field to get in range. All the while with signature sizes like a small moon. That was before they nerfed their resistance bonuses. I dread to think how badly they perform now in Faction Warfare engagements.

CCP Rise said he uses EFT, and I'm sure CCP Fozzie does too.

Its a tough one to get right, but Heavy Missiles in particular are extremely poor. The RLML is now entirely situational and does 20% less DPS overall, and cannot change ammo for a fight properly. That leaves HAM's. And yeah... as good as they are - and they are the best we've got - you'd be nuts to train for those if you can use guns instead.

Edit: Here is the Raven video: http://www.youtube.com/watch?feature=player_embedded&v=faFt86AzYzM

I don't think the pilots he's up against are particular smart here, but hey, that happens a lot. The Cruise missiles have a lot of alpha, so surprise people when they hit.

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

Arthur Aihaken
CODE.d
#2964 - 2013-12-10 01:32:47 UTC  |  Edited by: Arthur Aihaken
The only ship that's halfway decent with HAMs is a Tengu and some +5% implants (heavy missiles, rapid launch, guided missile precision and target navigation prediction). And the required Faction and Deadspace modules.

Moonaura wrote:
The Cruise missiles have a lot of alpha, so surprise people when they hit.

As I said, if I could run cruise launchers on my Tengu (well, more than one) I'd be in 7th heaven. Lol

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

Moonaura
The Dead Rabbit Society
#2965 - 2013-12-10 01:45:02 UTC  |  Edited by: Moonaura
This is a Raven I would try, but my Caldari focused alt never bothered with Cruise Missiles before, because they were terrible in PvP before the changes. Right now I'm finishing off his armor, and he already has Gallente boats and Hybrid guns (For the Gila and Moa etc) so I will start to solo roam with him in Gallente once he's done.

[Raven, Laughable Anti-Frigate Raven]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Target Painter II
Stasis Webifier II
Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Adaptive Invulnerability Field II
Warp Disruptor II

Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Heavy Energy Neutralizer II

Large Warhead Flare Catalyst I
Large Warhead Rigor Catalyst I
Large Targeting System Subcontroller II

Warrior II x5
Hammerhead II x5

If it can web a Frigate, say an AB fit Incursus - well it will hit those for 220 DPS outside of web range its 150 or so. But the kick is in the alpha. 4021 per volley. Ouch. Oh and the reason I fit it with these Sensor Boosters is that it can lock a Frigate in the same time as the Caracal.

Overall, this is not quite the same DPS as say, a Caracal with the RLML in burst mode, but it IS more DPS overall than a Caracal when you take into account the 40 second reload and overall 20% DPS drop from before.

I imagine if you are happy to drop the lock on time and find some gullible Frigate gang, you could easily increase the DPS to 300+ against frigates - more than enough to pop those.

Looks fun, but I can't test it. Against a Stabber for example, DPS jumps to 700 or so, so its also far better than the RHML.

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

Arthur Aihaken
CODE.d
#2966 - 2013-12-10 01:50:38 UTC
Moonaura wrote:
This is a Raven I would try

Careful, you might give Rise ideas on what to nerf next... (like the fit though). Lol

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

Marcus Walkuris
Aww yeahhh
#2967 - 2013-12-10 01:57:02 UTC
Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates.
Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges.
Moonaura
The Dead Rabbit Society
#2968 - 2013-12-10 02:14:52 UTC
Arthur Aihaken wrote:
Moonaura wrote:
This is a Raven I would try

Careful, you might give Rise ideas on what to nerf next... (like the fit though). Lol


I kid you not, I have kept it back before now for this very reason lol

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

Arthur Aihaken
CODE.d
#2969 - 2013-12-10 02:20:30 UTC
Moonaura wrote:
I kid you not, I have kept it back before now for this very reason lol

Apparently 250mm rails are doing well on the Tengu. Guess those will be nerfed next... Roll

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

Moonaura
The Dead Rabbit Society
#2970 - 2013-12-10 02:23:35 UTC  |  Edited by: Moonaura
Marcus Walkuris wrote:
Seems cruise missiles are actually in a good spot for PvP. Actually applies frigate dps to frigates.
Wouldn't that fit benefit from 1 Drone damage augmentation thingy? Medium drones with a painter and web don't seem too wrong at such close ranges.


Yeah, absolutely good call, the fourth BCU is overkill because of the stacking penalty. When I made it originally I was looking at seeing if I could get missiles alone to out perform the RLML - so I went OTT with them.

If anyone can fly these, I'd love to test them on Sisi!

Here you go, tight on CPU, but it works. Close in, it does 410 DPS against an Incursus, more than enough to break their peak tanks of 250 or so - if properly fit. If they have a reactive hardener on, they might be able to shift and tank more, but given the high volley damage, I'm not sure they'd recover enough tank in time. In fact, no, no they won't as its firing every eight seconds or so, which isn't enough to get two rep cycles in to recover.

DPS against cruisers is going to be around 800 DPS if webbed, and 665 DPS against webbed stabbers. Outside of webs its 400 dps against normal AB cruisers, and 335 or so against AB stabbers etc. If any of those cruisers are using MWD then the numbers are around 550, but a properly fit Stabber its low, only 270 DPS if not webbed. Still that would be enough to break their tanks eventually if they are kite fit. If its not gang linked - you're going to cap drain them anyway inside of pointing range.

Against kiting frigates use the warriors and its happy days.

Eventually I'll finish off Cruise missiles, as I have a spare couple of ravens lying around collecting dust, but it won't be any time soon as I'm mapped for Intelligence and, yeah... training armor for Gallente.

In the past I have been killed by an Anti Frigate Raven, which I let my gang engage sadly. But this fit now does more DPS than the RLML Raven without the 40 second penalty, although it really does rely on those webs a fair bit. Don't get me wrong I know its tank is sucky, but for solo surprise's its fine, and I also know its a brick. Again, the way I'd use this, is to sit it outside a FW plex entrance or something and bait some frigate gang to play with me. I've had the very same thing done to me!!!! Did not end well lol.

[Raven, Laughable Anti-Frigate Raven]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II
Damage Control II

Target Painter II
Stasis Webifier II
Fleeting Propulsion Inhibitor I
F-90 Positional Sensor Subroutines, Scan Resolution Script
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Adaptive Invulnerability Field II
Warp Disruptor II

Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Cruise Missile Launcher II, Scourge Precision Cruise Missile
Heavy Energy Neutralizer II

Large Warhead Flare Catalyst I
Large Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I

Warrior II x5
Hammerhead II x5

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

Arthur Aihaken
CODE.d
#2971 - 2013-12-10 03:06:59 UTC
Another consideration is to run a Signal Amplifier II in a low slot, thus freeing up a mid slot for something else.

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

Zvaarian the Red
Evil Leprechaun Brigade
#2972 - 2013-12-10 03:15:14 UTC
CCP Rise wrote:
I'm going to add some more words to this fairly bizarre thread!

Something that a few of you are at least partially talking about is the difference between power and fun and the relationship between them in this balance pass. I'm extremely interested in this as well and it can be very difficult to figure out how each are impacted during a given change.

The goals for this change, just to be clear, were to lower the overall power level of rapid lights somewhat as we felt they left too little room for the other medium launchers despite their intended application which is very specialized. So in less words: overall nerf, with the exception that they still need to be very good at their specialty of killing frigates.

Attached to that was the goal of keeping them as fun or more fun to use than the were before. This was motivated by the knowledge that if we simply lowered their damage output to achieve the first goal, they would be left feeling very unexciting even though they would still have value against small support.

So we have two things we can discuss now, but they should definitely be kept separate. One is power level, the other is fun.

Metrics like the one Fozzie mentions could represent a range of things, but it's very likely that power level is still more than satisfactory OR that they are so much fun to use that people are still fielding them despite being under-powered, or a combination of the two. Usage is of course also affected by momentum related to skill points and familiarity but the relative stability of use can not be explained completely by that.

edit: Oh, and in case it helps to say it at all, like Fozzie said we are watching these closely and I want to iterate on them. It's too early to know what that iteration might be but they won't get abandoned.


A 40 second reload time is not fun. It just isn't. And it's even less fun to have said 40 second reload forced on you with a weapon system that has had a 10 second reload for years. If your goal was to make them "more fun" you have failed completely. I would have vastly preferred a straight nerf to what you did, though it seems to me that the issue you were trying to address was precision light missiles more than RLMLs. You totally missed the mark with these changes. Sorry.

Oh and RHMLs are just infuriating to use with the combination of the terrible damage application of heavy missiles and the definitively unfun mechanics of a 40 second reload. Add to that the fact that only 2 or 3 battleships that have bonuses that even make sense with them.

I still don't get why you guys put the work into a totally new weapon system only to utterly destroy its usefulness right before release. It makes no sense to me.
Zvaarian the Red
Evil Leprechaun Brigade
#2973 - 2013-12-10 03:31:14 UTC
James Amril-Kesh wrote:
I honestly thought that they were going to suck.
Then I start using them and frankly, they're pretty awesome.
40s reload is a bit much, however they're very useable in their current state.
I recently lost a RHML 'phoon in lowsec to a harbinger, vexor, and augoror multiboxer but I'm sure that if I had approached the fight differently I would have been able to win it.


Too bad heavy missiles suck against cruisers...
Stitch Kaneland
The Tuskers
The Tuskers Co.
#2974 - 2013-12-10 03:38:15 UTC  |  Edited by: Stitch Kaneland
sorry for double post.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#2975 - 2013-12-10 03:39:01 UTC  |  Edited by: Stitch Kaneland
Moonaura wrote:
James Amril-Kesh wrote:
Sal Landry wrote:
Point being he used a navy battleship with a weapon system designed for killing cruisers to kill an apparently pve fitted rlml caracal. Colour me completely shocked and surprised Roll

Regular Typhoon, not faction. And the weapons system designed for killing cruisers was... good at killing a cruiser. That's the point I was making. I'm not trying to pretend this was an awesomely l33t kill or anything like that. Just that the weapon applied damage well.

I wasn't able to find better targets to test it out on before I bit off more than I could chew and ended up dying to the logi+BC+cruiser triple-boxer. I might have even won that fight if I had, for example, started by shooting the Augoror, neuting the Harbinger, and jamming the Vexor.


James, save yourself some ISK, just look at what the missiles you're firing actually hit for. Paper DPS is not actual DPS - especially when it comes to the Heavy Missile - a missile CCP nerfed in every possible way - DPS - Range and its hit Mechanics. Its good to remove the Drake blobs from the game. But if ever something was over nerfed, the Heavy Missile was it. Its useless. Utterly useless. And anything that fires them, whether they be a Heavy Launcher or a RHML is therefore utterly useless. If you fit a Battleship with anything other than Cruiser missiles - you are wasting your time.

Cruise Missiles kill Cruisers better. There is no instance where the RHML is better none - its actual DPS is less than the Cruise Missiles, even in burst mode.

If you fit Webs and TP to your Typhoon, your Cruise missiles will do close to their peak DPS against cruisers, without a 40 second reload. Its nuts to think you can even make RHML work, when Cruises are doing twice the DPS over a 2 minute period. The only mistake you made with your Typhoon engagement - wasn't what to cap drain or target first - it was undocking in a RHML fit ship.


I beg to differ. I've been agreeing with your posts for the most part, but i've run a few sets of graphs, with identical fit typhoon FI, fit with RHML and cruises.

Now, i'm going to add a disclaimer here, i use RHML as strictly the damage done in the clip. I don't factor in reloads, as i feel, its a different play style. I'm hunting for things that the RHML and fit is setup to kill within the reload. So, for my own personal fit, i hunt HACs and cruisers. Maybe a BS if i'm confident i can tank him. But, if he has help, then no.

The difference on my fits between cruise and RHML are only tank and cruise has rigor rig instead of tank.

[Typhoon Fleet Issue, RHML]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Large Armor Repairer II
Large Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II

Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Rapid Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Anti-Explosive Pump II
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I

Hammerhead II x5
Warrior II x5
Ogre II x5

That is my own personal fit. Breif Stats:
Missile Only DPS: 814 using faction ammo, 709 with precisions

Typhoon with cruise missiles:
Missile only: 710 using faction and 617 with precisions


Against a vagabond, no LSE, dual LASB and shield rigs. MWD off is 126m sig (same as stabber without rigs/LSE) The MWD is off due to the scram. (when i fly, i only launch missiles when target has been hard tackled, not going to waste missiles.)

With ONLY scram/web, no weapon rigs or crash booster. EFT is showing 760 DPS (a drop of 44 dps)
If you want to fit precision missiles, then i hit for the exact amount i'm supposed, 709 DPS (0 dps drop), which is pointless, unless he's outside web range, but then again i wouldn't be shooting missiles.

With same fit, but with an additional rigor rig and with cruises i'm getting 305 DPS (405 dps drop)
w/ precision, you're getting 363 dps (229 DPS drop)

If you want to bring reload time into it. The RHML get 436, and the cruise get 293 as per EFT DPS graph, on the same target. So, no, RHML are not useless, and are not surpassed by cruise missiles when dealing damage to cruisers.

While testing on SiSi, I've killed Sac's,vaga's, deimos, ishtar with that above fit with RHML. I killed a dual rep deimos in 7 volleys, because the volley would bleed his structure, and i was hitting his explo hole. The neuts also may have helped.. but again, i fit for the task at hand, and that has no affect on how the missiles hit. This is why a damage bonus is always better than a RoF bonus for RHML.

I'm all for buffing heavies a bit, but don't make them look worse than what they really are. Using rage/furies in your examples is not ideal, as those are for larger/slower moving targets. Like i would only use rages against a BS or BC.
Viceorvirtue
The Hatchery
RAZOR Alliance
#2976 - 2013-12-10 04:00:46 UTC
You have 2 heavy neuts, and you say that it has nothing to do with how fast you kill a dual rep deimos? Assuming he mistimed his cap booster yes hes going to die very quickly to just about anything because he relies entirely on having cap to be able to tank any damage at all.

Basically you are showcasing how polarized the weapon system is: if you can kill something with it you fight it and if you have to ever reload you don't take the fight. Against cruisers dual heavy neuts take out nearly their entire capacitor, 1200gj neuted total. This turns off any active tank they may have and any active resists, additionally they are scrammed and webbed so you can actually apply the majority of your damage with percisions or cn.

The problem here is it is basically useless if you end up having to reload or swap ammo, and even then you have to fight under ideal conditions for you which means going after cruisers and hacs that are scram/webbed and likely neuted out. You aren't looking for fights with rlml or rhml, you are looking for ganks where you are gaurenteed to kill 1 or 2 things then leave. This is poor design imo because it prevents you from really getting into an interesting fight, or being able to react to the situation if it changes.

Wouldn't you want to be able to fight against more things, or even just have a wider engagement profile? You can drop 10% dps for cruise and actually be able to react to a new ship warping in or multiple ships engaging you. Being able to deal with nearly all ship types with cruise missiles decently or being pigeonholed into only going for situations where you know you can win because otherwise it's a 40 second reload that will likely kill you. I'm not saying the weapon system is unusable, I'm saying it's polarized to the point where there isn't much point in using it comparatively.
Cardano Firesnake
Fire Bullet Inc
#2977 - 2013-12-10 04:39:22 UTC
40s reload time is fine. I would prefer 35s or 30s but ok.
25 ammo in the Light and 30 ammo would be better because you are not always able to web and target paint your target.

And it would be interestening to adjust the Explosion velocity and the Explosion radius of the missiles.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2978 - 2013-12-10 05:00:09 UTC  |  Edited by: Stitch Kaneland
Viceorvirtue wrote:
You have 2 heavy neuts, and you say that it has nothing to do with how fast you kill a dual rep deimos? Assuming he mistimed his cap booster yes hes going to die very quickly to just about anything because he relies entirely on having cap to be able to tank any damage at all.

Basically you are showcasing how polarized the weapon system is: if you can kill something with it you fight it and if you have to ever reload you don't take the fight. Against cruisers dual heavy neuts take out nearly their entire capacitor, 1200gj neuted total. This turns off any active tank they may have and any active resists, additionally they are scrammed and webbed so you can actually apply the majority of your damage with percisions or cn.

The problem here is it is basically useless if you end up having to reload or swap ammo, and even then you have to fight under ideal conditions for you which means going after cruisers and hacs that are scram/webbed and likely neuted out. You aren't looking for fights with rlml or rhml, you are looking for ganks where you are gaurenteed to kill 1 or 2 things then leave. This is poor design imo because it prevents you from really getting into an interesting fight, or being able to react to the situation if it changes.

Wouldn't you want to be able to fight against more things, or even just have a wider engagement profile? You can drop 10% dps for cruise and actually be able to react to a new ship warping in or multiple ships engaging you. Being able to deal with nearly all ship types with cruise missiles decently or being pigeonholed into only going for situations where you know you can win because otherwise it's a 40 second reload that will likely kill you. I'm not saying the weapon system is unusable, I'm saying it's polarized to the point where there isn't much point in using it comparatively.


Actually those are medium neuts. Secondly, your taking my post out of context. The post was applying directly to moonaura's statement that under any condition, cruises outperform RHML against cruisers. Which my post clearly showed that RHML are better at killing cruisers. Ive tanked a deimos/stratios and vaga without dying and a couple reloads killed them all. I still have plenty of drones to kill with. Plus cap management and warfare keep me busy during reload. Now this is not a playstyle I'd endorse, but adds a new flavor to have fun with when i get bored killing people in my vaga.

I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does.
Arthur Aihaken
CODE.d
#2979 - 2013-12-10 06:07:02 UTC  |  Edited by: Arthur Aihaken
Cardano Firesnake wrote:
40s reload time is fine

No, the 40-second reload is not fine. It doesn't work in PvE and you only have to last 40-50 seconds against an opponent that uses RLMLs or RHMLs in PvP. After that, if he can't disengage or call in reinforcements in - he's dead.

Stitch Kaneland wrote:
I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does.

It's an interesting fit, to be sure - so kudos on the creativity. I'd love to have a friendly dual with you sometime - I'll bring a Navy Raven with cruise missiles and we can put your RHMLs to the test. Twisted

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

Stitch Kaneland
The Tuskers
The Tuskers Co.
#2980 - 2013-12-10 06:20:36 UTC
Arthur Aihaken wrote:
Cardano Firesnake wrote:
40s reload time is fine

No, the 40-second reload is not fine. It doesn't work in PvE and you only have to last 40-50 seconds against an opponent that uses RLMLs or RHMLs in PvP. After that, if he can't disengage or call in reinforcements in - he's dead.

Stitch Kaneland wrote:
I've killed scorp navy issues with that phoon. Still got 300 dps in drones to wittle them down between reloads. Stop acting like time stops when you reload and you're stuck twiddling your thumbs. In a BS you should be using an active tank with RHML for surviving the reloads. That fit is capable on fill tilt (overheat, ogres and rage) to put out 1441 paper dps. Do you know how fast I can bring damage down to a workable level for my tank with that? Most bcs will die within the reload. Or 1-2 hacs. So don't tell me my fights won't be interesting. Its about target management and ship specialization. Its meant to kill hacs, and it does.

It's an interesting fit, to be sure - so kudos on the creativity. I'd love to have a friendly dual with you sometime - I'll bring a Navy Raven with cruise missiles and we can put your RHMLs to the test. Twisted



Well if its BS vs BS it wouldn't exactly be fair to use anti cruiser size weapon againt you. However, if you're so inclined we could go out to sisi and duke it out there for lulz or I may be returning to hisec in a week or so. We could duel then perhaps?