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[Rubicon] Rapid Missile Launchers - v2

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Author
Moonaura
The Dead Rabbit Society
#2981 - 2013-12-10 06:42:26 UTC  |  Edited by: Moonaura
Stitch Kaneland wrote:
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.


I'm going to assume you're killing these ships with an alt right?

Lets discuss the on paper 1441 paper dps? Sounds great doesn't it. Its those sort of numbers that Typhoon pilots have been talking about since I started playing this game, not really accounting for the fact Torpedos hit terribly, Ogres are slow, and Autocannons mostly work in falloff.

First off, if you use Fury's (Rages are for HAM's, torps etc) for the RHML, then you absolutely must pick the right HAC to fight against - and he must be stupid enough not to shoot your drones while you're doing nothing, where I fly, those are often the first things to get targeted.

It's all about slowly declawing your opponent like the bad kitty he is.

Right now I've been testing a Vagabond to take out with a couple of friends.

Against your Typhoon - first off it out runs the Ogres, and as I said, I would shoot them either way, and happily shoot your spare medium and smalls.

If you can't web me, the Vagabond only takes a 103 DPS off the missiles. That is before resists. After resists (I'll be overloading for the start of the fight) that means you can hit me for 29 DPS a second. For 50 seconds.

How is that paper DPS looking?

But you do have a MWD - and if I do fit a AB Vagabond, then, I'll be honest - you're going to catch it.

Things change dramatically now, but please remember - the first thing I do after I've pointed you back - is shoot your drones - all you have left now are your missiles.

You've got me webbed. Pointed. Cap draining me.

That leaves you doing 231 DPS - that is what you will hit a Vagabond for.

After resists (again assuming you're using the best possible missile against me) means you're real damage is 64 DPS.

Now, the kicker here of course is that I'm being cap drained. And that is the real bummer here.

This is a pain. My invul will go off, as will my AB. But I can still tank you happily with the ASB fit.

Your DPS now: 542 DPS. After resists that is 238 DPS.

Want to know what the tank on the Vagabond is? 1141 hp a second- that is with no invul, no implants and no blue pill.

All of these numbers are for your 50 seconds of ammo. For 40 seconds you're not even doing any damage at all.

Now sure - I'll eventually have to reload the ASB, but I'll do that while you're not shooting for 40 seconds, giving me 20 seconds of down time where i'll rely on my shield buffer briefly and then I'm all set again.

You better hope I don't have friends - because its going to take a damn long time to kill me. You might even run out of ammo if you're rammed full of 800 cap boosters.

Now. If you brought that Raven I mentioned earlier - it will hit my poor little Vagabond for 600 DPS. And it doesn't need to reload for 40 seconds - allowing you to find my worst resist. So it does more damage. Doesn't have to reload every 50 seconds. And it has a Heavy Cap drain that reaches twice as far as your Typhoon's do and does the same cap drain.

Yet you still think the RHML is better?

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2982 - 2013-12-10 07:17:18 UTC
Moonaura wrote:

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

My alt could try it on TQ if that's fine with you..
Moonaura
The Dead Rabbit Society
#2983 - 2013-12-10 07:25:33 UTC
CCP Rise wrote:
I'm going to add some more words to this fairly bizarre thread!


I've been thinking about this line CCP Rise.

The fact you think this thread is bizarre, I think says a lot about the whole way you've approached this thread from day one.

When people gave you negative feedback on the new SoE battleship you designed, saying it needed a range bonus to the large reps - you went - okay - and gave it to them (It looks fun btw)

When people told you 40 seconds reload time is truly awful for so many reasons - you didn't answer for a long, long time, then said there was no constructive negative feedback and so you were leaving it as it was.

Since then , we've given you pages and pages of detailed explanation's of how this stuff works. We've had to deal with every Gallente FW troll saying Missiles are overpowered - and shown time and time again how that simply isn't true.

You have to appreciate, many of the users of missiles here are not unsurprisingly Caldari pilots. I've had pilots e-mail me after reading this thread - here is a real quote from a player who contacted me in this game:

Quote:
It's refreshing to see someone still trying to use Caldari and/or missile doctrine for something other than entry level pve. lol I've pretty much given up on Eve because I feel like my Caldari/missile skills are a complete waste.


Add that to the countless others in this thread saying similar things as well as a new rage thread on missiles kicking off on these forums, and it is all painting a very clear picture of underlying sentiments.

I'm against making missiles OP. I'm not suggesting that, but what I am suggest is, they simply don't work anything like as well as you think they do, and given the choice between taking out a gun boat or a missile boat - you'd be mad to fly missiles.

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

Moonaura
The Dead Rabbit Society
#2984 - 2013-12-10 07:26:20 UTC
Niena Nuamzzar wrote:
Moonaura wrote:

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

My alt could try it on TQ if that's fine with you..


Of course. E-mail me a time you're free and I will be there.

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

Edward Olmops
Gunboat Commando
#2985 - 2013-12-10 07:27:03 UTC
Meanwhile, what I dislike about modules with really long reload timers (ASB, AAR, RLML) is that I never know how long the reload is going to take from a certain point. 30 seconds still? 15?
I sometimes look at my crimewatch timers when I start reloading to have an idea. So for me THAT is the unfun part.

Could reloading in general maybe get a circular progress bar like module activation has? (color/blinking to tell apart from activation)
Sgt Ocker
What Corp is it
#2986 - 2013-12-10 08:00:02 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.
So in saying that what can someone with less than perfect skills expect to see that will at least give them the motivation to continue training missile based weaponry.

Right now. With specialization to 4 and supports to 4 I have 3 times been unable to kill a T1 frigate with 18 volleys (got 1 into structure, my best effort). I will admit I am not the best pvp pilot eve has ever seen, in fact far from it. I have been lucky on the few occasions I tried RLML in that I was able to warp off before being pointed by my potential target but having just under 24k range with precisions I am not game to go out and try again.

I don't mind the short range on RLML precisions and would be happy to fight at shorter ranges as long as I thought I had a chance of winning. This I know is the risk everyone takes when engaging in pvp, the difference is with all other weapons your not going to run out of ammo in under 1 min. If I were using light missile launchers on a condor and found after 30 volleys i was not going to kill my target i would get out of there and look for something else. ( it has happened)

I really don't like the 40 second reload or the fact it is a blind reload, unless you have a stop watch next to you the reload seems to take mins not seconds.

With another 102 days to get my missile support skills to 5, in the hope I may be able to do what I could with a caracal prior to Rubicon. Is it worth the time or would I be better off putting that time into turrets?

Quote:
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.
How about a compromise. Give us back the old launcher with a reduced missile capacity (say 60) and lowered damage, keep the new burst RLML. Let players decide by having "choice" rather than forced change.
If the new launcher continues to see a lot of use then you have a better, fairer way of judging the success or failure of the changes.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Moonaura
The Dead Rabbit Society
#2987 - 2013-12-10 08:35:04 UTC
Bouh Revetoile wrote:
Ugly quote2quote :
Moonaura wrote:
Hey Bouh its been a while. You still haven't taken me up on my offer of testing my Thorax vs any Frigate you'd like to bring on SISI. Strange that.
Sisi not installed, and no time for that.


But time to write long replies here? Curious. Don't worry, eventually I'll be bothered to make a video or something instead.


Bouh Revetoile wrote:

*Rails can reach far further than Missiles.
On range bonused hull, maybe ; otherwise, no. And absolutely not with the same level of effort. You can reach 95km with a Thorax if you fit for all range (250mm railguns, and all range bonuses you can fit ; notice you can't fit any form of tank with 250mm railguns). HM reach this with 3 rigs.


A Thorax with 250mm Rails in and no mods at all can reach 71 km and do 169 DPS with Spike Ammo.

A Caracal with Heavy Missiles in and Fury's will reach 70km and do 202 DPS

Factions in, I grant you, I can reach further, but now DPS is 172 and reach 94 KM. But it takes a while to get there... and we all know how well Heavy Missile hit don't we?

And you could always fit a Tracking Computer, Or Tracking Enhancers Or Rigs on your Thorax. And don't forget the Caracal is getting a 50% range bonus.

If I were to make it fair and give the missiles to an unbonused missile cruiser so we are like for like here, the Bellicose - then it can only reach 63 KM with Faction in, and just 47 with Fury. So yeah, an unbonused Rail ship easily out reaches missiles. The Bellicose only does 162 on Paper DPS with Heavy Fury's in, compared to the Thorax with Ammo in for that range doing 170 - that is without drones of course.

So yes - Rails reach further than Missiles - even on ships without a range bonus.

Next.

Bouh Revetoile wrote:

*Rails can do more DPS than Missiles - even HAM's.
Granted since the medium turret buff HM might need a little love, I already said it. HAM though are fine IMO : they have pulse laser dps (or more) with pulse laser range. They don't have pulse laser tracking problem at short range, but they have their damage application problem against frigates. Add no cap use and selectable damage, and that seems fair to me.



Yes, Lasers are terrible at tracking close range, but only if you orbit with them. If you stop - or move towards or away from a target, they will do close to full damage.

The range of Pulse's is well known. That is why they are so popular on battleships.

As shown - with Rails - the Thorax does more damage than the missiles - albeit with having the right ammo loaded and being affected by transversal. But again, Heavy Missiles we know only hit for around 50% of their actual DPS without target painting, and at long range target painting is dramatically reduced. Once you hit the 45km range and into falloff they don't really add much. Rails on the other hand... well, you can make those more effective in a number of ways.

So yes, Rails do more DPS than Missiles.

Next.

Bouh Revetoile wrote:

Bellow 20km, railguns wont apply any dps to a frigate correctly flying.


Duh - thats why you have mid slots free to control the fight. The Thorax is so good at this its hilarious, and it utterly wastes a perfect tank Incursus in seconds at 5km and Javelins in.

If you want to use Blasters and not use webs - there is your solution right there and DPS and tracking close range increases dramatically.

Next.

Erm, it won't let me quote anymore but... but yes...

As for Null being OP, I'm not sure they are over buffed - the range on them is terrible - and I agree that for years Gallente sucked. CCP changed all that though for two of the years you've been playing, when they released Crucible. Not only did they buff hybrids, they nerfed missiles (dramatically) and all ship balancing has made Gallente far more agile than before, so they are very good with a MWD. With the mid slots they can control fights more, and against the ships you come across more often in FW - Caldari ships - they hit those big fat signatures happily.

I appreciate why you're flying Gallente ships in FW, I've been on both sides of the fence in FW and FC'd gangs as large as 70+ ships in system defences before now, I've also flown under Tekitha when Drunk and Disorderly were still around, albeit after they left FW - my corp was one of the few set to -10 by them I found out after we joined them, so we must have been doing something right in FW. The reason Gallente won the war was they were better organised. By a big margin. I remember one system defence, they cyno'd in prefit cruisers to replace losses - trust me Caldari never even got close to that sort of level of organisation and the infighting was hilarious - several Caldari corps in FW were at war with each other.

But I also think the ships involved are far better for Gallente to defend plex's with. They can camp a button / entrance and bring enough EHP and logistics in to make it very hard to break them. I've tried to counter Thorax's with Moas - with the signature / cap / DPS issues, they struggle to compete. That was before the resist nerf. I can't imagine having less resistance has made them any better!

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#2988 - 2013-12-10 09:33:47 UTC
Moonaura wrote:
Arthur Aihaken wrote:
Moonaura wrote:
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.

Which basically leaves us with HAMs. So we lose any range advantage in exchange for marginally better damage application and improved DPS. If I could run six cruise missile launchers on my Tengu, I know what I'd be running...



Well... about the HAM's lol....

Lets see what those puppies do against those same Cruiser targets huh?

Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)

Against another Caracal: 230 DPS

Against the Thorax: 161 DPS .... ahahahahahahahahahaha

Against the Stabber: 103 DPS ..... muhahahahahaha

WTF!!!!

Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.

Against another Caracal: 140 DPS.... ahahahahahahahahha

Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself...

Against the Stabber: 61 DPS.

Epic. Just Epic.

Yes the HAM is what we are left with.

Or maybe... just maybe - Screw Missiles.

Lets add a Rail Fit Thorax and its Drones against those same ships for old times sake and see why Missiles are utterly... utterly pointless for Cruisers. Because people moan if I don't fit a tank - the Thorax only has a single DPS module in the lows.

Against the Caracal, it does 329 DPS

Against another Thorax, it does 263 DPS

Against a stabber 222 DPS.

Now - the caveat, is of course, that it doesn't always hit like that and some of the DPS is drone based. But consider I'm on a tight one vs one orbit here. In a small gang, flown and fit properly, a thorax will consistently do twice almost twice DPS of the HAM's.

Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.



You overestimate a little bit how much turrets will hit. Agaisnt bad players they are far superiuor. Agaisnt good players turret loose easily half their damage.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2989 - 2013-12-10 09:43:35 UTC
Moonaura wrote:
Well... about the HAM's lol....

Lets see what those puppies do against those same Cruiser targets huh?

Against the AB fit Cruisers - the ships they are designed to hit a three BCU Caracal with HAM's and Faction Missiles (The best ones for hitting targets with) - On Paper DPS: 395 DPS (Oh dear)

Against another Caracal: 230 DPS
Against the Thorax: 161 DPS .... ahahahahahahahahahaha
Against the Stabber: 103 DPS ..... muhahahahahaha

WTF!!!!

Okay... I'm being unkind, lets really ramp up the DPS and use Rage missiles! Peak DPS now up to 464 DPS over 25km.

Against another Caracal: 140 DPS.... ahahahahahahahahha
Against the Thorax: 96 DPS.... oh dear, I think I just hurt myself...
Against the Stabber: 61 DPS.

Epic. Just Epic.

Yes the HAM is what we are left with.

Once more, this is why all my future gangs I'm arranging don't use missiles, and are not Caldari.


But you do organise gangs consisting of webless ABing cruisers? Because that's what you've given us numbers for.

Seriously, what is this? Are webless ABing cruisers the mainstay of FW? These fits look crazy to me. Why would you insist on using HAMs without web support when you know how much they benefit from webs, both in terms of range control and damage application?

Give us realistic numbers or none at all.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#2990 - 2013-12-10 10:12:26 UTC
CCP Fozzie wrote:
Hey guys. As I'm sure you know, we're keeping an eye on how people are using the new Rapid Launchers, watching how people adapt to the new strengths and weaknesses of them and keeping a close eye on the metrics surrounding them. We're also getting some good experience flying with them on our own player characters in a live environment. Rest assured that we're not ignoring these modules.

As a quick tidbit of metrics for you: Over the last week the number of characters using RLMLs each day was 6.5% lower than the pre-Rubicon average. We were actually expecting the decrease to be a bit more significant at this point, and this easily falls within acceptable ranges.

Thanks as always for the continued feedback!


If you say it's 6,5% below the pre Rubicon average, I've no reason to doubt it.

though could you tell us a little bit more about those figures?


My own experiance and intel tells me something different.

I do my PvP in lowsec, and I see the less Caracals en they keep lowering, a lot are being replaced by Drakes and that mostly because people in my proximaty are training their gunnery skills to make the switch.

the other thing is, I see the Caracal removed from the top 20 list.

That entire list doesn't shine for missiles as a weapon system.

Aside for the the bombers (as I mentioned in an other mail 3 Direct bonuses on the weapon system) and the Tengu (also 3 direct bonuses on the weapon systems) both with a high survival %. there is the crow of course but that isnt there for it's abbility to make kills.

the weapon system is the same or worse.
There is the Torp launcher, Weapon of choise or bombers and much used for poco bashing.

and at 19 and 20 there are light missiles (are those from RLML? maybe I can't see they could be rom those crows as well)

I know those numbers are flawed but that is the intell I got.

together with the exceptional long training time in consideration with other weapon systems.

give me the idea missiles are in a sore spot.






Personaly I think the biggest problem is the lack of ships to be able to engage a wide number of targets.

I believe that the new RLML is valuable in groups, though the old one was as one of the few if not the only missiles systems able to engage a wide number of targets, meaning both small and medium targets, that is why it was fairly populair in small gangs and solo.

The new RLML pushed it to a nich role, leaving more and more missile ships under par or small gangs and solo.

the smal missiles work fairly well.

medium are under par at the moment, lacking range or precision to be useull in smaller groups.

torps work well on overly bonused hulls, but I think that they´re actualy lack range and damage projection.

Cruise missiles are uite alright I think.

Problem is most of the the time, due to the missiles properties (always hit, no need in piloting the ships arround for good damage) a ship that becomes useull or small gang and solo PvP tends to become even more useull for blob PvP.

As I stated before missiles lack the variables to easy adapt on one situation or the other (in both OP or Uselesness).

So I think there should be an major overhaul, without making them the same a guns but with more possablilities to adapt the system.

I know these aren't solutions, though they are an atempt to give you more insight in our questions and the ideas behind the numbers you guys get.





Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2991 - 2013-12-10 10:15:57 UTC
Reading Rise's rational for the change in rapid missile launchers, the change seems sensible to me. RLMLs are anti-frigate measures pure and simple. Like putting small blasters on an ishtar (which I do).

RHMLs are anti-cruiser countermeasures. Although to be honest, my experience is that cruise missiles coupled with a target painter are extremely effective against cruisers too.

We find HAMs very effective when mounted to our sacrileges (with web and scram).

Heavy missiles are no longer OP. They deliver consistent medium damage of any type at any range from point-blank to long-medium. This is something no gunnery system can do, so in my view they have a very real role when used in a squad. I don't see them as useful in 1v1 encounters, but that's not unusual in Eve.

Nothing in the current iteration of missiles would cause me to deter a new pilot in our corp from training missile skills.

I would however, encourage him to keep one ship fitted with RLMLs, one with HAM and one with HM so that he could pick the right ship to counter the right threat.

On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.

I would encourage everyone here to log on to sisi with a pair of cruise-fitted ravens with a couple of target painters each. Laugh as you destroy HAC after HAC before they can get anywhere near you, or even align to warp out.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Sgt Ocker
What Corp is it
#2992 - 2013-12-10 10:19:23 UTC
TrouserDeagle wrote:
Arthur Aihaken wrote:
TrouserDeagle wrote:
On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons.

On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you?


not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones.
Simplify it for you.. Look at the top 20 ships and find 1 that is capable of fitting RLML, aside from all the tengu kills which is pretty much 1 large nulsec alliance using a Ham Tengu doctrine in the current war.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Fourteen Maken
Karma and Causality
#2993 - 2013-12-10 10:34:33 UTC  |  Edited by: Fourteen Maken
Mournful Conciousness wrote:
Reading Rise's rational for the change in rapid missile launchers, the change seems sensible to me. RLMLs are anti-frigate measures pure and simple. Like putting small blasters on an ishtar (which I do).

RHMLs are anti-cruiser countermeasures. Although to be honest, my experience is that cruise missiles coupled with a target painter are extremely effective against cruisers too.

We find HAMs very effective when mounted to our sacrileges (with web and scram).

Heavy missiles are no longer OP. They deliver consistent medium damage of any type at any range from point-blank to long-medium. This is something no gunnery system can do, so in my view they have a very real role when used in a squad. I don't see them as useful in 1v1 encounters, but that's not unusual in Eve.

Nothing in the current iteration of missiles would cause me to deter a new pilot in our corp from training missile skills.

I would however, encourage him to keep one ship fitted with RLMLs, one with HAM and one with HM so that he could pick the right ship to counter the right threat.

On the subject of cruise missiles, the recent buff took them well into the realm of OPness. I think the reason we don't see large fleets of them has more to do with inertia than facts.

I would encourage everyone here to log on to sisi with a pair of cruise-fitted ravens with a couple of target painters each. Laugh as you destroy HAC after HAC before they can get anywhere near you, or even align to warp out.



Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure Roll

EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2994 - 2013-12-10 11:11:26 UTC  |  Edited by: Mournful Conciousness
Fourteen Maken wrote:

... snip...
Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure Roll

EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact.


When I started playing eve, I flew gallente through random chance. Back then, Caldari and minmatar were the races of choice. I realised my mistake fairly early on but persisted with gallente since that's what I had started with (at least on this character). Just to be clear about this, Gallente really, really sucked at PVP. They were a laughing stock. But I persisted anyway.

I have another account who started training exclusively caldari ships, so it's not like I have some racial bias that I'm trying to push.

I happen to prefer the armour doctrine because I live in a C6 WH and armour works best there for a number of reasons, so have always made do with armour in gang and solo pvp.

In fact, in my post above I mentioned the Sacrilege. Any pilot who asks what ship they should train for gets told, "sacrilege or ishtar" because I think they are both excellent for combined pve/pvp ops in wormhole space. The sacrilege, the last time I checked, was a missile ship.

This toon would happily fly one if he had the missile skills to make it worthwhile. My other toon does have the skills, but recently has been given the role of fleet booster. He flies a damnation (missile) or neut eos (with crappy drone skills and zero gunnery).

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

kurage87
EVE University
Ivy League
#2995 - 2013-12-10 11:20:22 UTC
Sgt Ocker wrote:
TrouserDeagle wrote:
Arthur Aihaken wrote:
TrouserDeagle wrote:
On the grand list of weapons that people are actually using it pales in comparison to Blasters, Rails and Auto Cannons.

On the grand list of weapons, light missile launchers appear twice - in the #19 and #20 positions, respectively. You'll note the complete absence of rockets, rapid light missile launchers, heavy missile launchers, heavy assault missile launchers, rapid heavy missile launchers and cruise missile launchers. I think that's telling, don't you?


not really, since it's always the missile that shows up on the kill, rather than the missile launcher, and I'm guessing eve-kill have filtered those out like they have with drones.
Simplify it for you.. Look at the top 20 ships and find 1 that is capable of fitting RLML, aside from all the tengu kills which is pretty much 1 large nulsec alliance using a Ham Tengu doctrine in the current war.


I'd heard that 250mm rail tengus are currently a popular null doctrine, I hadn't heard about the HAM one.
Sgt Ocker
What Corp is it
#2996 - 2013-12-10 11:49:42 UTC
James Amril-Kesh wrote:
The only challenging target I've so far faced outnumbered me three to one, but I also killed a Caracal which went down very fast. So I'm not really giving any meaningful data here. All I know is that the damage is pretty fantastic while it's shooting.

Moonaura wrote:
James Amril-Kesh wrote:
But I'm sure that if I had approached the fight differently I would have been able to win it.


By flying something that didn't use missiles and didn't stop shooting for 40 seconds? lol

I made poor choices in which to shoot first, which to neut, and which to put my ecm drones on. The RHMs weren't the problem.
I'm curious. Had the phoon been fit as you used it prior to RHML's, do you think the result of the fight would have been different?

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Fourteen Maken
Karma and Causality
#2997 - 2013-12-10 11:55:29 UTC
Mournful Conciousness wrote:
Fourteen Maken wrote:

... snip...
Love the way people who only use turrets and drones talk about the "OPness" of missiles. Of course the reason people dont use them in game is because they don't understand how OP they are, yeah sure Roll

EDIT: looking at your kill board Gallente and Minmattar the only two races you fly... both considered to be the most unquestionably OP races in the game, and it's pretty transparent that the only reason people like you and Bouh and high waisted trouseryness stick your heads in these threads is to draw attention away from that fact.


When I started playing eve, I flew gallente through random chance. Back then, Caldari and minmatar were the races of choice. I realised my mistake fairly early on but persisted with gallente since that's what I had started with (at least on this character). Just to be clear about this, Gallente really, really sucked at PVP. They were a laughing stock. But I persisted anyway.

I have another account who started training exclusively caldari ships, so it's not like I have some racial bias that I'm trying to push.

I happen to prefer the armour doctrine because I live in a C6 WH and armour works best there for a number of reasons, so have always made do with armour in gang and solo pvp.

In fact, in my post above I mentioned the Sacrilege. Any pilot who asks what ship they should train for gets told, "sacrilege or ishtar" because I think they are both excellent for combined pve/pvp ops in wormhole space. The sacrilege, the last time I checked, was a missile ship.

This toon would happily fly one if he had the missile skills to make it worthwhile. My other toon does have the skills, but recently has been given the role of fleet booster. He flies a damnation (missile) or neut eos (with crappy drone skills and zero gunnery).


Well this is my only toon, I am a Caldari role player in faction war and I want to use Caldari ships, we don't need any more broken weapon systems thanks. Raven is good at long range, but not all fights start at long range, you cannot expect your ships to be superior at both long range and short range and call that balance. Turrets have incredible dps in short range engagements, and if you know what your doing it's possible to ensure most of your pvp takes place at that range, long range turrets should not have equal ability with missiles to project dps, they have high alpha and instant dps which means they can be used to devastating effect camping stations, gates, and plexes, and in large fleet battles and incursions... this means that even if they had far less sustained dps they would still see a huge amount of use. Missiles need a role too, and in order to have a role they need to be better at it than the other options why can't you understand that? Just because your not able to MWD up to every ship in the game and melt it with your blasters doesn't mean it's OP.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2998 - 2013-12-10 12:19:05 UTC
Fourteen Maken wrote:


... snip ...

Well this is my only toon, I am a Caldari role player in faction war and I want to use Caldari ships, we don't need any more broken weapon systems thanks. Raven is good at long range, but not all fights start at long range, you cannot expect your ships to be superior at both long range and short range and call that balance. Turrets have incredible dps in short range engagements, and if you know what your doing it's possible to ensure most of your pvp takes place at that range, long range turrets should not have equal ability with missiles to project dps, they have high alpha and instant dps which means they can be used to devastating effect camping stations, gates, and plexes, and in large fleet battles and incursions... this means that even if they had far less sustained dps they would still see a huge amount of use. Missiles need a role too, and in order to have a role they need to be better at it than the other options why can't you understand that? Just because your not able to MWD up to every ship in the game and melt it with your blasters doesn't mean it's OP.


Please don't think I don't understand, I do.

I really do know what it's like to feel that the weapon system you chose is broken (e.g. railguns and blasters 2 years ago).

Missiles are a tricky one to balance. It only takes a smidgeon too much adjustment on the explosion radius/velocity or projection range and they suddenly become very overpowered when compared to guns, which have hard limitations to engagement range(tracking, falloff, optimal).

In their current form, missiles are not useless. HAM with webs are devastating. Given the ability to use any damage type, they are equivalent to autocannons in effectiveness, but without the falloff damage penalty. Heavy missiles are kind of equivalent to railguns, except they don't suffer tracking penalties at short ranges (and believe me for a 250mm railgun 30km is short range if you're moving).

I do concede that missiles (other than HAMs) currently seem to favour fleet warfare over small skirmishes. I don't know if that's intentional on CCPs part. It would certainly match the roles of the racial command ships. For my money I would also say that lasers and the ships they fit onto are better in fleet engagements, while minmatar and gallente ships are better suited for skirmish warfare (except for the oddball new dominix). I just happen to fight in skirmish engagements, which is why you generally see me in a gallente ship. I also generally fly the same ship until it's destroyed. At the moment I'm in a DR ishtar which has so far proven to be very resilient. Previously I used a 1Bn isk hyperion. Once the ishtar is down, you'll see a string of kills with me in a bhaalgorn (it's waiting in Jita to be fitted), and when that goes down - who knows? Maybe a stratios?

The truth I think is that during PVP, like in a real fight, it always feels like you don't have the right gear to win... unless you win. And the other guy feels the same way too.



Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2999 - 2013-12-10 12:27:33 UTC
You know, when someone shows up, who doesn't use missiles, to tell me how they're in great shape I just have to agree. Your logic is infallible.
I, as a missile pilot, personally think that all projectiles are OP because they insta-hit. I don't use them, but I've read some descriptions and forum posts so my opinion is pretty solid.

Is this really the kind of stupid we have sunk to in here?
Sgt Ocker
What Corp is it
#3000 - 2013-12-10 12:36:06 UTC
Moonaura wrote:
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
My JF alt actually flies this (got bored after finishing all JF skills to 5) but with a nano in place of the 4th BCU, it does help. Drones I use Warriors X 2 flights and ECM, I find the warriors are good if something is just outside web range. MJD is a nice asset too if you don't mind runniing a slim tank.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.