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[Rubicon] Rapid Missile Launchers - v2

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3001 - 2013-12-10 12:37:16 UTC
scorchlikeshiswhiskey wrote:
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?


Except we (I mean the people I fly alongside, and myself in the guise of my alt) do use them, and actively encourage their use.

So I don't think this debate is in any way uninformed.

Now granted, I have been playing the game for long enough to get good skills for a number of racial specialities. Perhaps you have not and are currently pigeonholed into missiles. If this is the case, I would encourage you to try the sacrilege for skirmishing. I think you'll be pleasantly surprised.

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".

Arthur Aihaken
CODE.d
#3002 - 2013-12-10 12:38:28 UTC  |  Edited by: Arthur Aihaken
Comprehensive Medium Missile Analysis
Following is a medium missile damage application analysis. The test case was a base Tengu with 3x Ballistic Control II modules on a V-skilled toon and no implants. Weapons compared were T2 versions of rapid light missile launchers, heavy assault missile launchers and heavy missile launchers - all utilizing standard Caldari Faction Scourge ammunition. Both ammunition capacity and reloading time were factored into potential damage. Damage enhancement options were i) base (no rigs) and ii) rigs (2x T2 Rigor, 1x T2 Flare). These were further enhanced as follows: a) no electronic warfare, b) a single 60% stasis web and c) a single 37.5% target painter.

The results were graphed as a % of maximum damage application, using rapid light missile launchers as the baseline. When you see any bar "plateau", that means you're doing 100% damage application for that configuration (this doesn't necessarily translate into 100% DPS, however - since I'm not factoring in shield, armor or hull resistances).

Note: The spreadsheet utilizes the exact in-game missile formulas from EVE, so the results are fairly accurate.

Tengu Missile Comparison, Base
First up, a base Tengu with no electronic warfare. You can instantly see the difference rigs make, although for RLMLs there's almost no benefit if you're hunting anything larger than frigates. For HAMLs and HMLs, rigs benefit damage application to all ships smaller than battlecruisers. The damage application bump from using HAMs with rigs is just insane, and it's pretty-clear that HAMs are ideal for taking on anything from frigates to cruisers. No surprises with HMLs, other than RLMLs actually outperform them against cruisers (even with the 40-second reload). It's not until you start utilizing HMs against battlecruisers and battleships that they begin to truly shine. The effects of CCP Fozzie's HML nerf are fairly apparent.

Tengu Missile Comparison, Stasis Web
Next up, we add a single 60% stasis web to the fit. Again, this has almost no benefit for RLMLs except against interceptors - but a single web with rigs puts HAM damage application to 100% for anything destroyer size or larger. Since HAMs typically have shorter range, this is actually a good pairing. A similarly-rigged HML setup also achieves 100% damage application starting with cruisers, although you sacrifice your range advantage.

Tengu Missile Comparison, Target Painter
Finally, we swap the stasis web out for a single T2 target painter. The big winners here are RLMLs and HMLs, especially considering the extra range on target painters (although the increase in damage application with target painters is still less than with stasis webs). While HAMs also benefit from target painters, damage application is more pronounced with stasis webs.

Tengu Missile Comparison, T2 Missiles(addendum)
As an added bonus, I've included a comparison with T2 ammunition (no rigs or electronic warfare). It's kind of an interesting graph, because it really shows under which scenarios Precision, Fury, Javelin or Rage really shine. I was actually surprised to see how well Fury LMs outperformed both Precision and Fury HMs on cruisers (truly scary…) HAMs seem to benefit most from Rage ammunition against battlecruisers and battleships.

Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#3003 - 2013-12-10 13:00:04 UTC
Arthur Aihaken wrote:
Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.


Excellent data-driven analysis which sweeps away all uninformed opinion.

I think the word "suck" is a little emotive compared to the rest of the analysis :) but I generally agree. When discussing fits with corp mates I argue for either HAMs or Cruise. HMLs fall in the middle of the two, and not in a good way.

I don't think HAMs will get nerfed, because you need to be in scram range to make them work so the high dps is justified.

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
#3004 - 2013-12-10 13:07:24 UTC
Stitch Kaneland wrote:



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.
I'm now so excited, 1 ship that can fit RHML will actually work with them; in the strictest of conditions, with the right missile loaded prior to the fight and only if he is alone.

That surely justifies keeping the weapon system.

NB; Sorry forgot to add, it is also the only battleship to get a useful bonus (7.5% Damage) So now we have a whole weapon system designed around 1 ship and not even a Caldari 1 at that.


***Stitch, I'm not having a go at you, it is actually good to see someone has found a use for them.. Regardless of how limited a use it may be.
My point is, CCP obviously did not think about how these new launchers would be used or how the bonuses on the ships that could use them would be far less than usable. ROF bonuses with a burst weapon are about as much use as a used teabag.

Delivering 400 dps in 48 s with bonus or 53 s without, then no dps for 40 s. Does the 5 second faster delivery really matter that much, except in the exact right situation?

Would you have killed that Demios in 7 volleys had he been able to pull range on you so you could not web / neut him or would you have died horribly while reloading?

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.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#3005 - 2013-12-10 13:16:42 UTC
Sgt Ocker wrote:
Stitch Kaneland wrote:



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.
I'm now so excited, 1 ship that can fit RHML will actually work with them; in the strictest of conditions, with the right missile loaded prior to the fight and only if he is alone.

That surely justifies keeping the weapon system.

NB; Sorry forgot to add, it is also the only battleship to get a useful bonus (7.5% Damage) So now we have a whole weapon system designed around 1 ship and not even a Caldari 1 at that.


***Stitch, I'm not having a go at you, it is actually good to see someone has found a use for them.. Regardless of how limited a use it may be.
My point is, CCP obviously did not think about how these new launchers would be used or how the bonuses on the ships that could use them would be far less than usable. ROF bonuses with a burst weapon are about as much use as a used teabag.

Delivering 400 dps in 48 s with bonus or 53 s without, then no dps for 40 s. Does the 5 second faster delivery really matter that much, except in the exact right situation?

Would you have killed that Demios in 7 volleys had he been able to pull range on you so you could not web / neut him or would you have died horribly while reloading?


No, i agree with you. I'm not a huge fan of the RHML. It is a niche weapon, effective only on certain ships. Since i'm a minmatar pilot, the phoon FI is my best choice for RHML. However, the point i was making in that post, is that RHML apply better dps to cruisers than cruise missiles do. Therefore, the anti-cruiser weapon, actually kills cruisers better than cruise missiles.

If it was a single deimos, no, he would not be able to break my tank. That phoon has a sustained tank of 664 dps before heat. I would at least be halfing the deimos dps with my resistances. More than enough cap boosters to burn back to gate and tank him.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3006 - 2013-12-10 13:18:21 UTC
Arthur Aihaken wrote:


Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.


Yeah this is nice.

HAMs are effective if you have web or painter support - which you really ought to, given that the entire reason for using HAMs is to take advantage of its range advantage over other short-range weapons. Someone was criticising the missile velocity bonuses a while back, but the range-bonused hulls are particularly useful for this, as they take HAM range out across the important 20-30 km ish window, as well as making LMs much more useful against fast frigates. For HAMs, there is a bit of a contradiction in terms of the difficulty of webbing something at 20 km, but the ubiquity of links and the value of a range-bonused webber in terms of range control in a skirmish gang goes a long way to mitigating this.

HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable? I think we all agree that HMs need fixing, but it's not clear which of more base damage or more precision they need. I lean towards more base damage, although some combination of the two would also likely work.
Luwc
State War Academy
Caldari State
#3007 - 2013-12-10 13:41:39 UTC
Sorry Rise,

I did not know that a Mental disorder is a requirement to be hired by CCP.

Explains a lot.

http://www.youtube.com/watch?v=aZ0k0ioROUo

How about you start keeping what you promised instead of putting red paint on Drakes and bullshit such as balancing nobody wants and needs.

EVE : A future parody

http://hugelolcdn.com/i/267520.gif

Mike Whiite
Deep Core Mining Inc.
Caldari State
#3008 - 2013-12-10 13:42:11 UTC
Would there be any ground for a module next to the BCU?

lets say a Balistic Guidence Unit.

where a T2 BCU gives 10,5 % RoF and 10% Damage

a T2 BGU would do something like 10,5 Ro and x% Explosion raduis reduction. (I'm not going to burn my hands on an exact number)

or an unit with an explosion velocity and a Damage bonus.

this will ballance it´s self due to the fact that they are al low slot modules, fitting one over the other will lower your damage potential over your precision.


I can´t see the damage in creatinmg these options, though I might be overlooking something.

Sgt Ocker
What Corp is it
#3009 - 2013-12-10 13:42:43 UTC
kurage87 wrote:
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.
They are there, just look at the killboards. Funnily enough I found 1 RLML fit tengu amongst them. P

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.

kurage87
EVE University
Ivy League
#3010 - 2013-12-10 13:48:18 UTC
Arthur Aihaken wrote:
Comprehensive Medium Missile Analysis

snip

Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.

Since you didn't mention any fittings, I assume all the targets are naked? So, no AB or MWD.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3011 - 2013-12-10 14:05:45 UTC
kurage87 wrote:
Since you didn't mention any fittings, I assume all the targets are naked? So, no AB or MWD.


Click the links and you'll see.
Fourteen Maken
Karma and Causality
#3012 - 2013-12-10 14:21:12 UTC
Gypsio III wrote:


HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.


Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons.

If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps. Spare a thought for those of us who are not space rich and don't have the skills to fly tech 3 cruisers even if we could afford them. Battlecruisers are oversized hulls in the cruiser class they are NOT the standard, they have bigger sig as a penalty for having better tanking abillities and generally more firepower than other cruisers.
Bouh Revetoile
In Wreck we thrust
#3013 - 2013-12-10 14:24:35 UTC
Moonaura wrote:
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.
As I said, with 250mm railguns a Thorax wont fit anything else. You barely have in fact the PG to fit a MWD with that, and forget any idea of tank. You are also gonna need some sensor boosters.

With HML, three rigs will through you at more than 90km, and you'll still have tank and everything.

Quote:
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.

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.
Your numbers always consider worse cases for missiles (AB Stabber with no rigs for the win...)

Secondly, the Thorax have a bonus to tracking speed. Damage application of railgun Thorax compare to damage application of Navy Caracal.

Yet, your Thorax fit, with close to no tank (3slots armor tank is light), AB for no mobility but the double web, will be good against a brawling frigate or two, but will easily be tackled by a long range frigate which will have then all the time she needs to kill your drones. With an AB, you will *never* decrease transversale enough to hit a MWD frigate. Your Thorax fit of reference is a one trick poney with far less versatility than any missile cruiser have.


Quote:
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!
I don't know what to say if you can't counter a Thorax fleet with a Moa fleet : the only advantage of Thorax vs Moa is utility, largely compensated with firepower, resilience, resistances, passive shield recharge + front loaded repair of the Osprey (+cap transfer). These always have been the advantages of shield in fact. In fleet, utility can go on support ships but firepower and resilience can't.
HAML Caracal in shield fleets are good too : they have good tank, very good mobility, and HAM allow them flexibility, and with support won't have any problem killing whatever you through them at. Versus railguns, they have less tracking problem at short range, and versus blasters they have more range. Kinda like pulse in fact.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#3014 - 2013-12-10 14:49:36 UTC
Mournful Conciousness wrote:

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.

Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).
Fourteen Maken
Karma and Causality
#3015 - 2013-12-10 14:55:51 UTC
Niena Nuamzzar wrote:
Mournful Conciousness wrote:

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.

Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).


turret users and their OPenis envy, it would be cute if ccp didn't take their whinging so seriously
Bouh Revetoile
In Wreck we thrust
#3016 - 2013-12-10 14:59:28 UTC
Arthur Aihaken wrote:
Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.

Good analysis but :
- you don't show the numbers for ship with no prop mod (the case with a scramed MWD ship) ;
- I suspect your targeted ships are without tank : buffer armor tank will kill your speed and even more your proped speed while shield increase your signature, which can increase your missiles damage by between 15 and 30%.
Fourteen Maken
Karma and Causality
#3017 - 2013-12-10 15:05:07 UTC
Bouh Revetoile wrote:
Arthur Aihaken wrote:
Conclusions:
• RLMLs: You get about as much benefit from a single stasis web or target painter, so you might as well use your rigs for tank.
• HMLs: They still suck, man do they suck. The fact that you need full rigors and flares to do 100% damage to battlecruisers speaks volumes.
• HAMLs: The clear winner in all of this, as they have some incredible potential when combined with rigs and webs/target painters (which probably means they're going to get nerfed next).

Comments welcome. Thanks.

Good analysis but :
- you don't show the numbers for ship with no prop mod (the case with a scramed MWD ship) ;
- I suspect your targeted ships are without tank : buffer armor tank will kill your speed and even more your proped speed while shield increase your signature, which can increase your missiles damage by between 15 and 30%.


They are based on ships that aren't moving
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#3018 - 2013-12-10 15:18:57 UTC
Fourteen Maken wrote:
Niena Nuamzzar wrote:
Mournful Conciousness wrote:

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.

Well of course... nerf cruise missiles, light missiles and rockets. Everything that works is OP (cruise missiles) and everything that's broken is okay (heavy missiles).

turret users and their OPenis envy, it would be cute if ccp didn't take their whinging so seriously

We hear now that even HAM's are a bit too good and close to OPness, which is probably true in their minds, considering they're secretly hoping for every Caldari pilot to be a tankless Kamikaze, flying only with DC and feeding everyone on the field easy kills.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#3019 - 2013-12-10 15:22:20 UTC  |  Edited by: Stitch Kaneland
Moonaura wrote:
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? no, testing was done on test server. Im sure theres a kill board somewhere to find the kills

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. right, except we are talkin RHML, not torps, ogres are for BS or bc. Not cruisers.

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 taken out.please reread my op, i specifically stated that furys are used strictly for BS or BC. Im using faction or precisions

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. have at it, like i said previously, i wont start lobbing missiles until scram/web is acheived, and could happily ignore the dps of a falloff vaga in that fit. If you wanted to do real dps, youll need to be closer, at which point youre more in web range now

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.again no missiles shot at you. Meabwhile your friends may derp and i can kill them instead. Or if youre just going to kite around, ill just burn to gate and leave

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.you mean until my neuts turn off your ab?

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. now, we return to the volley dmg. My RHML cycle every 2 sec roughly i believe. Your asb every 4 if xl fit. There are very good chances to alpha through your shield and bleed armor or structure once youre webbed/neuted/scrammed

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. again, target management. If im not doing damage to you, then ill kill a friend

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.except if said vaga stays out of web range. Also your fit is completely gimped. Mine could at least still engage a bs if needed. You may have the dps, but no tank

Yet you still think the RHML is better?


See bolded. Please tell me the numbers you're quoting are not fury missiles, or I'm going to be sad. Show with faction and precision. I would happily fight anything on the test server you can bring in my phoon. Granted you'll need to share fit too as I'm at a slight disadvantage since you know my fit. But I don't know yours.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#3020 - 2013-12-10 15:42:48 UTC
Fourteen Maken wrote:
Gypsio III wrote:


HMLs - you say you need rig/tackle support for full damage from HMs to a BC, but I think this only applies to an ABing one. Do you think that's unreasonable?.


Yes that's completely fk'd up, HML's RLML's and HAM's are cruiser weapons, not just battle cruiser weapons.

If you look at the sig resolution on medium turrets they are all set to 125m, which shows medium weapons are designed to hit other cruisers for full dps under optimal conditions... all except HML's which no matter how many implants and painters you put on won't hit a cruiser for their full dps.


But the entire purpose of an AB is to produce a speed-tank effect. Given that AB on a BC is normally a pretty bad idea, and that the small speed-tank effect vs. HMs is readily countered by a single web or painter, I don't think this is significant problem. We all agree that HMs need help, but I'd prefer the help to be in terms of raw DPS, not precision.

I'm not sure what point you're trying to make with the rest of your post, because all turrets hit all targets for full DPS under optimal conditions - the problem being the flexible nature of "optimal", the relative difficulty of achieving it and the circular logic of the statement! And because you don't actually define the cruiser being referred to. While it's certainly true that some small cruisers have sig radii smaller than HM explosion radius of 105 m - Stabber 100 m, Guardian 70 m, there are good balance reasons why these ships are hard to apply damage to. Since improving raw HM damage would also improve its applied damage against such a ship, I think it's shortsighted to focus on a need to apply "full" damage, whatever that may be, without reference to what that damage actually is.

Alternatively, you could devise a new missile formula that enables any missile to deal full damage to a sufficiently slow target. Some might criticise it for homogenisation with turret mechanics, but the devil is in the detail. Smile