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[Rubicon] Rapid Missile Launchers - v2

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Moonaura
The Dead Rabbit Society
#3081 - 2013-12-11 01:05:47 UTC  |  Edited by: Moonaura
Great work Arthur, this really makes clear where these things work and fail.

The Caracal I used was just a buffer fit RLML I actually had fit on my alt pre their nerfing, just a point on it and MWD and three BCU. Missiles were Explosion Precision Lights along with buffer. There was no TP. A TP would definitely have finished him off, but only after 10-12 missiles in. Explosion is the Incursus joint worst resist. The Reactive Hardener meant, that as the fight went on, the better his tank was getting - and it made all the difference when combined with the AB.

The Reactive Armor Hardener was introduced the same time as the ASB, and I suspect, it was there to help with solo play to give armor better tanks against an ASB fit shield ship. Since then, ASB's have been nerfed, and the RAH buffed, so it shifts far quicker and is far smarter now about shifting if there are mixed incoming damage types. If you're in a fight for any length of time, its going to be pretty awesome as things progress.

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

Sgt Ocker
What Corp is it
#3082 - 2013-12-11 01:08:04 UTC
Fourteen Maken wrote:
Gypsio III wrote:
[Caracal, HAM]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Warp Disruptor II
Adaptive Invulnerability Field II
Fleeting Propulsion Inhibitor I

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

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Warrior II x2

Use a 1% PG implant with AWU IV. Switch disruptor for scrambler, web for painter as you see fit.
1881 m/s, 25k overloaded EHP, 395 selectable DPS to almost 30 km, 309 DPS with Jav to 40ish km, 464 DPS to 20 km with Rage.


for some reason with my skills i'd need a 5% pg implant and it costs 200million.

I'll have to stick with RLML until I get around to training for Advanced weapon upgrades, HAM is just not working out with my skills. I hate to do it, but here's another one for the metrics. Pirate
Yes people with perfect skills often forget how important those few skills are.
Shield management 4 to 5 makes a difference of 5k EHP on an LSE caracal. Or the equivalent of an extra LSE.
Missile bombardment 4 to 5 is equal to an extra 6k range, with HAMS.
I find the web is better than TP but is harder to manage as you have less than 2 mins cap it can be hard keeping range.

If you did want to fit that way, you could use CA-1 CA-2 and +3 implant

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.

Arthur Aihaken
CODE.d
#3083 - 2013-12-11 01:12:50 UTC  |  Edited by: Arthur Aihaken
Moonaura wrote:
There is an interesting irony though here as well. The old RLML wouldn't have been even close to troubling an Incursus like that. Its peak DPS wouldn't push the tank anything like as hard, and this Incursus fit means once its shifted, the Caracal DPS drops significantly. It really is a cool little module since they buffed it.

I wanted to ponder this a bit more and check some numbers before replying... In actuality, when you factor in reload times the old RLMLs out-DPS the new RLMLs by about 25% (25.6%, if we want to get technical). What we got with the new RLML was a nerf masquerading as a burst. So no, while the old RLML wouldn't have initially hammered the Incursus - slow and steady wins the race here.

Moonaura wrote:
Great work Arthur, this really makes clear where these things work and fail.

The Caracal I used was just a buffer fit RLML I actually had fit on my alt pre their nerfing, just a point on it and MWD and three BCU. Missiles were Explosion Precision Lights along with buffer. There was no TP. A TP would definitely have finished him off, but only after 10-12 missiles in. Explosion is the Incursus joint worst resist. The Reactive Hardener meant, that as the fight went on, the better his tank was getting - and it made all the difference when combined with the AB.

The Reactive Armor Hardener was introduced the same time as the ASB, and I suspect, it was there to help with solo play to give armor better tanks against an ASB fit shield ship. Since then, ASB's have been nerfed, and the RAH buffed, so it shifts far quicker and is far smarter now about shifting if there are mixed incoming damage types. If you're in a fight for any length of time, its going to be pretty awesome as things progress.

No problem. It's not rocket science, per say... Well, ok - maybe it *is* rocket science, lol. Yes, a TP would've made all the difference. Believe it or not, a single TP would've added 21.4% effective DPS. If you were stuck for mid slots, two T1 rigors would be 94.6% effective (you can trade the last rig slot for a T1 flare to get the remaining 5.4%, although I'm not sure that's worth it). It's actually surprising how under-utilized the RAH is, although I suspect we may see that change in the future.

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

Sgt Ocker
What Corp is it
#3084 - 2013-12-11 01:31:12 UTC  |  Edited by: Sgt Ocker
Arthur Aihaken wrote:
Moonaura wrote:
There is an interesting irony though here as well. The old RLML wouldn't have been even close to troubling an Incursus like that. Its peak DPS wouldn't push the tank anything like as hard, and this Incursus fit means once its shifted, the Caracal DPS drops significantly. It really is a cool little module since they buffed it.

I wanted to ponder this a bit more and check some numbers before replying... In actuality, when you factor in reload times the old RLMLs out-DPS the new RLMLs by about 25% (25.6%, if we want to get technical). What we got with the new RLML was a nerf masquerading as a burst. So no, while the old RLML wouldn't have initially hammered the Incursus - slow and steady wins the race here.
Thanks for the reply to my earlier post. I was finding it a bit hard to get my head around RLML Fury being so effective vs AHAC or even AB cruiser.
But it is a tengu and I would expect a 600mil mini battle ship to perform.

I know this is probably a big ask after all the work you have already done. Would you mind doing a comparison using a rail fit tengu vs missiles. Maybe using faction antimatter and the 2 T2 variants.

I will understand if you don't and appreciate all the information you've put out there for us.

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.

Arthur Aihaken
CODE.d
#3085 - 2013-12-11 02:07:34 UTC
Caracal Frigate Massacre (aka "Catch me if you can!")
5x T2 RLML, Faction light missiles
2x Hornet II light drones
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Cap Recharger II
2x Target Painter II
3x Ballistic Control System II
Capacitor Power Relay II
2x Medium Warhead Rigor Catalyst I
1x Medium Semiconductor Memory Cell I

Cap stable (31.7%).
1881 m/s speed
335 DPS (371 DPS w/drones), 63.3km range
.....

Orbit at a comfortable range and shoot.
• Faction light missiles are 94.9% effective against AB frigates (which you can outrun)
• Faction light missiles are 100% effective against MWD frigates and assault frigates
• Even though MWD frigates are faster, they have to catch-up first (did I mention 63.3km range?)

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

Arthur Aihaken
CODE.d
#3086 - 2013-12-11 02:10:59 UTC
Sgt Ocker wrote:
Thanks for the reply to my earlier post. I was finding it a bit hard to get my head around RLML Fury being so effective vs AHAC or even AB cruiser.
But it is a tengu and I would expect a 600mil mini battle ship to perform.

I know this is probably a big ask after all the work you have already done. Would you mind doing a comparison using a rail fit tengu vs missiles. Maybe using faction antimatter and the 2 T2 variants.

I will understand if you don't and appreciate all the information you've put out there for us.

Np. One thing I should point out: I'm not factoring range into any of these comparisons, just noting it in my comments as to what will probably work best to enhance damage application, ie: rigs, target painters, stasis webs or some combination thereof.

I should be able to come up with something. Let me plug away at it...

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

Sgt Ocker
What Corp is it
#3087 - 2013-12-11 02:35:00 UTC  |  Edited by: Sgt Ocker
Arthur Aihaken wrote:
Caracal Frigate Massacre (aka "Catch me if you can!")
5x T2 RLML, Faction light missiles
2x Hornet II light drones
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Cap Recharger II
2x Target Painter II
3x Ballistic Control System II
Capacitor Power Relay II
2x Medium Warhead Rigor Catalyst I
1x Medium Semiconductor Memory Cell I

Cap stable (31.7%).
1881 m/s speed
335 DPS (371 DPS w/drones), 63.3km range
.....

Orbit at a comfortable range and shoot.
• Faction light missiles are 94.9% effective against AB frigates (which you can outrun)
• Faction light missiles are 100% effective against MWD frigates and assault frigates
• Even though MWD frigates are faster, they have to catch-up first (did I mention 63.3km range?)
I know you understand that for anyone with less than perfect skills, EFT fits are a distant dream?
T2's specialization to 4, missile supports to 4. The numbers are very different, like 290dps @ 47k and with meta 4 TP's you get 48% cap stable for no loss in effectiveness.

The fit is still viable but 47k is a lot easier to close on than 63. 1 mistake you die.

I came up with this (for my current skills) and would like opinions.

RLML ll - Caldari Navy Missiles

Large LSE T2
T2 Invul
Meta 4 TP
Exp 10mn MWD
T2 Capacitor Booster (Navy 400's)

T2 BCU X 3
T2 DCU

Medium Warhead Flare Catalyst
Medium Warhead Rigor Catalyst
Medium Anti-EM Screen Reinforcer

290 DPS
47k range
19,727k EHP
1,744 m/s w/mwd, 276m/s wo/

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.

Arthur Aihaken
CODE.d
#3088 - 2013-12-11 02:58:36 UTC
Tengu Analysis
Tengus are kind of a tricky ship to do a comparative analysis with. For starters, it's a $350-million+ ISK pocket battleship plus whatever you value the loss of 4-5 days of skill training at. Since Tengus shine particularly well (see what I did there?) with Deadspace modules, more often than not the $350-million ISK sticker price represents the base model that almost no one flies. As such, it tends to attract a lot of unwanted attention from small groups seeking fame and fortune. Very rarely will you find yourself engaged by a lone opponent (in every instance where a frigate has engaged me, it was merely to establish point until reinforcements could arrive).

The stated design of the Tengu is to fulfill multiple roles, just not necessarily excel at them beyond their T2 or faction counterparts. That being said, it's a difficult juggling act to get the fit right when you're potentially facing a group of everything from interceptors to other strategic cruisers.

I had a close look at three Tengu setups: one with rapid light launchers, another with heavy assault launchers and the last with 250mm railguns. On paper, if we exclude reload times and damage types - DSP is very similar (603, 557 and 578 respectively). Range is also comparable with 42.2km for LMs, 45.6km for HAMs and 36km+15km for rails. The ability to hit targets is also fairly consistent among the three, that is until the target angle changes - and where the importance of tracking enhancers or computers comes into play.

And therein lies the rub. With a rail setup, Tengus only have a sole low slot reserved for damage control - so if you want a passive tracking enhancer you're giving up about 10% DPS or the damage control. Otherwise, you're relegated to running 1 or more tracking computers in mid slots. Since there are only five free slots after a propulsion mod, this starts to chew up real estate relatively quickly. If you get into a short-range engagement (a definite possibility if jumped by multiple opponents), nothing short of dual-webs is going to allow you to hit anything. Rail Tengus work great in fleet doctrines because they basically apply instant damage, and compared to heavy missiles this is night and day.

The unfortunate reality is that in anything but a missile fit, the Tengu is extremely vulnerable. The only thing working for it is the range advantages of missiles and the ability to hit moving targets regardless of angle. At close-range, it's easily neuted by a Legion, webbed by a Loki or scrammed by a Proteus. There might be some interesting armor Tengu fits, so I'm going to take a look at those.

(sorry, no chart)

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

Arthur Aihaken
CODE.d
#3089 - 2013-12-11 03:01:26 UTC
Sgt Ocker wrote:
I know you understand that for anyone with less than perfect skills, EFT fits are a distant dream?
T2's specialization to 4, missile supports to 4. The numbers are very different, like 290dps @ 47k and with meta 4 TP's you get 48% cap stable for no loss in effectiveness.

The fit is still viable but 47k is a lot easier to close on than 63. 1 mistake you die.

Yeah, I'm too lazy to change my settings in pyfa... I'm mostly IV, with a few scatterings of V here and there. I'd probably be further ahead with missiles if certain people stopped screwing around with them and diverting my training... Oh, without a doubt that fit can be improved upon. This is one of the challenges we have with Caldari ships: juggling both missiles -and- shields.

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

Arthur Aihaken
CODE.d
#3090 - 2013-12-11 09:24:56 UTC  |  Edited by: Arthur Aihaken
Caught a Dramiel last night and he died to the combined efforts of a) 5x Arbalest RHMLs, b) 2 stasis webs and a scram and 3) a medium neut. I went with an armor fit on my Tengu, which suffice it to say he was not expecting. I would've got another frigate but got caught reloading my RLMLs, whereby reinforcements arrived and led to my untimely demise.
…..

I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload...
Twisted

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

Spugg Galdon
Federal Navy Academy
Gallente Federation
#3091 - 2013-12-11 09:40:38 UTC
Arthur Aihaken wrote:

I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload...
Twisted


Was it a Bellicose by any chance? That's the ship I enjoy fittings these weapons to the most.
Kagura Nikon
Native Freshfood
Minmatar Republic
#3092 - 2013-12-11 09:42:57 UTC
Arthur Aihaken wrote:
Caught a Dramiel last night and he died to the combined efforts of a) 5x Arbalest RHMLs, b) 2 stasis webs and a scram and 3) a medium neut. I went with an armor fit on my Tengu, which suffice it to say he was not expecting. I would've got another frigate but got caught reloading my RLMLs, whereby reinforcements arrived and led to my untimely demise.
…..

I later went out with another "ship" fitted with RLMLs, and drove everything up to and including a Tengu off. This fit shows a lot more promise (wasn't a Tengu). Still loathing the 40-second reload...
Twisted



You mean a stupid tengu? because even 2 cerberuses with rapids cannot even get to half shields of a tengu before they run of of chrages and the tengu kill one of them before turnign awy and leaving with plenety of time before you reload.

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

cyndrogen
The Greatest Corp in the Universe
#3093 - 2013-12-11 10:11:57 UTC
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.

Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.

Every day in every way I improve my skills and get better.

Kagura Nikon
Native Freshfood
Minmatar Republic
#3094 - 2013-12-11 10:15:33 UTC
cyndrogen wrote:
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.

Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.



MUCH higher no.. On same class maybe. Arties have a HUGE issue with tracking (being the worst trackign weapons in game) and being the LOWEST dps weapons in game. So giving missiles larger alpha than arties will be wayyy OP. Specially on fast missiles like cruises.

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

Zvaarian the Red
Evil Leprechaun Brigade
#3095 - 2013-12-11 11:12:09 UTC
cyndrogen wrote:
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.

Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.


What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS.

All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it.
Sgt Ocker
What Corp is it
#3096 - 2013-12-11 11:32:07 UTC
Zvaarian the Red wrote:
cyndrogen wrote:
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.

Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.


What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS.

All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it.

The main reason missiles are not included in incursion fleets is due to the extra time it takes to run sites. There are many shield fleets running incursions, Vindi, nightmare, mach, Rokh, all shield boats that show prominently in incursion fleets. Instant DPS and a lot of it is what makes a successful incursion fleet, missile battleships just can't provide that

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.

Zvaarian the Red
Evil Leprechaun Brigade
#3097 - 2013-12-11 11:38:47 UTC
Sgt Ocker wrote:
Zvaarian the Red wrote:
cyndrogen wrote:
Missiles main problem is velocity, overall missiles always always lose over other weapons due to poor alpha damage. If you're going to introduce velocity as a factor then the alpha needs to be much higher then projectiles. You want an instant alpha? Fine use turrets but if you want max alpha, even with a delay, then use these rapid firing bays.

Missiles are DEAD last to be picked for incursions and currently the ONLY DPS flavor is Vindicator and Mach, followed by Nightmare.


What's funny about what you're saying is that cruise missiles on a navy raven pretty much completely owns all those ships in terms of long range DPS against PVE targets (read lots of slow battleships). The reason that missile ships are less sought after for incursions has a lot more to do with prejudice against them in general, a lack of a missile specialized pirate faction, and a general preference for armor tanking. And yes flight time sucks, but it's not a reason to skip over a ship that does far more damage to an NPC battleship than any other incursion BS.

All that said, if they were to double the damage of missiles and halve their fire rate across the board I wouldn't complain. Hell that would make the rapid launchers much, much better come to think of it.

The main reason missiles are not included in incursion fleets is due to the extra time it takes to run sites. There are many shield fleets running incursions, Vindi, nightmare, mach, Rokh, all shield boats that show prominently in incursion fleets. Instant DPS and a lot of it is what makes a successful incursion fleet, missile battleships just can't provide that


Cruise missiles having higher DPS pretty much negates the flight time issue in terms of running sites quickly. Though I don't doubt the perception is what you say it is. Perception and reality are often very different after all. Oh and if anyone thinks a Rokh is going to help you run a site faster than a Navy Raven they are literally bat **** crazy.
Moonaura
The Dead Rabbit Society
#3098 - 2013-12-11 11:57:11 UTC
Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one of the best ways to avoid Thorax's (Stabbers were a pain in the bum though).

But anyway, you'd call primary, and then wait. And wait. Then you'd see a lot of damage sometimes, coming in slightly apart depending on where people were on the field, and how well they'd responded to the primary call etc.

The problem you have is when you call to switch to another target, because it looks like the next set of volley's are going to finish your primary off, but sometimes by the time the missiles get there, he's got reps etc.

Its actually a real problem, and its something you don't have with guns. Its either dead, or it isn't. So missile fleets in general are slower at switching targets, because of the delay in seeing if your current inbound missiles have done the job. And by the time you've found they have, then another set of missiles is already on there way - and effectively completely wasted.

This is why I said the new RLML with just 18 missiles is incredibly inefficient in a small gang now, because every missile has to count, but it nearly impossible to call it right in advance of the missile landing.

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

Arthur Aihaken
CODE.d
#3099 - 2013-12-11 11:58:03 UTC  |  Edited by: Arthur Aihaken
Spugg Galdon wrote:
Was it a Bellicose by any chance? That's the ship I enjoy fittings these weapons to the most.

Nope. Big smile

Kagura Nikon wrote:
You mean a stupid tengu? because even 2 cerberuses with rapids cannot even get to half shields of a tengu before they run of of chrages and the tengu kill one of them before turnign awy and leaving with plenety of time before you reload.

Stupid might be a bit harsh; let's call it "ambitious" (it was running a HAM setup). I hit him with something else in addition to the RLMLs…
Twisted

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

Fourteen Maken
Karma and Causality
#3100 - 2013-12-11 11:58:33 UTC
CCP Rise wrote:
Quote:
but atm we dont have a proper missile systems outside of spacialised frig owning system
and brawling HAMs, (yes you need webs to apply damage)


I mean if this is actually the root of a lot of the problem then that's a different issue that we need to address. I'm not totally sure it is, but I want to take a hard look at HML before the point release and make sure we're okay with where we're at. If that needs a tweak then we should be doing that, not focusing on RLML as a solution to a HML problem.


Is this still the case? Are all medium missiles going to be reviewed because I haven't seen a single player with any credibility try to say that HML's are working, or even close to it. I think most of the open hostility towards RLML really comes from the fact that a lot of people were not just using RLML for killing frigates but as the last plausible weapon against other small cruisers as well.