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[Rubicon] Rapid Missile Launchers - v2

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Author
Arthur Aihaken
CODE.d
#3901 - 2014-01-10 02:53:42 UTC  |  Edited by: Arthur Aihaken
I am disposable wrote:
You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder.

I think we need to get past this and focus on what we can do to improve the rapid launchers at this point. I'd rather see a small update in Rubicon 1.1 that at least gets us headed in the right direction.

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

Clean Protagonist
Southern Cross Monopoly
Flying Dangerous
#3902 - 2014-01-10 03:53:39 UTC
Arthur Aihaken wrote:
I am disposable wrote:
You do understand that Tranquility is not the test server yes? This post combined with the way you stubbornly forced the rapid launcher changes into Rubicon despite a lack of proper testing makes me wonder.

I think we need to get past this and focus on what we can do to improve the rapid launchers at this point. I'd rather see a small update in Rubicon 1.1 that at least gets us headed in the right direction.


Id rather the test server get used for testing changes, and then released tested and proven changes to the actual server, instead of pushing changes out over 200 pages of posts arguing against it, and then going :oops:
Arthur Aihaken
CODE.d
#3903 - 2014-01-10 04:31:46 UTC
Clean Protagonist wrote:
Id rather the test server get used for testing changes, and then released tested and proven changes to the actual server, instead of pushing changes out over 200 pages of posts arguing against it, and then going :oops:

What's to test? More ammunition is the way to go...

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

Kesthely
Mestana
#3904 - 2014-01-10 10:44:47 UTC  |  Edited by: Kesthely
@CCP Rise

By now you should have a little bit of extended data over launchers, and i can predict the following to have occored, right after rubicon, a great deal of people will have tested out the RHML and then switched back to Cruise missile launchers. If at this point your still trying to figure out why this is, is that the damage application of a Precision Cruise Missile launcher, outperforms any and all Heavy Missile.

RHML were intended to be a viable solution against smaller targets, yet Heavy missiles are currently ballanced to only work against Larger targets. Your RHML are forced to compete against Torpedo launchers.

And while torpedo's don't work as intended except on maybe stealth bombers, the Heavy Missile, even in a RHML is still a worse choice.

You've also seen in this topic that INSTEAD of discussing the RHML all attention diverted to the RLML, if again you don't realise why this is, this is because the RLML was the only working missile system until you -Fixed- it.

Are you worried about a small frigate community thinking that RLML are overpowered? Do they actually complain about the RLML or the Light missile? As far as i can tell they don't complain about the Light missile but only to the fact that each and every cruiser sized missile boat, or cruiser sized ship that supplements its missile hardpoints with launchers chooses RLML launchers. This should tell you that instead of RLML beeing overpowered, there is something wrong with the other systems.

In order to -FIX- Rapid launchers you don't actually go to the rapid launchers, but focus on the underlying problem.

HEAVY MISSILES and HEAVY ASSAULT MISSILES

With Heavy Missiles unable to properly apply damage to cruisers, let alone something smaller, RHML will never be the the go to system for that. Cruise Missiles outperform Heavy's in such way, that in every thinkable scenario against smaller targets, there still the better option

With Heavy missiles unable to properly apply damage to cruisers, let alone something smaller, RLML will always be the go to system. Because face it, even with lower DPS then heavy missiles, and now the Absurd reload time given to them people STILL pick RLML over Heavy Missile launchers, because you can actually overcome the passive shield recharge of a armor tanked cruiser or smaller with it.

So CCP could you PLEASE PLEASE PLEASE stop thinkering with the Rapid missile systems and fix that what truelly needs to be fixed ?

*gives them the Heavy Missile and the Heavy Assault Missile launcher*
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#3905 - 2014-01-10 13:22:01 UTC
Kesthely wrote:


In order to -FIX- Rapid launchers you don't actually go to the rapid launchers, but focus on the underlying problem.

HEAVY MISSILES and HEAVY ASSAULT MISSILES



I think you mean light missiles
Julian DeCroix
Socialist Death Panel
#3906 - 2014-01-10 17:42:10 UTC
I believe that one of the primary issues in this entire debate is a basic misunderstanding regarding missile weapon systems, which is emphasized by missiles' faulty progression. In any particular comparisons I make, I will stick to basic, standard, T1 equipment, partly because much of the faction/T2 equipment is specifically designed to address some of the shortcomings inherent in these systems, and also because I haven't trained for any T2 weapons short of Scout Drones, and as such have little practical experience from which to speak. I don't think anyone could honestly raise an objection with using T1 as a baseline for discussion.



Turret weapon systems glean the vast majority of their combat values from the turrets themselves, which are only slightly modified by the ammunition loaded into them. Missile weapon systems, on the other hand, glean the vast majority of their combat values from the missiles loaded, which are only slightly modified by the launchers from which they are fired.

Turret systems have a relatively clear progression from one size class to the next, and have at least two different options for each size and range class. Hence, when selecting a medium size, long range turret, if I feel I would benefit from a turret with slightly less range but better tracking, that option is afforded me. Missile systems do not inherently include this functionality; there is only one medium size, long range missile, and I can not make minor tweaks to it by selecting a different launcher.

Furthermore, moving from one size class to the next follows a relatively clear linear progression for turrets. Turrets of a specific size class vary somewhat in their damage modifier values, but the ammunition they load gives a very standardized baseline: Antimatter XL has twice the potential damage value of Antimatter L, which has twice the potential damage value of Antimatter M, which has twice the potential damage value of Antimatter S. Missiles, however, follow no such clear progression, and the launchers have absolutely no influence on the amount of damage a given missile can inflict. Citadel Cruise Missiles have four times the potential damage value of Cruise Missiles, which have 2.7 times the potential damage value of Heavy Missiles, which have 1.6 times the potential damage value of Light Missiles...and those values don't even begin to bring into play actual damage application, which, again, is inherent in the missile for Missile Weapon Systems, versus the turret for Turret Weapon Systems.

Long story short: saying that Rapid Launchers are too powerful is basically like saying that Fusion rounds are too powerful.

I've not followed this thread zealously, but I have tried to keep up, and I'd be surprised to learn I'd skimmed over more than 10% of the nearly 200 pages here. There have been some very good points raised, and many attempts at keeping the discussion at "debate" levels, rather than "brawl". Arthur, Moonaura, I specifically would like to thank you two for your concerted efforts to keep discussion both civil and informative; you certainly weren't alone in this, but I do feel you put in more effort for longer periods of time than most anyone else involved.

As I said last time I posted here, I'm primarily a PvE pilot, and as such I realize that many of the concerns here don't really apply to my chosen play style, but even I had found value in using RLMLs and was eagerly anticipating the introduction of RHMLs. If it seemed RLMLs were too widely preferred, the faults were not with the launchers, but with the missiles themselves. In their current iteration, I feel these launchers are useless to me; the burst DPS is a false reading due to the reload delay and near-guarantee of wasted volleys due to missile travel time.

I think that the best solution to the situation would be to rehash the entire missile damage application progression to be more intuitive and useful. Once this is accomplished, return the RLML to at least near its pre-Rubicon statistics, and reintroduce the RHML to be in line with the RLML, but keep the "rapid" functionality accessible via the overheating mechanism, thus allowing the systems to be viable as reliable primary weapon systems, but introducing all those "exciting and meaningful choices" that are apparently so in vogue at the moment.

Thanks for your time.
Domanique Altares
Rifterlings
#3907 - 2014-01-10 20:03:11 UTC
Arthur Aihaken wrote:

Basically, yes. Expand ammunition capacity to 28 rounds (T2), keep the reload at 40-seconds and implement a 10-second ammunition type swap. What I might suggest with respect to the ammunition swap is to only replenish 25% of the ammunition capacity when you switch types thus allowing it to also function as an emergency reload.


That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system.

Where CCP ****** up, and will mot admit that they ****** up, was in altering the original Rapid Missile modules. Instead of offering choice via introducing a new Rapid Missile module that would let pilots make situational fitting choices, the Devs squatted down and took a fat **** in the sandbox by altering an already functioning system, rendering it into a niche toy, and removing choice.

Now they are left with dissatisfied customers, and repair iterations that may not be seen until the next expansion, all because someone decided to start experimenting at the last moment. Change can be good, but when you shovel away all the excuses and manure heaped on top of these changes as justification, we arrive at the fact that this was change simply for the sake of change, because Rise or someone else decided a week or two before Rubicon that they had a clever idea.
Arthur Aihaken
CODE.d
#3908 - 2014-01-10 20:19:47 UTC  |  Edited by: Arthur Aihaken
Domanique Altares wrote:
That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system.

Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again.

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

Domanique Altares
Rifterlings
#3909 - 2014-01-10 21:08:33 UTC
Arthur Aihaken wrote:
Domanique Altares wrote:
That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system.

Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again.


That much alteration simply to bring these modules in line with the normal operation of other ammunition based weapon systems is nothing less than a band-aid; it frankly borders on life-saving measures. As it is, CCP will apparently have to devise an entirely new loading system for these things in order to allow one to swap ammo, while still retaining the deplorable core function of a long combat reload.

The whole thing could have been easily avoided, and could be easily rectified, by simply introducing the current iteration of Rapid Missiles as an entirely new module class; something that they were very likely loathe to do for fear that the idea would flop on its face if they did not force the player base into using it as they have done.
Viceorvirtue
The Hatchery
RAZOR Alliance
#3910 - 2014-01-11 00:38:02 UTC
Giving the launchers more ammo without touching reload time does not solve the problem at all. In fact it only assures that you will continue to mulch frigates potentially regardless of having to switch ammo types, which only serves to remove more potential decision making in combat. The problem is the 40 second reload, rise has essentially said that they cant decouple ammo swapping from actual reloading which would be the main way to actually start balancing these things out.

More ammo will only make the situation worse for frigates while not in any way improving the situation for the rlm pilot because when he needs to reload (and he will need to reload eventually) he will likely reconsider the value of using the ship. Too much ammo or too little reload time with the current rof means you are either amazing or useless depending on the numbers. There is no real balance in that since high dps with a long reload time is not fun and borderline overpowered because you have to atleast be able to kill something before reload time hits or you have no reason to use the system at all.

The system does not need tweaking, it needs an entire balance overhaul and until you can successfully do that (which rise has stated isn't happening anytime soon) reverting to the prenerf rlms while keeping the pg increase and lowering the rof by about 10% would be a much better balance decision because it gives you time to work on your launcher idea from the ground up for extensive balancing and while you do this the playerbase isn't left with something that feels incomplete and unfun.

Additionally hmls aren't seeing more use in small gang since as stated many many times before they have so much trouble actually applying damage, even to other cruisers. This left rlm as the best choice since you do more applied damage than hml, and even though it was still pretty low damage you generally had enough tank and projection that by kiting at longpoint range you could take down other cruisers eventually. Why the idea was that they should be even better vs frigates while being worse against cruisers I don't know, although the intent as CCP Rise stated was to lower the use of rlms, so mission complete.

Honestly, and this is a serious question, if rlm use was still lowered into acceptable ranges, why are you even bothering with changing the weapon system again at all then? Nothing has been said about looking into the missile damage application formula so it can't be that you are trying to actually rebalance missiles, but only launcher use. I find it very confusing and would appreciate that cleared up.
Kesthely
Mestana
#3911 - 2014-01-11 03:06:52 UTC
In regards to how rapid launchers could work, to immitate the best of both options would to make it truelly an Ancilliary Missile Launcher.

Here is my idea to switch to a usefull burst weapon system.

1) Change the Rapid launcher rate of fire to the value of a normal launcher (Light missile or heavy missile)

2) Keep the reload time of missiles at 10 seconds

3) Add a second ammo type Cap boosters and while haveing cap boosters the rate of fire dramaticly increases while overloading.
While overloading a cap charge is consumed wich prevents module heat (damage as well as the heat bar) Once cap charges are gone have a really big amount of overheating.

4) If there are no cap booster charges in the launcher, chance the reload time to 40 seconds.

5) Reloading cap boosters to the launcher takes 40 seconds dureing wich ofcourse it can't be active

Now what would this mean. This would mean that the launcher itself can be tweaked in many different ways, first of all, its basic dps / burst damage will be inline with a regular launcher, simplifying that aspect of balancing the weaponsystems depending on that ammo type. Second, you can tweak with the amount of time you can overload, independantly of how many missiles the weapon has, eg you could opt to have the launcher 50 charges, but max the cap booster charges to 18, allowing to burst fire up to 18 missiles dureing that 50 charge interval.
Third the player needs to make concious choice when and how long to burst fire. Since the cap booster charges will be limited not only in the launcher, but also the total amount he has brought will decide what he can do later in the battle(s). If he burns trough all the cap boosters he brought, every reload, till he gets new cap boosters will be penalized to 40 seconds.

And yes this would mean alot of extra work adding that second ammo type to a weapon, but how i read it, the new system that needs to fix the reload / ammo swapping already requires that.
Inspiration
#3912 - 2014-01-11 03:24:47 UTC  |  Edited by: Inspiration
Kesthely wrote:
In regards to how rapid launchers could work, to immitate the best of both options would to make it truelly an Ancilliary Missile Launcher.

Here is my idea to switch to a usefull burst weapon system.

1) Change the Rapid launcher rate of fire to the value of a normal launcher (Light missile or heavy missile)

2) Keep the reload time of missiles at 10 seconds

3) Add a second ammo type Cap boosters and while haveing cap boosters the rate of fire dramaticly increases while overloading.
While overloading a cap charge is consumed wich prevents module heat (damage as well as the heat bar) Once cap charges are gone have a really big amount of overheating.

4) If there are no cap booster charges in the launcher, chance the reload time to 40 seconds.

5) Reloading cap boosters to the launcher takes 40 seconds dureing wich ofcourse it can't be active

Now what would this mean. This would mean that the launcher itself can be tweaked in many different ways, first of all, its basic dps / burst damage will be inline with a regular launcher, simplifying that aspect of balancing the weaponsystems depending on that ammo type. Second, you can tweak with the amount of time you can overload, independantly of how many missiles the weapon has, eg you could opt to have the launcher 50 charges, but max the cap booster charges to 18, allowing to burst fire up to 18 missiles dureing that 50 charge interval.
Third the player needs to make concious choice when and how long to burst fire. Since the cap booster charges will be limited not only in the launcher, but also the total amount he has brought will decide what he can do later in the battle(s). If he burns trough all the cap boosters he brought, every reload, till he gets new cap boosters will be penalized to 40 seconds.

And yes this would mean alot of extra work adding that second ammo type to a weapon, but how i read it, the new system that needs to fix the reload / ammo swapping already requires that.


I think this is a very complex method to achieve what is already in game. Heat...make the module have lower base dps, give it excellent overheat capability and then tweak the amount of missiles it can hold to your hearts desire and your done. No new coding....at all...and you got your burst weapon!

As an extra you could make the weapons more quicker repairable at the expense of more nanite paste consumption. This might require a little bit of coding but not very much and there you have your consumables and player determined 'out of commission time' that ties into combat tactics.

I am serious!

Sgt Ocker
What Corp is it
#3913 - 2014-01-11 05:13:42 UTC
Arthur Aihaken wrote:
Domanique Altares wrote:
That's an awful lot of bandaids to apply to a now fundamentally flawed and broken system.

Increasing the ammunition capacity isn't a band-aid; it was probably cut too drastically in the first release. As for the ammunition swap, this is a feature that's been requested (and we have acknowledgement they're working on) - but I don't see a way of preventing abuse unless we limit it to replenishing only 25% with a 10-second reload. Otherwise you could abuse this to go from T2 Scourge Fury to Faction Scourge and back again.
Increasing the ammunition capacity is actually a good idea as is a ammo swap 10 sec reload time.

Basic stats - T2 RLML;

40 missiles - 40 second reload
15 missiles - 10 second reload

Why?
I'm in a T2 fit Caracal and run across a T2 fit Omen, as RLML are now, my only option is to run - fast and far.
When I set out from the station I was looking for a frigate or 2 (had 40 precision scourge loaded) but ran across the Omen 1st. Precision Scourge are not going to do the job vs an Omen so I switch to Scourge Furies (15 loaded in 10 sec).

Problems;
40 Scourge Navy Missiles is going to do the job vs most frigates and light cruisers - OP? a little
40 Precision Lights is OP vs frigates
40 Furies, well the same said. In current guise that would be OP.

Solution;
The problem with RLML was never the launcher, it was light missile damage application. Due to the Buffs Light Missiles received (for Light Missile Launchers) RLML damage application became OP (in the eyes of some).
To fix this simply reduce the firing rate of RLML, they will still apply damage as needed but at a slower rate. With a 10 second reload option for a reduced load of missiles, users will have a choice.

Choice between 40 second 40 missiles reload and 10 second 15 missile reload could be an option. So you have either 1 or the other, not both. This would basically mean the Launcher would have to separate styles of use.

To further enhance the "choice" factor, the 10 second 15 missile reload option would also have 50% reduced range for all missiles. This would turn the faster reload iteration into an assault type weapon, more suited to brawling at close range.


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
#3914 - 2014-01-11 09:52:34 UTC
I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid)

RLML Proposal
The above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly).

This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds).
…..

HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks.

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

Vinyl 41
AdVictis
#3915 - 2014-01-11 10:32:06 UTC
Arthur Aihaken wrote:
I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid)

RLML Proposal
The above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly).

This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds).
…..

HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks.


thats the best proposal so far and it doesnt seem to have any weakspots - now only how do we get RISE to reconsider this ?
Sgt Ocker
What Corp is it
#3916 - 2014-01-11 11:36:39 UTC
Arthur Aihaken wrote:
I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid)

RLML Proposal
The above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly).

This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds).
…..

HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks.

That is the simplest and by far best option, for missile users BUT CCP has made it clear we are getting a burst weapon as "it is fun" and "This would provide new strategic gameplay for Rapid Missile users as well as their opponents". Now I don't believe this for 1 second and my minimum use of RLMLS since Rubicon has not proven to me they can be at all "fun" to use.

Arthur, would you mind looking at my suggestion and comment. I'm not good with math but after playing around with EFT found, increasing firing rate (before skills) from 6.24 to 6.63 reduces DPS by around 8%. This is a fairly substantial drop in Dps but as light missiles have pretty good damage application, combined with my previous suggestion I think it would work well.

As for Haml and Hml, all we can do is hope Ccp buff them to a usable state (Hml especially)

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.

Humang
Sudden Buggery
Sending Thots And Players
#3917 - 2014-01-11 12:42:22 UTC
Arthur Aihaken wrote:
I took the day to consider the feedback and suggestions, and I think I've come up with a solid proposal for RLMLs. It's something that should address the majority of concerns and could be implemented very easily for Rubicon 1.1. While there were a lot of great ideas, I opted for KISS (keep-it-simple-stupid)

RLML Proposal
The above chart shows the RLMLs from Odyssey, Rubicon and the proposed fix. I've included overheated values just for comparison even though there were no changes to heat mechanics. In short, we put RLMLs back to the Odyssey stats, retain the increased grid and CPU fittings from Rubicon and slash the ammunition to 28 for T2 launchers (everything else adjusted accordingly).

This allows gameplay to essentially return to normal for RLMLs, with the caveat that players will be reloading approximately 3 times as often. And it solves the ammunition swap dilemma. This works out to an approximate 7% damage nerf for RLMLs, but does not affect light missiles or light missile launchers for frigates and destroyers - something I felt was important. The same premise should be applied to RHMLs as well (return them to the 1st pre-Rubicon iteration, slash the ammunition capacity and reduce the reload time to 10-seconds).
…..

HAMLs and HMLs still need to have their damage application addressed, and this proposal is not intended to (nor can it) address any of those shortcomings. Comments and feedback welcome, thanks.

I like this, It melds with the idea of a system designed to murder smaller class ships, but not out-perform the equivalent sized medium weapons.


I just wanted to sum something up to fortify this idea:

Both turrets and missiles have different sized tiers; small, medium, large and X-large, that are designed to engage the equivalent hull size.
Turrets have no dedicated tier for a ship to engage a smaller class hull, however this can be overcome by careful piloting and still be effective. This is not true for missiles, as the pilots flying has no impact on the damage that missiles do (granted they stay in range) to counter this, missiles are given a separate tier (Rapid launchers) to engage smaller hulls.

This is the important bit.

This "Rapid" tier should be able to engage the equivalent ship hull (cruiser vs cruiser) but with the caveat that it requires careful piloting similar to turret based ships engaging smaller hulls

How this can be achieved I am unsure, but Arthur has a good solution of rapids having good dps and great application when compared to the smaller hull size, but competitively low dps when compared to the equivalent hull sized weapons.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Arthur Aihaken
CODE.d
#3918 - 2014-01-11 17:02:20 UTC  |  Edited by: Arthur Aihaken
Sgt Ocker wrote:
Arthur, would you mind looking at my suggestion and comment. I'm not good with math but after playing around with EFT found, increasing firing rate (before skills) from 6.24 to 6.63 reduces DPS by around 8%. This is a fairly substantial drop in Dps but as light missiles have pretty good damage application, combined with my previous suggestion I think it would work well.

My numbers seem to indicate it works out to a DPS hit of between 6-9% depending on ammunition capacity. To avoid inadvertently causing grief for frigate and destroyer fits that may use light missile launchers, the solution needs to remain with the rapid light missiles themselves (and not the ammunition). Ultimately, I think we need to improve the damage application of HAMLs and HMLs such that players have a choice of different weapons based on their play style.

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

Arthur Aihaken
CODE.d
#3919 - 2014-01-11 18:17:37 UTC  |  Edited by: Arthur Aihaken
"I would not eat green eggs and ham.
I do not like them, Sam-I-am."

Something a bit different to mull around while we wait for the next RLML update… Which cruiser-class ship has the best damage application for heavy and heavy assault missiles? What to choose… You're in for some interesting results…

Cruiser, HML Comparison
Cruiser, HAML Comparison
Notes: V skills, T2 launchers with Faction Scourge ammunition, 3x T2 ballistic controllers and no implants for each setup.

Heavy Missiles
It shouldn't come as any surprise that the Tengu dominates with both weapon systems, but what did come as a shock is how well the Caracal Navy performed. Up to AB Battlecruisers, the Caracal Navy is 82% as effective as a pricier Tengu - and only 1% less effective than the Drake Navy. And the standard Drake actually outperforms the Navy Drake for MWD Battlecruisers and up where the Navy Drake actually outperforms the Drake for cruisers and smaller. Bizzare!

Heavy Assault Missiles
This chart really blew me away… When it comes to HAMLs, the Caracal Navy is soundly trumped by everything. To say it sucks is a mild understatement: a Caracal Navy HAML setup is only 38% as effective as a Tengu. The others? 56% for the standard Caracal, 77% for the Drake and 88% for the Drake Navy. Was totally not expecting this…

For PvE, the clear winner is the Tengu. But for the most cost-effective mission ships, the Caracal Navy and Drake are the best choices for HML setups. For a HAML setup, the standard Caracal or either of the Drakes (don't touch the Caracal Navy with a 100-foot pole…).

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

Vinyl 41
AdVictis
#3920 - 2014-01-11 18:55:22 UTC
a cool comaprison on the hulls but its somehow creating a false belief that HML/ HAMs are "good"
could you post the base stats of the tengu HML/HAMs as the base value for comparison especialy when you are using % values