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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Lloyd Roses
Artificial Memories
#461 - 2013-11-09 16:15:40 UTC  |  Edited by: Lloyd Roses
X'ret wrote:
Lloyd Roses wrote:
The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.


i suggest you to keep away from posting until you leave the primary school, or until you meet with the proper mental performance peoples has in that age.


Please let me explain, I see in RLM primarily a weapon system to clear tackle (which is fast cruisers/HACs/frigs/ceptors) - and since they are generally moving pretty quickly, I usually use navy right away to avoid the 10sec reload if suddenly something really small lands close to me.

As such, clearing tackle off the other ships (for example fragile stuff like oracles/artynados) is imo way more important than the ability to shoot down a cruiser before reloading - a field of activity which is vastly enhanced by the ability to push out the same dps in little more than half the time.

The downside stated by chessur was the 40sec downtime in missile dps - now you can equalize that for the most part by splitting your launchers. It obviously is an ugly solution, but it is a solution to the dilemma of constantly applied dps. As Chessur pointed out, 90% dps in 50% the time is a terribly unusable thing comparing it to 10% more damage applied in twice the time, a statement I don't support. Higher burst is better - pls tell me in which cases applying a little more damage over a way longer interval beats burst damage, especially in a hit'n'run config.

One of the main points was that insane downtime, comparable to two jamcycles... I see it from another perspective: If there is jams on grid, my drastically increased RoF will now allow me to get more damage applied in between jamcycles, if they got jams within 50-70km projected onto me, jams are rather unlikely to miss, so I can just use those extremely long jamcycles to finish my extremely long reload while being without locks anyways. That is the main reason I cannot see the change in dps/no-dps times being an overwhelming issue and completely breaking.

Chessur linked his videos of him killing things in a NOsprey on the forums, and as I wanted to know what he was talking about, I ofc cheked them out, what I saw though was standard kiting in fast, linked ships against unorganized groups trying to get warp-ins/tackle on him with frigs and cruisers. Hinting that those actions weren't possible with those changes is simply not true.
Chessur
Full Broadside
Deepwater Hooligans
#462 - 2013-11-09 16:16:11 UTC
Lloyd Roses wrote:
Chessur wrote:


If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.

Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.


The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.


I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day.
Michael Harari
Genos Occidere
HYDRA RELOADED
#463 - 2013-11-09 16:16:27 UTC
Bouh Revetoile wrote:
Michael Harari wrote:
Rise, this isnt going to create "moments of tension."

The caracal/cerb will no longer be able to perform in their roles. Since they dont do what we need them to do, they will be replaced by other ships. We arent going to sit around and say "well this is what we used to fly, so we have to find a way to get it to work. It will be "well the cerb isnt good anti-tackle anymore, what ship will we use to replace it."

Furthermore, if you go ahead and look at the killboards of people posting in this thread, the majority of people for this change dont fly in anything resembling a small gang.

Source: I checked the last 3 months of every poster in the first 15 pages of this thread.

In fact, in FW, these launchers will be even better than before, because they will remove frigates from the field twice as fast as before before they need to reload. Then, they'll simply warp off not too far while reloading, and come back to do the magic again. They will be *very* strong against frigate gang because they will be twice as deadly as before because of the front loaded dps and will need to be on field half the time they needed before.

It's basicaly anti-frigate arties with no tracking... At least now they won't be better at shooting cruisers than other missiles.

Also, for comparison, 1400mm arties have ~20s firing rate and nobody ever complained about it. And a you'll basicaly finish reloading in one warp.

As Rise mentioned, the only real drawback is the inability to swap ammo on the fly. I think this is fair to other missiles systems.


You generally cannot warp out and warp back when fighting inside a plex, unless your side is the one sitting on the warpin.

People complain about arty fire rate all the time. Its why we now have rail nullblobs instead of arty.

You dont need or want frontloaded dps against tackle. What you want is the ability to kill the frigate scramming your fleetmate now, instead of in 30s. The entire goddamn point is that it is consistent, applied dps. If you wanted to sometimes volley a frigate and sometimes do nothing, you could just sit in an oracle 50km behind your fleet.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#464 - 2013-11-09 16:16:46 UTC  |  Edited by: Gypsio III
Chessur wrote:
Gypsio III wrote:
Hatsumi Kobayashi wrote:
Chessur wrote:
RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago.


Didn't light missiles as a whole receive a slight damage buff recently?


Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again. Roll


I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron.



The subject is RLMLs. Don't be any thicker than you already are, unless you have some magic RLMLs that shoot a different sort of missile. Roll
Lloyd Roses
Artificial Memories
#465 - 2013-11-09 16:22:36 UTC
Chessur wrote:
Lloyd Roses wrote:
Chessur wrote:


If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.

Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.


The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.


I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day.


I strongly believe that links are a kewl idea that frequently disrupt the gameplay, though with ongridlinks them being actually targetable and normally commiting to fitting sacrifices, I doubt they'd be as annoying as the current invisible links. You can also just neut them out when within range :P
Chessur
Full Broadside
Deepwater Hooligans
#466 - 2013-11-09 16:24:26 UTC
Lloyd Roses wrote:
Chessur wrote:
Lloyd Roses wrote:
Chessur wrote:


If you are seriously trying to justify to me that shooting 18 volleys faster, than the nice large magazine that i have now is a good idea, no. No gang is going to chase me around (nor would i want to be on field) For 40 seconds.

Many ships can catch a cerb. Navy cruisers (SFI, ScyFI, Nosprey come to mind), Cynabal, other HACs, T1 cruisrs, Rapier / Huggin. If you only load CN you are really limiting your options, and it shows your lack of understanding in missile mechanics, but more likely- the inexperience you have. 40 seconds of no DPS, is worse than being jammed, by a falcon again, and again, and again during an engagement.


The rage coming from you is immense. They change your favorite weapon, deal with it. As an upside, they still leave you your OGB for the moment, so there is no need to rage that hard. With that kind of reaction towards RML, I guess you'll just unsub once they remove your *secret weapon*.


I fly with out links quite frequently in fact, and i would be 100% behind removing them from the game. What i am 0% behind however, is keeping them on grid only. That is a horrible idea- and i will argue against it all day erry day.


I strongly believe that links are a kewl idea that frequently disrupt the gameplay, though with ongridlinks them being actually targetable and normally commiting to fitting sacrifices, I doubt they'd be as annoying as the current invisible links. You can also just neut them out when within range :P


So you are in favor of the numerically superior group, that is able to field and protect links- having yet another advantage vs the solo / small gang player? I wil never agree to gameplay like this. Either remove them, or keep them as they are.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#467 - 2013-11-09 16:25:15 UTC
also i would like to suggests that rlml's aren't op


LML's are op, rlml's just inherit that.


Hit with bat please.

BYDI recruitment closed-ish

Chessur
Full Broadside
Deepwater Hooligans
#468 - 2013-11-09 16:28:03 UTC
Gypsio III wrote:
Chessur wrote:
Gypsio III wrote:
Hatsumi Kobayashi wrote:
Chessur wrote:
RLM's never recieved a damage buff. None at all. They are still shooting the same DPS from years ago.


Didn't light missiles as a whole receive a slight damage buff recently?


Quite right, LMs were heavily buffed in Retribution. Typical Chessur spouting his mouth off again. Roll


I said, Rapid ligh tmissile launchers- not light missiles never recieved a buff. Read the damn post moron.



The subject is RLMLs. Don't be any thicker than you already are, unless you have some magic RLMLs that shoot a different sort of missile. Roll


I was speaking about the launchers specifically. The ammo itself recieved a paltry 10% bonus. We are talking about RLML's not light missiles i thought. I was speaking to the RLM's, which did not recieve any bonus and have been unchanged for years. If you seriously think that 10% bonus to the base ammo damage is what cause everyone to switch over to RLMs' you are wrong.

ASs michael harari already pointed out, there is simply no other option for cruiser based missiles systems. You are stuck with RLM's or nothing- that is why you see the proliferation.

Again CCP needs to get with the program, and fix HMLs / HAMs before worrying about RLMs
Destoya
Habitual Euthanasia
Pandemic Legion
#469 - 2013-11-09 16:32:04 UTC
Personally, I think this change works out very well for what it's intended to do.

It no longer means that RLML are the best weapon system for cruisers by default without any competition, but instead pushes them to a new role and new feel which really hasnt been seen before. I think it's a buff in a lot of cases, especially for a smaller roaming gang of 5 caracals/sfi or something, with the new RLML they can absolutely shred a couple ships and then kite away under reload.

Sure it makes them weaker over extended periods of time, but I would certainly like to see how these play out in practice on the real server.

I think I would agree that it should be 10s reload when the launcher is full though to make changing ammo types not completely unviable (if this is even possible with eve code)
JEFFRAIDER
THIGH GUYS
#470 - 2013-11-09 16:37:51 UTC
ur such a role model
Bouh Revetoile
In Wreck we thrust
#471 - 2013-11-09 16:39:55 UTC
Michael Harari wrote:
You generally cannot warp out and warp back when fighting inside a plex, unless your side is the one sitting on the warpin.

People complain about arty fire rate all the time. Its why we now have rail nullblobs instead of arty.

You dont need or want frontloaded dps against tackle. What you want is the ability to kill the frigate scramming your fleetmate now, instead of in 30s. The entire goddamn point is that it is consistent, applied dps. If you wanted to sometimes volley a frigate and sometimes do nothing, you could just sit in an oracle 50km behind your fleet.

These RLML will kill tackle twice as fast as before !

If you want prolonged and steady dps, HML will do it, or a destroyer, you know, the ships whose the role is to destroy frigates. Dictor have been horribly buffed BTW.

Oh, and your last sentence is interesting, because you are implying that larger ships are not interesting only because of the boring gameplay of large weapons, which is stupid.

I don't even see these RLML as nerfed considering the dps they will have before reload. I'm actually puzzled as people can't understand the advantage of removing the first frigates twice as fast as before. Bye Bye all active tanked frigate. Even twin MASB frigate tank will collapse under the fire of these RLML.

In fact, the more I think about it, the more I think these new RLML will be as OP as before and the solution is Garviel's one : just nerf light missiles and everything will be fine.
Michael Harari
Genos Occidere
HYDRA RELOADED
#472 - 2013-11-09 16:42:04 UTC  |  Edited by: Michael Harari
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
Jaz Antollare
SovNarKom.
Goonswarm Federation
#473 - 2013-11-09 16:42:08 UTC
It will be definitely more interesting than rapid launchers that are now. And I like the idea of really long recharge and burst dps.
Major Killz
inglorious bastards.
#474 - 2013-11-09 16:44:01 UTC
Garviel Tarrant wrote:
also i would like to suggests that rlml's aren't op


LML's are op, rlml's just inherit that.


Hit with bat please.


Please enlighten us. Is this a ship stats + modules + hull bonus + ammunition and weapon system together is TO POWERFUL. Or! Is this a ammunition is overpowered argument? If the later then please explain in detail why that is; and if the former. Then things get complicated.

I have YET TO READ A DETAILED explanation AS TO WHY LIGHT MISSILES ARE OVERPOWERED.

[u]Ich bin ein Pirat ![/u]

Bouh Revetoile
In Wreck we thrust
#475 - 2013-11-09 16:47:47 UTC
Chessur wrote:
I was speaking about the launchers specifically. The ammo itself recieved a paltry 10% bonus. We are talking about RLML's not light missiles i thought. I was speaking to the RLM's, which did not recieve any bonus and have been unchanged for years. If you seriously think that 10% bonus to the base ammo damage is what cause everyone to switch over to RLMs' you are wrong.

ASs michael harari already pointed out, there is simply no other option for cruiser based missiles systems. You are stuck with RLM's or nothing- that is why you see the proliferation.

Again CCP needs to get with the program, and fix HMLs / HAMs before worrying about RLMs

10% damage bonus is significat. But on top of that, explosion radius have been reduced by 20%, and LML received huge fitting buff. But that's still a direct buff to RLML, and a huge one.

Light missiles have been insanely buffed as some kind of forgiveness for the needed HML nerf.

And HAM are still very powerful, and HML are now a long range weapon as it should be. But you can't ask a weapon with 30km range to be as powerful as blasters.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#476 - 2013-11-09 16:48:39 UTC
Bouh Revetoile wrote:

just nerf light missiles and everything will be fine.

LOL and after that please nerf rockets and cruise missiles because those are still usable. It's just so unfair that missile users are left with any missile system that's not total and utter garbage.
Sergeant RL3
AQUILA INC
Verge of Collapse
#477 - 2013-11-09 16:55:52 UTC
Michael Harari wrote:
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers

WaTeR Ubersnol
Dark Enlightenment
New Eden Alliance 99013733
#478 - 2013-11-09 16:56:20 UTC
Michael Harari wrote:
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers



This ^^

Should show what kind of ******** idea it is to try to fix something thats not broken...
rhiload Feron-drake
TURN LEFT
#479 - 2013-11-09 17:04:15 UTC
Quote:
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers
Bouh Revetoile
In Wreck we thrust
#480 - 2013-11-09 17:12:20 UTC
Michael Harari wrote:
Fun fact: A cerb with normal light missile launchers will do MORE sustained dps than a cerb fit with rapid light missile launchers

That's wrong unless you plan using them on cruisers with no bonus to RLML : effective rof for LML is 8,45s with ALLV ; versus 8,46 for new RLML. These numbers consider Rise stats to be ALLV stats BTW.

But the only cruisers without rof bonus to RLML are the Scythe Fleet Issue and the Osprey Navy Issue and you are completely denying the advantage of the front loaded dps which is as useful in fight to kill something as it is on AAR/ASB to survive a fight.