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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#521 - 2013-11-09 18:06:41 UTC
Colman Dietmar wrote:
Kagura Nikon wrote:
Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates


I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me.


It kills none of them.
Ganthrithor
School of Applied Knowledge
Caldari State
#522 - 2013-11-09 18:06:50 UTC
But guys don't you see? Ships that perform absurdly well for under 60 seconds at a time and then become completely useless are edgy and emergent and not a stupid gimmick at all! You can always only use half your weapons, guys! Why don't you love this idea?
Chessur
Full Broadside
Deepwater Hooligans
#523 - 2013-11-09 18:07:08 UTC
Bouh Revetoile wrote:
Kaeda Maxwell wrote:
And then what? If this nerf goes through I can switch from a Caracal to a Naracal fit heavies and do exactly the same as I do in a RLML caracal now, sadly it'll be 5 times as expensive ISK wise. At that point when I'm shelling out ISK anyway cruise launchers with precision on a Phoon are more attractive (they'll deal with tackle just fine, go try it on SiSi if you don't believe me) and then once everybody catches on to that we'll nerf cruises back into uselessness again, because god forbid a missile system would actually do reliable damage.

At least we'll still have rockets ey? Back to frigates I go I guess.

Actually God must had forbidden people to understand how things work.

So I'll explain it again : the fundamental difference between turret and missiles is that missiles do reliable and constant dps whereas turret dps is heavily affected by fly paths and relative speed.

You can avoid both weapon system damages, and speed play an important factor for both of them. The only difference is that missile damage avoidance is passive whereas turret damage avoidance is active.

So, missiles indeed have less ways to avoid damage avoidance than turrets, but they also have less ways to be avoided to begin with, so that balances out.

Hence why you can make some fit completely immune to missiles ; that is the equivalent of some piloting techniques making some ships completely immune to turrets. It's passive versus active, and that is the inherant design phylosophy behind turrets and missiles. Complaining about this is the same as complaining about drones being destroyable.

In the end, what is left for comparison is the dps over range graph and the ability to avoid the weapon damage in common scenarios, not in edge case scenarios.

So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway.

PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.


This comparison has been made a thousand times- MIssiles do an extreamly low DPS to fast moving frigs. HMLS and gob forbid hams are far worse. What is the point of hitting a frigate for 30 DPS?

THese are the FUNDIMENTAL differneces between turrets and launchers. It does not make launchers OP, nor does it make turrets OP because they can alpha a frig off the field. Stop talking out of your ass. Your KB is pathetic, and you have no idea what youa re talking about.

Yes i have killed linked intys with turret ships. Its all about learning how to fly your own turret ship, and reduce transversal through your own MWD heating and piloting. Also strong drop is OP.

So please, just stop talking about something you have little to no experience in. Stop regurgitating old talking points that have little relevance on this discussion, and stop pretnding like this is a missile vs turret thread, when it is just simply about RLMs.
Kagura Nikon
Native Freshfood
Minmatar Republic
#524 - 2013-11-09 18:07:47 UTC  |  Edited by: Kagura Nikon
Colman Dietmar wrote:
Kagura Nikon wrote:
Its nota BUFF> its a massive NERF>. It will not have enough capacity to kil2 (pun intended) well fit frigates


I was talking about T1 frigs. After the resistance nerf, I don't think even a punisher can have 10k ehp, so what are you talking about, T2 frigs? Those that cost more than a well-fit caracal, each? And it goes against the two of them and still kills one? Sounds pretty OP to me.



A punisher can have 14k ehp. That is about max a caracal can dish. Sicen the damage applied will NOT be 100%, the punisher will survive.

Correction .. ehp of 13.4K but is still enough.

You fire all your chrages . he is almost dead.. 40 secodns later you ened to fire 2-3 charges to sinihs (because he reloaded a lof of shields). Now you have 15 charges left that will not even get your nerxt target close to dead. A downward spiral of failure.


Asasault frigates and intercetprs can simply ignore a caracal and most likely ignore a cerberus as well (and that is WRONG)

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

Kaeda Maxwell
Stay Frosty.
A Band Apart.
#525 - 2013-11-09 18:09:15 UTC
Bouh Revetoile wrote:

So please drop the AB+speed+implant+fleet booster fit designed to avoid missile damage, because 1) that work exactly as it should ; and 2) this kind of fit will evade turret dps too anyway.


Have you been in lowsec recently? Your killboard suggest you have, but your comments suggest otherwise.
Bouh Revetoile
In Wreck we thrust
#526 - 2013-11-09 18:11:19 UTC
Michael Harari wrote:
Bouh Revetoile wrote:


PS to Michael Harari : an unlinked interceptor will never be hit by any turret unless he make a piloting mistake.


This is why nobody has ever killed an interceptor ever.

Also my fit was mwd, single speed mod, and then mse, dcu, extender rigs. A 100% standard fit, not designed in any way to avoid missile damage. I didnt even swap to asb which would reduce signature and increase the total eehp.

My last interceptor died to torpedos because I've been stupid.

You can web, paint, scram or neutra the inty to kill it with either missiles or turrets. The problem here comes from the interceptor, not the missiles.

So please, stop with edge cases.

PS : HAM actually have better damage application than HM since the HML nerf. I'm still puzzled missile users still haven't discovered it.
Michael Harari
Genos Occidere
HYDRA RELOADED
#527 - 2013-11-09 18:12:40 UTC  |  Edited by: Michael Harari
A stiletto mwding around you at 30k is not an edge case.

An edge case would be the HG halo, linked maldiction with 10k ehp. That takes about 30 dps from a caracal.
MinutemanKirk
Federal Navy Academy
Gallente Federation
#528 - 2013-11-09 18:14:32 UTC
I for one would like to support the change.

First, if flying in a frig, one of the few cruisers I won't tackle by myself as soon as I see it (QCATS has a 10% ROE) to wait for friends is a Caracal simply because I have no idea if it will be HML or RLML fit. Almost no other weapon system has as much potential for DPS against both frigs AND cruisers. Even other medium systems that do work can usually be countered by range or transversal far more easily than RLMs.

Furthermore by using RLML in their current state, most cruisers sacrifice very little DPS but then have the capacity to greatly enhance their defensive EHP (or allow for easier fitting of things like oversized AB's).

Finally, I would like to support it because it allows small frig gangs (2-6) a chance to actually take on a weapon system designed to counter them (again, like using better transversal or range on other medium weapon) because of the reload time. While this will suck for a single, roaming cruiser because it will have to choose one way or the other as to what missiles it will bring, even then there are ways around it.
Bouh Revetoile
In Wreck we thrust
#529 - 2013-11-09 18:17:58 UTC
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.

So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.

I see.
Michael Harari
Genos Occidere
HYDRA RELOADED
#530 - 2013-11-09 18:18:33 UTC
MinutemanKirk wrote:
I have no idea if it will be HML or RLML fit.


Have you tried looking?
Michael Harari
Genos Occidere
HYDRA RELOADED
#531 - 2013-11-09 18:19:30 UTC  |  Edited by: Michael Harari
Bouh Revetoile wrote:
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.

So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.

I see.


Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best.
Kagura Nikon
Native Freshfood
Minmatar Republic
#532 - 2013-11-09 18:21:18 UTC
Bouh Revetoile wrote:
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.

So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.

I see.



Nope we want to be able to kill a stupid cruiser that we are able to outplay him . We never asked to be able to win a damage race againt other cruiser. That is why peopel use Rpids nowadays.

On other hand the weapon is advertised as to kill frigates, and as some pointed it will do a very bad work on that as well.

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

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#533 - 2013-11-09 18:23:00 UTC
Bouh Revetoile wrote:
Niena Nuamzzar wrote:
I'll just repeat myself - as long as I know my tracking and my optimal, flying the way I'm supposed to, am I not doing constant damage over range as well as with missiles? The thing here is, with turrets you can fly in such a way to mitigate transversal velocity, which you cannot do with missiles. If your missile signature radius is too large and your explosion velocity too low, you can just screw yourself.

The only way to know your actuel turret dps is to shoot at a static target (not moving) while being immobile too, or to record the time you take from the first shot to killing blow, and then calculating ehp/time.

You can predict your approximate turret dps with experience, regarding your target size, distance, direction and speed and ofc knowing your own speed, direction and gun stats. The main difference here is that with turrets you can do something about your limitations, which you cannot do as good with missiles.

Quote:

That's why AC are far better than they look on paper ; and that's the main difference with missiles : with missiles, if you know the fit, you know the dps you will apply.

Not true, I may know my HAM Cerb has 620 or 730dps using CN Scourge or Scourge Rage missiles but applied damage will depend heavily on my target size and speed so I can really know nothing in advance.
Kagura Nikon
Native Freshfood
Minmatar Republic
#534 - 2013-11-09 18:23:12 UTC
Michael Harari wrote:
Bouh Revetoile wrote:
So, to sum it up, we have on the right someone wanting to kill an interceptor in less than 30 seconds with missiles alone and no bonus to them ; and on the right someone who want with the exact same weapon be able to kill a cruiser in a 1v1.

So, you basicaly want a weapon which apply its dps independantly from speed and distance of the target, and more powerful than other cruiser weapons.

I see.


Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best.



The funny part is that a caracal, as you pointed earlier, usign LIGHT missile laucnher.. might be able to do it...



Yeahh incredbly well designed weapon.

Its like as if the military edveloped a new anti tank warhead capable of trespassing 90% of the armor thickness fo ANY tank, structure or battleship.. 90%.. but enver go trough the armro to kill anyone inside... :/

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

Tsukinosuke
Id Est
RAZOR Alliance
#535 - 2013-11-09 18:23:52 UTC
CCP Rise wrote:

Reload time for both groups set to 40 seconds.

T2 Rapid Light Launchers can carry roughly 18 charges
T2 Rapid Heavy Launchers can carry roughly 23 charges

This translates to a Raven with 3x BCU, T2 Rapid Heavy Launchers and Scourge Fury missiles doing 926 dps
This translates to a Caracal with 3x BCU, T2 Rapid Light Launchers and Scourge Fury missiles doing 409 dps[/b]

Both ships would have around 50 seconds of up time followed by 40 seconds of reload meaning that over extended engagements their true dps would be a bit more than half of the dps number above.

This would provide new strategic gameplay for Rapid Missile users as well as their opponents. It would make these systems stronger against ships that can be killed inside the active window(smaller ships) but worse over longer fights, which would usually mean fights against ships in the same class or larger. It would generally be more interesting but would also leave more space for the main missile systems to thrive as well.


good dps with fair cost.. i like the idea..

anti-antagonist "not a friend of enemy of antagonist"

MinutemanKirk
Federal Navy Academy
Gallente Federation
#536 - 2013-11-09 18:23:53 UTC
Michael Harari wrote:
MinutemanKirk wrote:
I have no idea if it will be HML or RLML fit.


Have you tried looking?


*is shocked* I can actually look at other ships?!

Of course I do (and I usually engage anyway) but that's not the point. The point is that on almost no other cruiser do I have to do that. Not to mention that the reverse is true as well: if I'm in a lightweight cruiser, I don't know if if will be RML with a 100mn AB or if it will be a brawling HAM fit.

I'm of the opinion that in lowsec, especially in 1v1's or small gangs and especially in cheaper ships, if you have to sit and look at a target and weigh the options for 2 minutes before engaging, you are doing it wrong. :)
Kagura Nikon
Native Freshfood
Minmatar Republic
#537 - 2013-11-09 18:24:55 UTC
MinutemanKirk wrote:
I for one would like to support the change.

First, if flying in a frig, one of the few cruisers I won't tackle by myself as soon as I see it (QCATS has a 10% ROE) to wait for friends is a Caracal simply because I have no idea if it will be HML or RLML fit. Almost no other weapon system has as much potential for DPS against both frigs AND cruisers. Even other medium systems that do work can usually be countered by range or transversal far more easily than RLMs.

Furthermore by using RLML in their current state, most cruisers sacrifice very little DPS but then have the capacity to greatly enhance their defensive EHP (or allow for easier fitting of things like oversized AB's).

Finally, I would like to support it because it allows small frig gangs (2-6) a chance to actually take on a weapon system designed to counter them (again, like using better transversal or range on other medium weapon) because of the reload time. While this will suck for a single, roaming cruiser because it will have to choose one way or the other as to what missiles it will bring, even then there are ways around it.



Well they do sacrifice a LOT of dps between HAMS and rapids.

The fact is peopel are thinkign on the HAMS as the standad missiel to use and the rapids as the specialization, but currently eve is the other way around. You want to b versatile, use rapids. You sure you huntign a BC? get hams.

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

Lloyd Roses
Artificial Memories
#538 - 2013-11-09 18:26:55 UTC
Would it actually be possible to have RLML/RHML:

- reload from ammo X to ammo Y within a short timeframe, and reloading only as many charges as there were before

and a different

- extremely long reload (40sec) to get all those 20ish charges back in there?


Like there is currently a reload and a reload all button, so something like a third option labeled *switch* instead of reload, that would just reload a few missiles (quickly).
Bouh Revetoile
In Wreck we thrust
#539 - 2013-11-09 18:28:22 UTC  |  Edited by: Bouh Revetoile
Michael Harari wrote:
Id like to be able to kill a tackle ship, with a dedicated antitackle ship with bonuses to anti-frigate weapons, in less than 90s. The RLM caracal as currently proposed, cannot do that. It will take about 2 minutes at best.

No, you are not asking to kill a tackle ship, you are asking to kill a specialized tackle ship designed for speed and survivability with a bonus to MWD signature radius.

The average frigate don't have any of the abilities an interceptor have.

PS : the true anti frigate ships are destroyers BTW.
MinutemanKirk
Federal Navy Academy
Gallente Federation
#540 - 2013-11-09 18:28:48 UTC
Kagura Nikon wrote:

Well they do sacrifice a LOT of dps between HAMS and rapids.

The fact is peopel are thinkign on the HAMS as the standad missiel to use and the rapids as the specialization, but currently eve is the other way around. You want to b versatile, use rapids. You sure you huntign a BC? get hams.



Fair point. I was actually thinking of HMLs when I mentioned DPS difference.