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[Rubicon] Rapid Missile Launchers - v2

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Author
Motoko Innocentius
Domus Dei
#141 - 2013-11-08 16:19:53 UTC  |  Edited by: Motoko Innocentius
Kagura Nikon wrote:



You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.


That is NOT good!

Ever heard of the rabbit and the turtle child story? You know wich one won at the end?


This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal.

What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes


264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle.

I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want.

What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed.

Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ?
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#142 - 2013-11-08 16:26:46 UTC
With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships Shocked
MeBiatch
GRR GOONS
#143 - 2013-11-08 16:31:32 UTC
AskariRising wrote:
can we get rapid cruise launchers? :)


Might make the Phoenix usable. ..

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Joe Risalo
State War Academy
Caldari State
#144 - 2013-11-08 16:31:40 UTC  |  Edited by: Joe Risalo
Niena Nuamzzar wrote:
With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships Shocked


Cruise missiles are pretty good after the rebalance last year.


However, I do have to say that there is some interesting capabilities with these.

For instance, hit and run tactics.


The one thing I will say is that it appears the RHML with this iteration seems to be almost designed with the goelm in mind specifically.


Golem could drop a tengu with these before reload, and it's the only ship that can use it and have the tank to last while reloading.
Omnathious Deninard
University of Caille
Gallente Federation
#145 - 2013-11-08 16:32:50 UTC
With a 40 second reload the situation that will happen is: Do lots of damage and hope you kill the target, no then they completely rep them selves while you reload your missiles then you fire off them all again and hope you kill them.

The reload time needs to go down to 20 seconds.

If you don't follow the rules, neither will I.

stoicfaux
#146 - 2013-11-08 16:34:37 UTC
Let's just go all the way down the slippery slope.

How about we finally delegate missiles to being support weapons? The ancillary concept is basically the RL equivalent of a one-shot anti-tank weapon carried by infantry. Meaning, ancillary missile packs just provide burst damage and are either a limited use item or have extremely long reload rates, making them something that you would put into a utility high slot (dedicated launcher slots would go away.)

Burst damage promotes hit and run tactics, guns reign supreme, load is reduced (except for that spike when everyone pops off their missile packs at once) and the Phoenix can finally be replaced with a gunship.


Think missiles from the old Renegade Legion Leviathan cap ship combat game or Rocket Launchers from Battletech.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Arthur Aihaken
CODE.d
#147 - 2013-11-08 16:38:30 UTC  |  Edited by: Arthur Aihaken
CCP Rise wrote:
Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity will be reduced and their reload time will be increased increased (think Ancilliary Shield Boosters).

It's an interesting proposal, and as a die-hard missile player I'm not entirely opposed to the proposed changes. The 40-second reload time isn't necessarily a problem provided we consider:

• Including explosion radius, explosion velocity and missile velocity for RHMLs on battleship and battlecruiser hulls
• Including missile velocity for RLMLs on T3 hulls
• Reducing the grid/CPU requirement for RHMLs such that they can be utilized to some extent on battlecruisers

Otherwise, either the ammunition capacity needs to be doubled or the reload time reduced to 20 seconds.

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

Connall Tara
State War Academy
Caldari State
#148 - 2013-11-08 16:39:16 UTC
Michael Harari wrote:
Connall Tara wrote:
[

consider... softer things. things which tend to survive through use of range and/or sig tanking. interceptors, ABC's, logi cruisers, Recons... there's all kinds of targets which could be scrubbed from the field in a rather short time frame with this idea.

.


Or you could just use an actual dps ship to kill all of those except the interceptor, and do more dps, and then continue doing more dps instead of reloading for 40s.



you're oversimplifying. yes, you can do this job with other ships and weapons.... but how many of those ships and weapons do THAT much damage with THAT much precision to THOSE kinds of ranges with no need to concern about tracking?

that's the thing. you could do all these jobs with a normal dps ship and keep shooting while the rapid launchers are reloading... but the rapid launcher is a specialised option in this purpose, that's what makes it such an interesting idea.

lets try some other numbers, lets take Rise's triple BCU raven and throw caldari navy scourge heavy missiles on there, because lets be honest we'll probably use these rather than fury.

taking into account the base damage difference of 17% caldari navy scourge missiles (assuming i've not ballocksed up my maths) will throw out a rather nice 769 dps. so the question becomes... is there another weapon system within the game which will deal 769 dps as accurately or precisely or as far as the RHML? remember, assuming that these weapons systems don't receive range bonuses from ships like the raven (need to check up on that) we're looking at around 60km optimal range, if they do apply we're looking at around 90-100km.

hell... strap these things to the typhoon with its explosion radius bonus o_o

we're after all not talking a single weapon system for all situations, which is what makes me interested in this concept, its a weapon system designed for an anti-support role and the potential for this concept alone makes me kind of want to see it in action...

seriously... find a weapon system which does the same thing.... not even tengus can dump this much firepower with heavy missiles into a 50 second window >_<

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Jenn aSide
Soul Machines
The Initiative.
#149 - 2013-11-08 16:40:32 UTC
stoicfaux wrote:
Let's just go all the way down the slippery slope.

How about we finally delegate missiles to being support weapons? The ancillary concept is basically the RL equivalent of a one-shot anti-tank weapon carried by infantry. Meaning, ancillary missile packs just provide burst damage and are either a limited use item or have extremely long reload rates, making them something that you would put into a utility high slot (dedicated launcher slots would go away.)

Burst damage promotes hit and run tactics, guns reign supreme, load is reduced (except for that spike when everyone pops off their missile packs at once) and the Phoenix can finally be replaced with a gunship.


Think missiles from the old Renegade Legion Leviathan cap ship combat game or Rocket Launchers from Battletech.



Battletech Rocket Launchers suck lol, even if they only cost 1 ton and 2 crits.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#150 - 2013-11-08 16:41:00 UTC
Joe Risalo wrote:
Niena Nuamzzar wrote:
With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships Shocked


Cruise missiles are pretty good after the rebalance last year.

True but they aren't as much used in small gangs pvp.
Michael Harari
Genos Occidere
HYDRA RELOADED
#151 - 2013-11-08 16:44:35 UTC
Niena Nuamzzar wrote:
Joe Risalo wrote:
Niena Nuamzzar wrote:
With proposed changes, IMO, up to 20 seconds reload time could be acceptable but no more! Better solution, as already stated, would be making a new launcher or new missile types so we can CHOOSE! Please, please, please, don't kill the last decent weapon system for most of the Caldari ships Shocked


Cruise missiles are pretty good after the rebalance last year.

True but they aren't as much used in small gangs pvp.


Sure they are. https://www.youtube.com/watch?v=Emb2v0yKM7s is a good small gang video involving almost entirely cruise phoons.
Kagura Nikon
Native Freshfood
Minmatar Republic
#152 - 2013-11-08 16:45:33 UTC
Motoko Innocentius wrote:
Kagura Nikon wrote:



You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.


That is NOT good!

Ever heard of the rabbit and the turtle child story? You know wich one won at the end?


This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal.

What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes


264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle.

I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want.

What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed.

Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ?



FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.


Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically

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

Bienator II
madmen of the skies
#153 - 2013-11-08 16:46:35 UTC
my first thought was:
now we really need reload and cooldown timers in the UI

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Jenn aSide
Soul Machines
The Initiative.
#154 - 2013-11-08 16:48:57 UTC
Ganthrithor wrote:
Seriously? You couldn't find a way to tweak missile stats so that rapid launchers do ~75% of the theoretical DPS of whatever their on-size equivalent is, but with better damage application? How does something that nerfs your DPS in exchange for better performance in some specific scenario (in which you are fighting something smaller than usual) not constitute a tradeoff / niche fitting?

If you can't figure out a set of numbers that will make rapids apply more damage to undersized targets than their on-sized counterparts while applying less damage to on-size or plus-size targets... well I'm not really sure what to say. You're doing it wrong?

This idea sucks. It makes rapids utterly useless for any small gang / solo ships and is totally unnecessary. Rapids already are a niche weapon: if they're not niche enough then fiddle the dps / application numbers again until they strike an appropriate balance rather than turning another niche strategy into a useless gimmick.



This.

"Situation Specific" weapons are a bad idea. The weapons and tactics that get used are good in multiple situations even if they aren't the best choice in a specific situation. Their are loads of weapons and items in EVE that get little use because of this. Not that a "swarm" type missile launcher idea isn't cool, I just have doubts about this idea.
Kagura Nikon
Native Freshfood
Minmatar Republic
#155 - 2013-11-08 16:50:44 UTC
Warde Guildencrantz wrote:
Kagura Nikon wrote:



You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now.

Also that cahnge makes ROF bonus on launchrs a VERY SAD feature :/


Think about those numbers.. make a few more charges. So that you can kill acruiser with it.

OThewrwise you jus tmade the weapon useles for SOLO and small gang work. Surprise.. as if this was not a trend in game.


I fail to see how 800dps in a cerberus for 40 seconds that applies on like any ship it shoots at is a reason to "throw it in the garbage can".

Its the same DPS as before. If your opponent can burst tank 40 seconds of 800 dps he can tank a consistent 400 dps too.



Let me put it simpler to you. Now matter how large is your dps, if the max dmage you can do before you stop doign damage is less than enemy EHP... he will nto be dead.. and he has 40 seconds to get away or kill you.

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

Kahega Amielden
Rifterlings
#156 - 2013-11-08 16:54:34 UTC
Kagura Nikon wrote:
Motoko Innocentius wrote:
Kagura Nikon wrote:



You shoud l use your brian and calcualte how much damage you can dish with ALL missiles ina cerberus for example (the ship that effectively mos tuse rapid launchers). 20 k damage.. no matter how you stagger it. You are just somethign lauguable. You will VERY rappdly brign your enemy to low armor.. then do nothing.. until he gets away or kills you.


That is NOT good!

Ever heard of the rabbit and the turtle child story? You know wich one won at the end?


This just makes no sense, what is proposed atm is 409 dps for ~50seconds for a caracal (which has 5 launchers), reload time is 40 seconds, if you fire 3 launchers for 50 seconds and start firing 2 launchers on top of that at 40 second mark, you'll do 245 dps for 40 seconds, 409 dps for 10 seconds and then 163,6 dps for 40 seconds, after which you dps once again rises to 245 for the next 40 seconds. Atm you'll do 266 dps with 5 scourge furies on a caracal.

What i suggest is increasing the dps to letsay 440 at which point using them continuously becomes


264 dps for 40 seconds followed by 440 dps for 10 seconds followed by 176 dps for the last 40 seconds of the cycle.

I do not in any way understand how this becomes "you only get 20 k damage and then you're done". If i use the new rlml's in this way i lose very little dps in continuous fire (like i said earlier) and gain the possibility of bursting alot more than before if i want.

What this does is gives me the possibility of choosing, only thing i see a problem with is making sure the numbers are good enough so the continuous fire isn't too much nerfed from what it was before while being able to burst if needed.

Edit: atm a caracal can dishout 23 940 damage in 90 seconds after current proposal it can dishout 20 434 in 90 seconds. Do you get it now ?



FORGET THE DPS!! How much TOTAL damage can you do before reload? It will be less than EHP of a cruiser!! That is the issue.


Even if you have 20 THOSUAND dps, but you fire for 1 second and reload for 20k seconds.. you will NEVER kill a well fit enemy cruiser.. in fact this last example is the worse situation you could have basically


I'm fairly certain that the whole point of this change is that RLMLs should not be good against enemy cruisers, and should be a specialized choice for fighting smaller stuff, not the weapon-of-choice that lets you apply damage perfectly to everything all the time.
Mhari Dson
Lazy Brothers Inc
#157 - 2013-11-08 16:55:57 UTC
The logic of your "rebalance" choice here needs to be taken off the crackpipe and sobered up. In game terms you're proposing a large and radical change to a weapons system that wasn't previously on the table and you're 11 days from deployment, if this isn't a recipie for a total disaster I don't know what is.

Now that the rant part is out of the way, let's put the other side of this issue out there.

PvE

yep, I'm going there.

Ask people running plexes/missions/sites/etc that light missiles would be an advantage on if a 40sec reload time is reasonable before you try to implement this kind of change. your problem here isn't with the rapid lights bieng overpowered, its with heavies having been cut too far and now you're just seeing the results from that. If you want to field launchers as described then do so but make them a separate item, don't screw up a weapons system that is performing as expected.

Instead run the numbers on the following:

increase heavy missile base damage by 4%
increase heavy missile damage application by 10%
Justin Cody
War Firm
#158 - 2013-11-08 16:57:48 UTC  |  Edited by: Justin Cody
CCP Rise wrote:
Kat Ayclism wrote:
Holy crap that's terrible ******* idea


Would love if you expanded a bit.


Ok how about this. This trend of increasing reload time is a bad design philosophy to keep applying. At this rate you'll make 1400mm artillery take 10 minutes to reload because it can do a 13K volley. Because y'know burst damage or some crap like that.

It is bad to have to disengage just to reload your primary offensive weapon. rapid light missiles are not bomb launchers or asb's. You could just increase the cerberus damage more with rapid lights to that 409 dps so people have an even bigger reason to specialize beyond another 30K flight range. For rapid heavies you will need a t2 specilized boat like the golem maybe that can boost that damage up to where you are considering it ~900 dps (maybe higher to 1100 dps on golem and 450 dps on cerberus)

Leave the modules as generally good where you have them now...increase bonuses for specialization. Incentives are great.

RLM/RHML are equivalent in size to say Quad Light Beam lasers and Dual Heavy Pulse lasers/dual650mm AC's as far as application goes. Are you going to make those take 40 seconds to reload? Of course not! Don't be daft. Leave them generally good and make people train to make them exceptional. Caracals don't need 409 dps with rapid lights but a level 5 HAC pilot might do some good with it. Same goes for a raven...it doesn't need 900 dps or so with rapid heavies...but a golem pilot would. Think about how this all impacts ship families on top of the base ship.
MeBiatch
GRR GOONS
#159 - 2013-11-08 17:01:13 UTC
Omnathious Deninard wrote:
With a 40 second reload the situation that will happen is: Do lots of damage and hope you kill the target, no then they completely rep them selves while you reload your missiles then you fire off them all again and hope you kill them.

The reload time needs to go down to 20 seconds.



as per Gypsio III would that not eq a net gain in overall dps?

as 40 seconds is only a 9% reduction is long time dps?

you would have to reduce the rate of fire to compensate so the ratio stays the same if they chose to change the reload time.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Arthur Aihaken
CODE.d
#160 - 2013-11-08 17:08:43 UTC  |  Edited by: Arthur Aihaken
On further reflection, this is actually quite an innovative direction for RLMLs and RHMLs. I think the reload time needs to be adjusted down to 30 (or even 20) seconds, as 40 seconds in PvP is an eternity. The one thing that no one's really considering is that you may see a mix of RLML/HML and cruise/RHML setups.

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