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[Rubicon] Rapid Missile Launchers - v2

First post First post First post
Author
KatanTharkay
Federal Navy Academy
Gallente Federation
#1901 - 2013-11-20 13:25:14 UTC  |  Edited by: KatanTharkay
Garviel Tarrant wrote:
Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit)


Please post the setup for your Comet. Assuming both rail or blaster + AB , web and scram + 1 Ancillary repp setup, you will have to run from the Incursus I posted before you cap out. You might resist longer if you give up the web and fit a cap booster tough
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1902 - 2013-11-20 13:28:34 UTC  |  Edited by: Gypsio III
KatanTharkay wrote:

Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).


Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.

With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.

Quote:
Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.


No, it's 28,065 EHP to Void, with overloaded Invuln of course. I didn't bother trying to account for passive regen though, but it's not 88 DPS peak anyway. Edit - to Omni it's 27.2k, but since we were talking about Incursuses I used Void.

[Caracal, AML]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile

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

Warrior II x2
KatanTharkay
Federal Navy Academy
Gallente Federation
#1903 - 2013-11-20 13:43:45 UTC  |  Edited by: KatanTharkay
Gypsio III wrote:
KatanTharkay wrote:

Right, the trouble is that he will be able to hold you for his friends. At the moment the only option left for a solo RLML Caracal pilot is to never engage more than 1 tanked frigate if he want to make proper use of the new weapon platform (hit and run before reinforcements arriving). As a gank weapon is very nice in gangs but kinda sucks for solo on regular platforms (Tengu is still great).


Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.

With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.

Quote:
Could you adjust those figures to allow for the scram and web.. With web and scram you don't get 28k EHP, it is closer to 23k and 88 DPS tank, sadly with your figures, the caracal does in fact lose.


No, it's 28,065 EHP to Void, with overloaded Invuln of course. I didn't bother trying to account for passive regen though, but it's not 88 DPS peak anyway.

[Caracal, AML]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile

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

Warrior II x2



Navy Faction missiles work better for applying damage. This setup is gonna do 310 / 360 heated DPS to that Incursus orbiting at full speed (webbed though):

Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Fleeting Propulsion Inhibitor I

Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile
Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile
Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile
Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile
Rapid Light Missile Launcher II, Caldari Navy Nova Light Missile

Medium Warhead Rigor Catalyst I
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I

Warrior II x2

I prefer dual shield setup for solo, cause your cap will last longer and you will have more juice for your overloading MWD when you want to get/pull range. This should be a decent setup assuming you only engage 1-2 tanky frigates at a time and have the perfect ammo type loaded every time.
Sgt Ocker
What Corp is it
#1904 - 2013-11-20 13:47:57 UTC
Garviel Tarrant wrote:



Seeing how i quite frequently burn through the reps on dual rep Incursuses in a Comet i'm quite sure you could do it in a 400 dps rlml ship. (especially seeing how it alphas down pretty much its entire buffer on a good hit)


Quote:
Caracal with 28kehp is with scram+web. Full tank (one prop + one tackle) is 37kehp. That might be a bit less now with fitting change of RLML.



I do wish I had perfect skills as everyone here seems to. My caracal with the skills as above, plus all shield skills to 4, 23kEHP, with scram and AB (can't fit MWD due to higher fitting of RLML's) &192 dps..

Prior to Rubicon I could reasonably and confidently fly a caracal with my skills, now I can't.

As I said in a previous post.. If you have max skills RLML caracal may work for you, if not.. Don't fly it alone as you will die.

NB; According to EveHq skill planner, it will be 11 months 6 days before I can fly a caracal with the stats you guys are all talking about. So i have to spend the next year being a victim on someone else's killboard ? Or cross train, that is a shame

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.

Ransu Asanari
Perkone
Caldari State
#1905 - 2013-11-20 14:09:50 UTC
So with my skills pre-Rubicon, I was able to fit the following:

Quote:
[Caracal, Odyssey]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Warp Disruptor II
Large Shield Extender II
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I

Warrior x2


Post Rubicon, with the new powergrid increase not mentioned anywhere by CCP Rise, I've had to nerf my fit to this:

Quote:
[Caracal, Rubicon]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

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

Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile
Rapid Light Missile Launcher II, Nova Precision Light Missile

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I

Warrior x2


So on top of the effective reduction in damage from the new swarm launcher (if you split your launchers), I've also lost a BCS and a significant amount of tank (at least 750HP from the downgraded shield extenders). I don't have perfect skills. This is what I could fly previously, and what I'm forced to use now.

Pretty disappointed.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1906 - 2013-11-20 14:18:27 UTC
Sgt Ocker wrote:

Prior to Rubicon I could reasonably and confidently fly a caracal with my skills, now I can't.

As I said in a previous post.. If you have max skills RLML caracal may work for you, if not.. Don't fly it alone as you will die.

Could it be that Rise thinks only of level 5 PvP-ers, being more Kil2 in his mind than CCP game designer? Idk, more often than not it feels like he doesn't even see newbies as being part of EvE. Perfect skills to fly RLML T1 cruiser, I mean come on...
Morrigan LeSante
Perkone
Caldari State
#1907 - 2013-11-20 14:45:09 UTC
Gypsio III wrote:
Look, stop and think for a second. The single Incursus is dying much more quickly than previously, so you have more chance of getting away.

With two Incursuses, if you can kill them before reloading, then again you have more chance of getting away than before. The model suggested 25 s to kill each one, which means that a reload would necessary, but it's sufficiently close that skills can make the difference.


That seems a wee bit too close for my tastes - a ship built to munch frigates (and now, absolutely nothing else) I would hope could do a bit better given the lack of ability on same of bigger sized hulls in this iteration.

I could be wrong but we're starting to split hairs on how hard it is for a frigate-eating monster to kill frigates and for my (simplistic tastes) it's far too close for comfort.
Bouh Revetoile
In Wreck we thrust
#1908 - 2013-11-20 14:48:02 UTC
Do you think the incursus will always be allV too ?

Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.

Balance must be made with allV skillsn because that's what people who abuse the things will have.

IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.
KatanTharkay
Federal Navy Academy
Gallente Federation
#1909 - 2013-11-20 15:12:04 UTC  |  Edited by: KatanTharkay
Bouh Revetoile wrote:
Do you think the incursus will always be allV too ?

Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.

Balance must be made with allV skillsn because that's what people who abuse the things will have.

IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.


The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.

The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire.
Bouh Revetoile
In Wreck we thrust
#1910 - 2013-11-20 15:27:17 UTC
KatanTharkay wrote:
The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.

The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire.

So you are basing your balance suggestions out of one of the tankiest frig in game, fitted for full tank, with tanking links, and an AB which is a counter to missiles. And you are complaining that a full tank Caracal struggle to kill such a frigate while he made absolutely nothing to compensate for everything the incursus did ?

Also notice that the said incursus will *never* catch your Caracal unless you make a mistake, because you are about twice as fast as he is.

Also, you can use some drugs too with the caracal to counter the AB. Drugs work in both ways.

Stop being stupid and lazy please.
Dr Sraggles
The Covenant of Blood
#1911 - 2013-11-20 15:38:01 UTC  |  Edited by: Dr Sraggles
Bouh Revetoile wrote:
Do you think the incursus will always be allV too ?

Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.

Balance must be made with allV skillsn because that's what people who abuse the things will have.

IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.



Sounds like a butt hurt frig pilot lost to a Cruiser and thinks he shouldn't have? You are absolutely wrong that a purpose built anti-Frig Cruiser shouldn't be able to face roll any 2 T1 frigs in the game. That's why you spent a month training Caldari Cruiser V.

But hey, yea, that's good advice: Be sure to check the History of every T1 frig you go up against because you wouldn't want him to kill your Cruiser that is supposed to be designed to kill T1 frigs (because it can't kill anything else).

Or train that over 1 year to have all level 5 skills so that you don't get owned and at least put up a competitive fight before you diaf to his buddies (bait tanking in a dual rep Incursus is a very common thing in Eve).

Or, you could just fly a Catalyst and destroy every single T1/T2 brawler frig by face rolling because it can do 700dps. Or a Thrasher. They die far faster to those dessies than to a Caracal.

Too bad all that training in Missiles and such is worthless. TIme to start on Gunnery and Drones. You'll be there in a year (and will be $240 poorer).

RIP Caracal

ps Stop being a stupid and lazy butt hurt frig pilot
KatanTharkay
Federal Navy Academy
Gallente Federation
#1912 - 2013-11-20 15:45:42 UTC  |  Edited by: KatanTharkay
Bouh Revetoile wrote:
KatanTharkay wrote:
The Incursus fit i posted will tank 329 DPS OMNI / 289 DPS explosive with Command ship booster in system - Astarte with Passive Defense II & Rapid Repair II links + Armored Warfare Mindlink. It will do even better if you add an Evasive Maneuvers II or Rapid Deployment II link. And you will see plenty of these at stations in FW systems. Add an Exile booster and it would tank like no tomorrow.

The latest Caracal setup i posted will struggle to kill a gang boosted Incursus. This with RLML weapons that are supposed to murder frigates. To brake such a tank RLML's need a better rate of fire.

So you are basing your balance suggestions out of one of the tankiest frig in game, fitted for full tank, with tanking links, and an AB which is a counter to missiles. And you are complaining that a full tank Caracal struggle to kill such a frigate while he made absolutely nothing to compensate for everything the incursus did ?

Also notice that the said incursus will *never* catch your Caracal unless you make a mistake, because you are about twice as fast as he is.

Also, you can use some drugs too with the caracal to counter the AB. Drugs work in both ways.

Stop being stupid and lazy please.


Read again please. I was talking about the max DPS to frigates Caracal, the one with web, rigor rig and overheated
launchers. Like the new Caracal, the Incursus setup + gang boost is a normal thing, not something ridiculous like fitting very expensive implants or modules. It's just standard T2 fit.
Bouh Revetoile
In Wreck we thrust
#1913 - 2013-11-20 15:49:56 UTC
Dr Sraggles wrote:
Sounds like a butt hurt frig pilot lost to a Cruiser and thinks he shouldn't have? You are absolutely wrong that a purpose built anti-Frig Cruiser shouldn't be able to face roll any 2 T1 frigs in the game. That's why you spent a month training Cruiser V.

But hey, yea, that's good advice: Be sure to check the History of every T1 frig you go up against because you wouldn't want him to kill your Cruiser that is supposed to be designed to kill T1 frigs (because it can't kill anything else).

Or train that over 1 year to have all level 5 skills so that you don't get owned and at least put up a competitive fight before you diaf to his buddies (bait tanking in a dual rep Incursus is a very common thing in Eve).

Or, you could just fly a Catalyst and destroy every single T1/T2 brawler frig by face rolling because it can do 700dps. Or a Thrasher. They die far faster to those dessies than to a Caracal.

Too bad all that training in Missiles and such is worthless. TIme to start on Gunnery and Drones. You'll be there in a year (and will be $240 poorer).

RIP Caracal

ps Stop being a stupid and lazy frig pilot

Yeah, let's have a one dimensional game where bigger = better.

FYI, as it have been said countless of times, a weapon system you can't reduce the damages either by fitting or piloting is absurdly OP.

Your precious RLML Caracal won't be OP anymore, but don't expect me to be sad for you.

Also, notice that the stupid scenarios showed here with overtanked fleets of Incursus would have killed the old RLML Caracal too.
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#1914 - 2013-11-20 15:50:15 UTC
Unsuccessful At Everything wrote:
'CCP GIB ME AWSUM SHIP BUTT I WANT MOAR AWSUM AND MAKE FOTM SHIP SUPER OP BECUZ IT IZ FOTM SHIP'.

Rip Caracal
Diesel47
Deep Core Mining Inc.
Caldari State
#1915 - 2013-11-20 15:50:56 UTC
Adapt or die is not a valid argument to bad game balance.

Stupid sheep only repeat what they've heard someone else say.
Bouh Revetoile
In Wreck we thrust
#1916 - 2013-11-20 15:57:55 UTC
KatanTharkay wrote:
Read again please. I was talking about the max DPS to frigates Caracal, the one with web, rigor rig and overheated
launchers.
Oh, So I understand now why you felt the need to add the fleet booster and drugs to the frigate pilot. I guess the incursus wouldn't live long enough for RLML to be ineffective if you don't add fleet boosters and drugs.
Arthur Aihaken
CODE.d
#1917 - 2013-11-20 16:40:26 UTC  |  Edited by: Arthur Aihaken
RLML Proposed Changes
• Reduce reload to 20-30 seconds
• Increase ammunition capacity by 25%

RHML Proposed Changes
• Increase ammunition capacity by 25-35%

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

Tarmaniel
State War Academy
Caldari State
#1918 - 2013-11-20 16:58:40 UTC  |  Edited by: Tarmaniel
Bouh Revetoile wrote:
Do you think the incursus will always be allV too ?

Pick your targets by checking their history before ; and fly a frigate if you don't have skills for a cruiser.

Balance must be made with allV skillsn because that's what people who abuse the things will have.

IMO, when a ship is able to warp in alone, sit there, press F1 and farm frigate killmails, it's absurdly OP ; and even more if it require no skills to do it. Remember there is someone too in the ship you are shooting, and he'd like to kill you too. Also remember that you are asking a ship to be a no match against TWO ships, not one but TWO ! You should be happy to safely kill one by only pressing F1.


It's far, far easier to be all V in respect to avoiding missile damage than it is to be all V in respect to dealing it, at least with missiles bigger than light missiles. Signature radius is not affected by skills. For shield tankers, as long as you have Navigation and Acceleration Control at V, missile damage is minimized. You need no other skills. Armor tankers need the compensation skills and honeycombing, but V versus IV in these skills is an absurdly tiny effect.

On the other hand, missile support skills are absolutely massive in importance. Target Navigation Prediction is 10% damage/level until you reach the EFT paper DPS numbers for those missiles. With anything bigger than light missiles, this almost never happens. Guided Missile Precision V is also a 6.66% damage increase over Guided Missile Precision IV. For comparison, Racial Turret V is only a 4.16% damage increase over Racial Turret IV. Then on top of that you of course need the support skills that just relate to pure damage as well.

At least, all that is true for HMLs, HAMs, and up. With lights? You don't even care about TNP and GMP. You can have them at I, you'll still do full DPS to everything except maybe interceptors which will still pop in seconds.
Bouh Revetoile
In Wreck we thrust
#1919 - 2013-11-20 18:11:21 UTC
Tarmaniel wrote:
It's far, far easier to be all V in respect to avoiding missile damage than it is to be all V in respect to dealing it, at least with missiles bigger than light missiles. Signature radius is not affected by skills. For shield tankers, as long as you have Navigation and Acceleration Control at V, missile damage is minimized. You need no other skills. Armor tankers need the compensation skills and honeycombing, but V versus IV in these skills is an absurdly tiny effect.

On the other hand, missile support skills are absolutely massive in importance. Target Navigation Prediction is 10% damage/level until you reach the EFT paper DPS numbers for those missiles. With anything bigger than light missiles, this almost never happens. Guided Missile Precision V is also a 6.66% damage increase over Guided Missile Precision IV. For comparison, Racial Turret V is only a 4.16% damage increase over Racial Turret IV. Then on top of that you of course need the support skills that just relate to pure damage as well.

At least, all that is true for HMLs, HAMs, and up. With lights? You don't even care about TNP and GMP. You can have them at I, you'll still do full DPS to everything except maybe interceptors which will still pop in seconds.
While I might have exagerated a bit, the context was an incursus killing the Caracal. In this case the Incursus needs its skills as much as the Caracal, if not more. Also, in this case, it's active tanking, which require full active armor tanking skills and full capacitor skills on top of the skills you already enumerate. I can also add rigging and fitting skills, as the Incursus fit in question is rather tight in fitting.

In the end, the Incursus is a brawler fit and need very high skills to be trully effective, not to mention that the blaster version will die to nearly any properly fit frigate in the long run and is then only useful as a heavy tackler. The railgun version, without allV gunnery skills, might even not be able to break the passive recharge of the Caracal.

But I guess people here complaining only care about the speed it take to kill a frigate and not about frigate balance in itself.
Thaddeus Eggeras
Urkrathos Corp
#1920 - 2013-11-20 18:39:08 UTC
Rapid Missile Launcher Issues and Fix

The issues rapid launchers have are
1. They have amazing range, with the ability to do what close range guns and missiles and long range guns and missiles do in one.
2. Rapid launchers take far less CPU and PG than their counterparts, which in turn makes the ships using them have amazing tanks.
3. They are a weapon system designed to work against smaller targets, while they do this; they also work just as well against targets of the same size, and sometimes even larger targets.

How to fix these issues
1. Have rapids use rockets and heavy assault missiles. This would fix the range issue and still give enough range for good PvP. Rapid rocket launchers would be able to hit to 10km to 20km or more depending bonuses, rigs, and missile type. Rapid heavy assault missile launchers would hit 20km to 40km depending on all the same things.
2. Have their CPU and power grip increased slightly, but not as much as HAMs or HMLs, or as much as Torps or Cruise, but closer to their numbers. This would make it so ships using rapid launchers won't be able to fit unreal tanks, but still be able to fit "good" tanks.
3. They would need to have their rate of fire increased anywhere from 2 to 5 seconds to make sure they aren’t so effective against ships of the same size or larger.
4. Ships that use them Cruisers, Battlesruisers, and Battleships would need any bonuses they give to explosion radius or velocity not applied to rapid launchers.
5. Also the T2 missiles for rockets and heavy assault missiles will not make them OP like the T2 missiles did for heavy missiles and light missiles. As one is for higher damage at having less range and increased explosion radius and decreased explosion velocity and the other adds range at less damage.

I believe this would fix a great deal of issues with rapids. It would need to be tested on SiSi, and adjusted as needed, but it would work. Also remember missiles need to be looked at for rebalance. I’d say HAMs need explosion radius and explosion velocity adjusted 10% to 15% to help them engage targets of the same size better. HMLs need relooked at all together. Defenders need replaces with a flare type defense, like combat planes today use, FoF, I don't know they just suck.

Or we can keep 40secs reload, up to you.