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RIP RLML Thread

Author
Liam Inkuras
Furnace
Thermodynamics
#1 - 2013-11-19 17:25:09 UTC
As the title suggests, this thread is dedicated for you to pay your respects to the now-deceased RLML launchers. Please, everyone take a moment to bow your head in silence.

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Danny John-Peter
Blue Canary
Watch This
#2 - 2013-11-19 17:33:27 UTC
Thank god.

RLMLs Online is no longer the meta.
Batelle
Federal Navy Academy
#3 - 2013-11-19 17:38:54 UTC  |  Edited by: Batelle
Never even used them once. Well, not in the last year. Actually scratch that I might have fit some to my rattlesnake once. Whatever.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Thaddeus Eggeras
Urkrathos Corp
#4 - 2013-11-19 18:06:14 UTC
They wil be missed, BUT hopefully CCP will fix them when they get around to rebalancing HAMs and HMLs, and doing an overhaul to defenders and FoF. Ahhh the dreams I have
Platypus King
Brutor Tribe
Minmatar Republic
#5 - 2013-11-19 18:11:28 UTC
Rip RLML the pepos princessss xoxoxoxoxoxoxo
Caleidascope
Republic Military School
Minmatar Republic
#6 - 2013-11-19 18:29:49 UTC
They will be missed.
☺7

Life is short and dinner time is chancy

Eat dessert first!

ElQuirko
University of Caille
Gallente Federation
#7 - 2013-11-19 19:19:31 UTC
RLML is dead, long live RLMLs being used outside of PVE. Four more years for the anti-frig RLML cerb!

Dodixie > Hek

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#8 - 2013-11-19 19:31:41 UTC
I don't accept this change, therefore no RiP from me. You can't simply delete an old weapon system whenever you feel like it. Stop using brutal force just because you can Big smile
Hrett
The Scope
Gallente Federation
#9 - 2013-11-19 21:23:30 UTC
Perhaps I'm daft, but has the patch even been out long enough to pronounce them yet?

Doctor: "Hello, ma'am? Your husband was hit in the head when he walked into a glass door. He is unconscious. Its too soon to tell yet, but ..."

Wife: "Unplug him! I'll call the funeral home!"

spaceship, Spaceship, SPACESHIP!

Liam Inkuras
Furnace
Thermodynamics
#10 - 2013-11-20 00:34:52 UTC
Considering the amount of dead Caracals I've seen to the hands of 3-4 T1 frigs today, I'd say its safe to pronounce them dead

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Patri Andari
Thukker Tribe Antiquities Importer
#11 - 2013-11-20 01:17:18 UTC
Niena Nuamzzar wrote:
I don't accept this change, therefore no RiP from me. You can't simply delete an old weapon system whenever you feel like it. Stop using brutal force just because you can Big smile


that's some hard core shite there.

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#12 - 2013-11-20 03:28:23 UTC
Rise: We told you so, literally everyone in the F&I thread told you, you refused to listen. Oh well.... Roll
crononyx
Aliastra
Gallente Federation
#13 - 2013-11-20 08:36:22 UTC
Traded yesterday after patch a RLML caracal for 5 bombers (3 more survived, lucky bastards).
Not sure what's so terrible about rapid lights.
Dan Seavey Allier
Seavy Acquisitions
#14 - 2013-11-20 17:52:57 UTC


Hmmmm......perhaps if one just thought outside the box and folded the new parameters of the weapons system into new strategies ? Everything changes. Change with it.

jmho

:D

Honey Never Sleeps. - John Russell

Christine Peeveepeeski
Low Sec Concepts
#15 - 2013-11-20 18:01:19 UTC
Thank **** for that, rlmls were ridiculously OP.

I don't want to see them totally dissapear though.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#16 - 2013-11-20 18:16:36 UTC
So turning RLML into higher DPS Burst weapons with a long reload is bad? Rapid Missile Platforms are hit and run weapons and not sustained battles. Bring a pair or small group of these things and see what they can do. I am sure it will be pretty nasty.
Thaddeus Eggeras
Urkrathos Corp
#17 - 2013-11-20 18:40:42 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.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#18 - 2013-11-20 19:20:55 UTC
Thaddeus Eggeras wrote:
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.


Again, Rapid light missile launchers are not sustained battle weapons, they are for hit and run now. Enter battle, Empty your clip, Reload while in cover, return to battle or find a new target.

Range issues: looking at EFT, HAMs have 25km on a caracal, RLML have 47.5km

"explosion radius or velocity not applied to rapid launchers."
If the ship gets a light missile or heavy missile bonus, it gets a bonus to RMLs.


Thaddeus Eggeras
Urkrathos Corp
#19 - 2013-11-20 19:31:46 UTC
Adding 40secs reload to any weapon is just crazy.

Add with rockets it would be around 15km to 25km or so and wouldn't be doing what RLMLs use to do and that is do the job of HAMs and HMLs in one weapon system.

I know they didn't get the explosion bonuses before, just making it clear they shouldn't with rockets or HAMs either haha.

If you go into a fight knowing you can only kill one or two targets, that is **** poor planning, take it from someone who really does understand that, as it's his real job also. I'd NEVER go into a fight with a M4 that has a 10 round mag and takes 5 seconds to reload, that is crazy and no one would want you around them. Same idea here, NO weapon system should have a realod longer then 10secs, and doing this also brings a slippery slope into EVE now. If they did it with rapids, what else might they do it with later.

Keep 10secs reload and try this or something close to it on SiSi, and fix it for real instead of breaking it worse.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#20 - 2013-11-20 19:49:42 UTC
Thaddeus Eggeras wrote:
Adding 40secs reload to any weapon is just crazy.

Add with rockets it would be around 15km to 25km or so and wouldn't be doing what RLMLs use to do and that is do the job of HAMs and HMLs in one weapon system.

I know they didn't get the explosion bonuses before, just making it clear they shouldn't with rockets or HAMs either haha.

If you go into a fight knowing you can only kill one or two targets, that is **** poor planning, take it from someone who really does understand that, as it's his real job also. I'd NEVER go into a fight with a M4 that has a 10 round mag and takes 5 seconds to reload, that is crazy and no one would want you around them. Same idea here, NO weapon system should have a realod longer then 10secs, and doing this also brings a slippery slope into EVE now. If they did it with rapids, what else might they do it with later.

Keep 10secs reload and try this or something close to it on SiSi, and fix it for real instead of breaking it worse.


I see RLMLs not as a solo weapon platform, but for a small gang. Find a target(s), burn it hard and fast, and get out. if I were soloing i would bring HAMs, if I am in tackle range i would burn that target, or whatever is a higher priority. If i am in a small gang i would want us all in the lower fitting requirment bursting ships with ASBs. Reload both at once.
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