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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Kane Fenris
NWP
#301 - 2014-01-26 22:26:59 UTC
CCP Rise wrote:

Also, a small response to the comparison with jamming: I think parts of the experience are obviously the same (not being able to fire for a period of time), but there a lot of other parts to compensate (or at least that is the idea). With RML you get to choose when that period of time will be, you get to control a lot of factors that contribute to how significant that period of time is (how your ship is fit, where you're located in space, what targets you choose etc), and you get the huge benefit of very high front-loaded damage. Not disregarding the fact that not being able to shoot doesn't feel good, just pointing out that they are different situations in some important ways.


Idea
make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed)
would make it a intesting choice for some purposes.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#302 - 2014-01-26 22:27:54 UTC
Arthur Aihaken wrote:
TrouserDeagle wrote:
because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it.

Balance-wise, rapid light missile launchers do less DPS than heavy and heavy assault missiles - even if the bonuses were extended to them.


sounds good to me.
CW Itovuo
The Executioners
#303 - 2014-01-26 22:52:47 UTC
Arthur Aihaken wrote:
I don't think anyone should hold out any hope that missiles will get addressed anytime in the near future. With the mess that is drones and drone assist, I think priorities have shifted. As many have pointed out, there are so many hulls that simply lack RLML bonuses; quite a few Caldari and virtually all Amarr and Minmatar.



Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority"
Arthur Aihaken
CODE.d
#304 - 2014-01-27 00:05:55 UTC
CW Itovuo wrote:
Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority"

I thought it was "Never put SP into missiles..." Lol

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

CW Itovuo
The Executioners
#305 - 2014-01-27 00:49:26 UTC
Arthur Aihaken wrote:
CW Itovuo wrote:
Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority"

I thought it was "Never put SP into missiles..." Lol



Certainly feels that way with every new "balance"
Kaarous Aldurald
Black Hydra Consortium.
#306 - 2014-01-27 02:33:16 UTC
CW Itovuo wrote:
Arthur Aihaken wrote:
CW Itovuo wrote:
Ha ha! You fool! You fell victim to one of the classic blunders - The most famous of which is "never get involved in a land war in Asia" - but only slightly less well-known is this: "Never assume your priority is CCP's priority"

I thought it was "Never put SP into missiles..." Lol



Certainly feels that way with every new "balance"


Never not nerf Caldari.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Sgt Ocker
What Corp is it
#307 - 2014-01-27 05:21:28 UTC
CCP Rise wrote:
Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.

If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon.

I'm sure there are advantages to RLML for solo play, I just can't find them.


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.

Nevyn Auscent
Broke Sauce
#308 - 2014-01-27 07:32:25 UTC
TrouserDeagle wrote:
Arthur Aihaken wrote:
TrouserDeagle wrote:
because the fact that it's called a missile launcher and that it's a medium-sized one isn't a good reason balance-wise for you to get a load of bonuses for it.

Balance-wise, rapid light missile launchers do less DPS than heavy and heavy assault missiles - even if the bonuses were extended to them.


sounds good to me.

You will find most of the ships missing bonuses are not cruisers but battle cruisers, and this was deliberate on CCP's part to make Battlecruisers feel different, not just oversized cruisers.
If there are cruisers missing RLML bonuses feel free to bring those up though.
Nevyn Auscent
Broke Sauce
#309 - 2014-01-27 07:33:26 UTC
Kane Fenris wrote:

make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed)
would make it a intesting choice for some purposes.


Load FoF missiles into it. Hey presto, unjammable.
Kane Fenris
NWP
#310 - 2014-01-27 08:39:52 UTC
Nevyn Auscent wrote:
Kane Fenris wrote:

make the weapon "unjammable" (like the launcher keeps fireing at the selected target even if jammed and weapon maybe fine as is (or as proposed)
would make it a intesting choice for some purposes.


Load FoF missiles into it. Hey presto, unjammable.


thats not quite the same you know ? fof do not fire on a specific target nor have they the dmg normal missiles do.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#311 - 2014-01-27 10:35:30 UTC
Sgt Ocker wrote:
CCP Rise wrote:
Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.

If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon.

I'm sure there are advantages to RLML for solo play, I just can't find them.




I'm sure there are advantages to remote armour repairers in solo play, I just can't find them...

Are we sure that this module is intended for solo play?

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Kagura Nikon
Native Freshfood
Minmatar Republic
#312 - 2014-01-27 12:18:03 UTC
Mournful Conciousness wrote:
Sgt Ocker wrote:
CCP Rise wrote:
Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.

If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon.

I'm sure there are advantages to RLML for solo play, I just can't find them.




I'm sure there are advantages to remote armour repairers in solo play, I just can't find them...

Are we sure that this module is intended for solo play?



point is.. it used to be great for solo play.. in fact its best usage was for solo play. Now its not usable there. And people are rightfully complainign that almsot everythign made in eve on last few years has been a nerf to solo play.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#313 - 2014-01-27 12:35:03 UTC
Kagura Nikon wrote:
Mournful Conciousness wrote:
Sgt Ocker wrote:
CCP Rise wrote:
Please focus on the part of the post where I said we considered bigger changes because of how people felt about the extended reload in general, but decided to make a tweak and wait for more data and feedback rather than reversing things too quickly.

If you want to help us out on this topic, try to give specific reasons or examples and then just hang in there and watch for updates heading into the next few months.
RLML = a complete class of missile ship (missile cruisers) relegated to shooting 1 class below (frigates), can't really be used solo (except in a rare gank opportunity), intensive skill training to get near optimal performance (not good for newer players), useless in PVE (disadvantages new missile users), Caldari ship bonuses do not in most cases compliment a burst firing weapon.

I'm sure there are advantages to RLML for solo play, I just can't find them.




I'm sure there are advantages to remote armour repairers in solo play, I just can't find them...

Are we sure that this module is intended for solo play?



point is.. it used to be great for solo play.. in fact its best usage was for solo play. Now its not usable there. And people are rightfully complainign that almsot everythign made in eve on last few years has been a nerf to solo play.


Well not everything.

ASBs are a buff to solo shield skirmishing and the recent buffs to local reps were a buff to solo play, as were the buffs to some of the HACs.

I do some solo and forward scout work in a stratios to good effect (finally lost it last night after many good fights).

But yes, missiles do not seem to me to be a natural solo weapon.

I guess when life gives you lemons, make a Sapphire Sin... or lemonade if you don't like to party Lol

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Ransu Asanari
Perkone
Caldari State
#314 - 2014-01-27 15:42:58 UTC
Had a great time yesterday at the Stay Frosty Frigate FFA. I think the RvB Ganked killboard speaks for itself :)

I put together a couple of really fun Breacher fits and raced around killing everything I could get my hands on. My last Light Missile Kiting Breacher lasted for hours, until I got killed by a boosted Heretic that I engaged in a fit of overconfidence.

I can't count the number of times I dscanned, and changed ammo types while in warp to what I thought would be best for hitting my intended target. I was carrying all damage types, plus auto-targeting missiles to surprise the random Maulus that kept trying to kite and sensor damp. ECM was not allowed for the event, but there were a few Griffins. I was bringing Precision missiles originally, but I was trying to stay out of scram range as much as possible, and 18km just wasn't comfortable, so I just took faction ammo.

I look forward to being able to try out this kind of kiting gameplay at a Cruiser level with a Bellicose or Scythe Fleet Issue, but I won't be doing it with Heavy Missiles or RLML until they are both fixed. Right now with my skills (only trained in missiles), outside of the frigate level, I am not able to contribute much to our fleets with missile DPS, so I typically fly an Interceptor, or run Logistics/Ewar.

---

I don't believe that these changes in 1.1 will make any significant difference to the gameplay of the rapid launchers. I will personally be helping the statistics by continuing to boycott the module until it is iterated into something half-decent. Considering the changes in the thread OP, at this rate, that'll probably take 3 or 4 more point releases.

I'm glad CCP Rise has said ammo swapping is being looked at, and I applaud that they learned their lesson by not rushing something incomplete through. I think a lot of us are still bitter that the ammo swap problem was introduced with the 40-second reload without a solution, when it could have been avoided by delaying the rapid launcher changes in Rubicon for a full solution to be done, instead of iterating on something incomplete.

So lets talk about it. A few people mentioned an interesting change that could be made here. A reload timer would definitely be a "nice to have", instead of the module just flashing. A more productive development that I did like, was the idea of the ammo reloading in cycles, a few blocks of ammo at a time, instead of having to wait the whole 10-40 seconds. If you could cancel a full reload cycle to give yourself a few more volleys to finish off a target, that would introduce some very interesting gameplay.

Modules that are time/reload dependent like cap boosters, anciliary shield/armor modules, and potentially weapons would all have a lot more flexibility and choice for the pilots on when to use them, when to keep them idle (and ready to activate), and when to try to sneak in a partial reload cycle. Pilot skill would mean a lot more here, where the current design means you might both be sitting staring at each other while your modules flash.
Arthur Aihaken
CODE.d
#315 - 2014-01-27 16:03:36 UTC
Ransu Asanari wrote:
I don't believe that these changes in 1.1 will make any significant difference to the gameplay of the rapid launchers. I will personally be helping the statistics by continuing to boycott the module until it is iterated into something half-decent. Considering the changes in the thread OP, at this rate, that'll probably take 3 or 4 more point releases.

They won't, and we've been saying this for weeks (or longer) now.

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#316 - 2014-01-27 16:57:56 UTC
Ransu Asanari wrote:
Modules that are time/reload dependent like cap boosters, anciliary shield/armor modules, and potentially weapons would all have a lot more flexibility and choice for the pilots on when to use them, when to keep them idle (and ready to activate), and when to try to sneak in a partial reload cycle. Pilot skill would mean a lot more here, where the current design means you might both be sitting staring at each other while your modules flash.


This would do a lot to improve solo combat actually.

I think it's a very good and correct idea.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Soldarius
Dreddit
Test Alliance Please Ignore
#317 - 2014-01-27 18:36:01 UTC
When tiericide came through for cruisers and BCs, Tribal Band was trying to decide on a cheap skirmish doctrine. The two finalist hulls were Caracals and Oracles.

Which got chosen is irrelevant. Was is relevant is that a recently buffed attack cruiser was competing with a tier 3 battlecruiser.

I used to fly AML/RLML Caracals all the time. They were fast, versatile, and able to apply reasonable dps to any target from frigates to T1 cruisers and recons by swapping to the right missiles and/or launchers.

You could fit it with double LSE for buffer, ASB+tackle for solo, or double webs for frigate killing. Coupled with the missile launcher rebalance, we even gained the option of fitting a full rack of T2 rapids, heavies, or heavy assaults, as they would actually all fit on the hull without completely gimping the rest of the fit. Some fitting trades still had to be made.

Point is that we had options. But now it seems that what CCP giveth, CCP taketh away. We are now without a viable option vs small ships. I no longer fly the Caracal because no matter how you fit it, you are locked into a very narrow engagement envelope, which is right where it used to be.

Prior to Rubicon a Caracal with rapids would do 257dps with Fury ammo, 211 with faction, and 184 with Precision, including reload times. Bolded the important part.

Now you get 220, 180, and 157, respectively. That is a 15% raw sustained damage nerf across the board.

Will rapids kill a frigate? If its untanked, sure. But they could do that already with the frigate having a somewhat slim chance of escaping.

Most of the damage application was gained from selecting the right ammo for the job. By taking these options away, the Caracal and all RLML platforms in general are limited to very specific engagement envelopes.

CCP, rapid launchers have 2 problems:

1. Missiles have no choices for range/application without swapping ammo types. By taking that option away from rapid launchers in favor of front-loaded dps and massively long reload times, the weapon systems have lost their best and most important attribute: versatility.

2. Front loading doesn't work if you can't get through the target's EHP before you reload unless they are hopelessly tackled and have no reps of any kind.

If you can fix these two problems, then you will have a successful rapid-fire missile launcher. If you cannot resolve these issues, please give us back the old RLMLs and change RHMLs to match.

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#318 - 2014-01-27 19:29:35 UTC
Vincintius Agrippa wrote:
Jasen Harper wrote:
Vincintius Agrippa wrote:
If your main complaint is fire and forget than you should further read my post. I explain how the missile mechanics are flawed and unrealistic. I explain how missiles function how fighter pilots use them. Meaning that players should have to maneuver there ships to give their missile the best flight path to their target. Someone who flies stupidy would see there missile overshoot or turn too hard and loose lock. Missile pilot would have to do something to inflict damage. Turrets users should be happy about this change as well.


Modern missiles aren't nearly as limited as you imply, and space bound missiles would be even less so.



Thats not the point. I honestly dont understand what people are not getting. If that were the case missiles would always hit their target for full damage in game as in life, unless you could ecm them or shoot them down.

Can everyone just google missile? Read the many descriptions and please post your results. Missiles are what they are. You cant get mad and make them less than half as effective as everything else because you believe they are easy. Which is why I made my suggestion to change the already overly complicated missile code with something simple. A change that would allow to apply damage similar to turrets and require more skill and piloting to apply that damage. If you people cant agree with that attempt then clearly you dislike missiles in the game as a whole and honestly are just here to troll and make stupid comments.

Finally your comment about missiles not being limited is kind of short sighted. While some advanced missiles can undergo skull crushing acceleration ( i dont remember 100-200+ G's?) in a almost straight path they cannot turn at those accelerations as the G forces would stack up considerably and that missile electronics would fail and/or that missile would be torn apart. <<<---------- Earth/Space, it doesn't matter. That is what a mean.


I find your lack of knowledge disturbing.

The only way for a missile with some sort of explosive warhead to deal all of its possible damage to a target is if it is detonated inside the target. Missiles can and do miss as you say. Many of them, especially air-to-air missiles have a proximity detonation system that sees when it flies past a target within a certain distance and detonates the warhead. Rods or ball-bearings wrapped around the warhead explosive charge are blown outwards in the hopes of shot-gunning an aircraft.

Main battle tanks employ armor that can deflect or absorb enough energy to defeat even large armor piercing rounds. Modern missile technology has been designed to counter that or get around it. The TOW2B was intentionally designed to explode over a tank instead of hitting it directly and shoot a depleted uranium shell downwards through the thinner top armor.

In short, missiles do NOT always deal full damage in real life.

I do agree with the idea that some parts of the missile damage formula are a bit of a stretch. But that doesn't mean it doesn't work for the purposes of Eve Online. And frankly, what we do have makes some sense. Your ship only has so much surface area. A warhead detonation can only deal damage to the exposed areas of your ship. Only a directed charge fired directly at the target would deal full damage. A ship with a small signature radius is harder for a guidance system to track.

I don't care for the explosion velocity part as much. Any explosion will be orders of magnitude faster than anything we could even begin to survive in while under acceleration. Rather than a geometric reduction of damage, perhaps we could employ a system to emulate hit or miss chances.

And about guidance systems, there are as many ways to guide a missile as there are platforms to use them. Passive, semi-active, active, home-on-jam (why Eve no have HARM?), data-link, gps, wire-guided (no troll there a wire back to the launcher), the list goes on.

http://youtu.be/YVkUvmDQ3HY

Tsobai Hashimoto
State War Academy
Caldari State
#319 - 2014-01-27 21:44:10 UTC
CarbonFury wrote:
What don't you get about how terrible this idea was from the beginning? How many posts do you need with people telling you "No"??

Sometimes in life you need to suck it up and admit you had a bad idea mixed in with all the good ones. You'll come out looking better than you are now.



In FW, RLML where just OP, 100% OP before the changes....they needed a nerf.

It was a bit to much, and these changes move it towards being very viable, RLML are still used at times in FW and can be very useful, (at the 40sec reload)

I cant wait for these changes...... RLML make caracals perfect for extra DPS support on a frig/dessy gang, and can often remove small threats quickly, like T1 Logi Frigs, T1 Ewar Frigs, and Ceptors or really make someone regret bringing a DD and Dram, I have lost a DD Myself running into a RLML Caracal, its nasty

As posted before, just because it has drawbacks, does not make the weapon useless, blasters have no range at all, making them yes, completely useless in some engagements, but they get a lot of use, you just have to get yourself in positions to use them


Fitting Blasters on your frig/dessy in FW and entering a plex that already has WT inside is extremely dangerous, the WT are able to setup the range of the battle from the start, your toast if they pilot correctly and or have links, and you will deal a whopping zero to paltry damage.

Does this mean blasters on frigs are useless? ......
Arthur Aihaken
CODE.d
#320 - 2014-01-27 22:37:02 UTC  |  Edited by: Arthur Aihaken
Tsobai Hashimoto wrote:
In FW, RLML where just OP, 100% OP before the changes....they needed a nerf. It was a bit to much, and these changes move it towards being very viable, RLML are still used at times in FW and can be very useful, (at the 40sec reload)

Yes, that's why everywhere you look all you see is RLML Caracal fits now… LMFAO Roll
These changes won't make any difference.

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