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Player Features and Ideas Discussion

 
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[Rubicon 1.1] Rapid Missile Update

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Author
Jim Sharpe
Imperial Academy
Amarr Empire
#521 - 2014-02-09 23:53:54 UTC
Any thought to simply restoring the reload time to the original 10 seconds? The decreased magazine capacity seems to me to be enough of a nerf to balance the increased firing rate for the much fewer number of missiles in the launchers.
Dr Sraggles
The Covenant of Blood
#522 - 2014-02-10 17:58:32 UTC  |  Edited by: Dr Sraggles
All you can do is vote with your feet people.

If you refuse to pay CCP to work out their own problems for them then they will actually fix them.

Light Missiles were not broken. Magazine capacity and power grid for RLML were like 20% OP. Fine, lower capacity to 40 (dps nerf) and increase powergrid so that XLASB Cerbs are not running wild.

All CCP did was utterly nerf them while trying to invent a new game play style. Thanks CCP, so far that has cost me $60 waiting for you to get your act together which should have been done on SiSi with some lemmings willing to do your work for you.

The real dps is a pathetic joke as compared to before because of the repping while reloading/letting your opponent reload his repper while you reload. Doesn't do much good when people can rep through the reload to full....O wait his friends had time to arrive too.

35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.
35 seconds reload is garbage game play.

If you wanted to invent something "new" in game play why don't you test it first on your dime instead of dumping it on your paying customers and destroying what they have spent months training at their expense?
Eisenhornx
Deep Core Mining Inc.
Caldari State
#523 - 2014-02-10 21:08:43 UTC
Here is the problem I am seeing with peoples argument to switch damage types instantaneously.
Ill start with a scenario:

Caracal vs Thorax: Caracal equipped with RLML
Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly.
Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.

so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.

This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.

Ransu Asanari
Perkone
Caldari State
#524 - 2014-02-10 23:02:22 UTC
Eisenhornx wrote:
Here is the problem I am seeing with peoples argument to switch damage types instantaneously.
Ill start with a scenario:

Caracal vs Thorax: Caracal equipped with RLML
Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly.
Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.

so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.

This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.



The majority of us are not discussing instant ammo swap.

We are talking about a way to separate the ammo swapping outside of the 35 second (or whatever ********) reload time that the Rapid Launchers will have, as being able to swap ammo type for damage type and other variants for range, explosion radius and velocity to adapt to their target (Rage/Fury/Precision/Javelin/FOF) is one of the main features/advantages of missiles. Most of the discussion was around having the ammo swap time be variable based on how many rounds are left in the launchers, or reload them in cycles. There's still going to be a delay in switching ammo, so the pilot will have to decide whether switching the ammo type will be worth the delay to exploit a POTENTIAL damage hole, since he won't actually know how the other ship's resists are configured.

As for (near) instant reloads, are you against lasers currently having a 1 second reload for crystals allowing them to swap their damage from strong EM to Thermal to exploit holes once shields are down, and being able to instantly adapt to changes in optimal range?

They don't have a reload cycle either, but they take cap so it's balanced, and can only do EM/Thermal damage. Missiles are (were) similarly balanced until the Rapid Light missiles broke this, and introduced problems that CCP now has to spend development time fixing.
Enya Sparhawk
Black Tea and Talons
#525 - 2014-02-10 23:30:54 UTC
I like the idea of having a 35 sec reload...

I'd increase the capacity a bit though, not sure about light missles but the heavys should be around 30 (instead of 25 For a tech2)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Ellendras Silver
CrashCat Corporation
#526 - 2014-02-10 23:31:55 UTC  |  Edited by: Ellendras Silver
Enya Sparhawk wrote:
I like the idea of having a 35 sec reload...

I'd increase the capacity a bit though, not sure about light missles but the heavys should be around 30 (instead of 25 For a tech2)


you want that time to run downstairs and activate the coffee machine admit it!

===================================================================================================

ok i am not a missle girl yet but i am planning to train missles some more, but then i read this it is that i can see its from a DEV but if someone would have just told me that missle launchers had or should have 35 sec reload time (or more) i would have responded with:

please pee in this cup and then tested it for every drug on the planet ehhh solar system

[u]Carpe noctem[/u]

Enya Sparhawk
Black Tea and Talons
#527 - 2014-02-10 23:34:20 UTC
No, the 35 sec. reload time is just for "rapid missle launchers"...

Normal launchers are still the same...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Varnir Penken
State War Academy
Caldari State
#528 - 2014-02-11 03:03:55 UTC
While the 40 second time is a long time and 35 could still be considered a long wait where seconds matter most in getting that kill, I will say the increase in ammo count will also def help (probably more so than that 5 seconds). I'd like to see 25-30 second reload times for the rapid lights. The 35 second could be good for heavies (since they will now hold more and they are also heavier missiles). 5 less seconds instead of -10 seconds supplemented by an increase in missile cap seems ok by me. I've taken on a 5 man frigate fleet with a Caracal fitted with rapid lights and won...noobs but against 5 and drones is still not a bad income despite having to reload 3 times (if not 4). I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead. I was unhappy at first with the reload times but now I am seeing their value in anti-frig missile boats. I don't think a further reduction in reload time would be needed as to balance it out would either mean cutting DPS or losing that extra ammo cap that is being given. And I don't want to see DPS of missiles drop any further than they have dropped in the past expansions.

I read a post on here about basing reload time on how much has to be reloaded. I like that idea and it could be applied to every weapon out there...which would probably mean that reload time would be placed on the ammo its self instead of the module.
Dr Sraggles
The Covenant of Blood
#529 - 2014-02-11 07:57:21 UTC  |  Edited by: Dr Sraggles
Varnir Penken wrote:
...I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead...


Are you telling us that you are happy that you were able to kill a T1 Frigate in a dedicated anti-frig cruiser but it was a close fight?

If this weapon system was remotely appropriately balanced it should be a rofl stomp against any T1 frig or dessie.

Reality is that an Auto Cannon Thrasher would have torn you a new one as compared to a Tristan...and an AF would have raped you too by that measure ( a Tristan almost beat you).

I'm glad that you enjoyed the fight against the noob blob. The only reason you survived so many reloads is they had terrible SP and fits.

That you survived is not remotely a measure of this weapon system being balanced.


best regards
Sgt Ocker
What Corp is it
#530 - 2014-02-11 11:31:07 UTC
Varnir Penken wrote:
While the 40 second time is a long time and 35 could still be considered a long wait where seconds matter most in getting that kill, I will say the increase in ammo count will also def help (probably more so than that 5 seconds). I'd like to see 25-30 second reload times for the rapid lights. The 35 second could be good for heavies (since they will now hold more and they are also heavier missiles). 5 less seconds instead of -10 seconds supplemented by an increase in missile cap seems ok by me. I've taken on a 5 man frigate fleet with a Caracal fitted with rapid lights and won...noobs but against 5 and drones is still not a bad income despite having to reload 3 times (if not 4). I then later also won against a more experience pilot flying a Tristan. The fight was very close but my rapid lights still came out ahead. I was unhappy at first with the reload times but now I am seeing their value in anti-frig missile boats. I don't think a further reduction in reload time would be needed as to balance it out would either mean cutting DPS or losing that extra ammo cap that is being given. And I don't want to see DPS of missiles drop any further than they have dropped in the past expansions.

I read a post on here about basing reload time on how much has to be reloaded. I like that idea and it could be applied to every weapon out there...which would probably mean that reload time would be placed on the ammo its self instead of the module.
Yeah, congrats on the kills but this simply shows just how badly balanced RLML currently is, especially for those with less than perfect skills...
RLML Caracal (with average to good skills) as a dedicated frigate killer should be able to drop 3 to 4 frigates per reload, not 4 in 3 (if not 4) reloads.

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.

Window VentureWas VeryWeary
Doomheim
#531 - 2014-02-12 01:22:26 UTC
Has anyone noticed the Rapid Heavy missiles don't have a range bonus after activating a Bastion module? Shouldn't the Bastion module effect all warheads attached to the same ship? Especially if the module is sized for that ship weight specifically?
Rumbleton
Adam Inc.
#532 - 2014-02-12 05:34:58 UTC
RELOAD BEHAVIOR SUGGESTION

Hit reload, missiles begin to reload over time, one at a time the missiles are added to the launcher.

Reload can be interrupted at any time by firing the weapon, F1.

Think loading a shotgun. I like this.
Arthur Aihaken
CODE.d
#533 - 2014-02-13 01:27:06 UTC
Window VentureWas VeryWeary wrote:
Has anyone noticed the Rapid Heavy missiles don't have a range bonus after activating a Bastion module? Shouldn't the Bastion module effect all warheads attached to the same ship? Especially if the module is sized for that ship weight specifically?

I was not aware of that… Seems like an oversight, no?

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

Catherine Laartii
Doomheim
#534 - 2014-02-13 18:30:19 UTC
Eisenhornx wrote:
Here is the problem I am seeing with peoples argument to switch damage types instantaneously.
Ill start with a scenario:

Caracal vs Thorax: Caracal equipped with RLML
Caracal see Thorax and knows it will have a EM hole in its shield tank, switches to EM instantly.
Shield is gone from Thorax after say 10 missiles(I dont know the actual amount just bare with me.) Caracal pilot then knows that the Thorax will likely have an explosive hole in its armor, he switches to explosive ammo instantly.

so in this scenario the caracal has a very big advantage of being able to apply maximum damage before having to reload.

This is the ultimate result of having a quick change for ammo on a missile boat, so this option is not a viable fix.



Which is why we have thermal ammunition, which is normally fairly effective against shields and armor for most things. I would be more inclined to use RLML if they fixed the ammo swap timer, so I agree with you on that point.
Pew Terror
All of it
#535 - 2014-02-13 18:36:40 UTC
Rumbleton wrote:
RELOAD BEHAVIOR SUGGESTION

Hit reload, missiles begin to reload over time, one at a time the missiles are added to the launcher.

Reload can be interrupted at any time by firing the weapon, F1.

Think loading a shotgun. I like this.


Only problem is that you cant mix missiles so that idea would only work on empty launchers
Arthur Aihaken
CODE.d
#536 - 2014-02-13 20:41:27 UTC
It's not just the ammunition swap time - it's the base reload time as well. DPS is extremely misleading with rapid launchers due to the high rate of fire, so the faster it shoots - the less the "real" DPS actually is. Raw damage bonuses will trump rate of fire bonuses, and most Caldari hulls with kinetic-specific bonuses lose this because kinetic is one of the toughest resistances by default and you'll want to pre-load a mix of ammunition against the weakest resistances.

You'll be further ahead with heavy assault launchers and a pair of webs or target painters, because the rate of fire is close to the same, range is comparable and you can swap-out ammunition to exploit any weak points in 10 seconds. Plus you're looking at an ammunition capacity upwards of 66 rounds with T2 launchers. You can also extend range with Javelin or swap to Rage for close combat.

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

Arthur Aihaken
CODE.d
#537 - 2014-02-14 02:08:47 UTC  |  Edited by: Arthur Aihaken
CCP Rise, can you please confirm that Bastion is not extending the missile velocity bonus to rapid heavy launchers? If this is correct and an oversight, could we possibly get this addressed in a not-too-distant update? Also requesting this thread be remade into a sticky as:

• Rapid launchers are still inherently broken
• DPS is skewed and penalizes hulls with rate of fire bonuses
• The only weapon system in the entire game incompatible with PvE

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

Arthur Aihaken
CODE.d
#538 - 2014-02-15 04:20:33 UTC
This isn't going to go away... Lol

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

Arthur Aihaken
CODE.d
#539 - 2014-02-17 08:12:11 UTC
Q: Is there a missing animation for the rapid heavy missile launchers?

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

Arthur Aihaken
CODE.d
#540 - 2014-02-17 23:18:15 UTC
Requesting rapid light and rapid heavy launchers be added to the list for Defender missiles.
https://forums.eveonline.com/default.aspx?g=posts&t=322781&find=unread

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