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[Rubicon 1.1] Rapid Missile Update

First post First post
Author
Aivo Dresden
State War Academy
Caldari State
#641 - 2014-03-23 08:21:52 UTC
Pew Terror wrote:
Love the theorizing about how bad cruiser sized missiles are when you run into HAM sacrilege gangs on a daily...

The Sac gets 25% ROF and 25% dmg from its hull bonus. That is only to heavy missiles though, so not really relevant when discussing RLML.

The CNI gets 25% ROF and 25% Expl Radius; which actually kind of puts it where RLML damage should be (maybe with a 20sec instead of 35sec reload instead. Seriously; half the time I can't even reload during gate to gate warps, 35sec is just too long).

The disturbing thing here is that devs seem to be putting a bunch of different launchers and turrets in EFT or Pyfa and then go "looks balanced to me". Everyone who's actually tried these and said "hang on; have you looked at the actual practical side of this, like at damage application or you know; fun factor" just gets ignored. What is the point of these threads if you're going to completely ignore all feedback given and instead wave around some popularity spreadsheet?
Arthur Aihaken
CODE.d
#642 - 2014-03-23 09:41:29 UTC
ROF penalizes rapid launchers in the worst way possible. On paper it might look like the same DPS, but more launchers and/or a damage bonus trump ROF with fewer launchers and no damage bonus.

• Tengu » Worst for RLML, +37.5% rate of fire
• Scythe Fleet Issue » Best for RLML, +50% damage
• Raven, Scorpion Navy Issue, Tempest » Worst for RHML, +25% rate of fire
• Typhoon Fleet Issue » Best for RHML, +37.5% damage

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

Arthur Aihaken
CODE.d
#643 - 2014-03-23 16:17:42 UTC
So what's happening with the ammunition swap? The only way I see this working is to allow an instantaneous swap when switching ammunition - but only replacing the new type with the current capacity. Otherwise, you'll be able to get around the 35-second reload and will ultimately be able to get 3 reloads in less time than the 35-second standard reload. Just make it 20 seconds and we can call it a day already...

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

Vinyl 41
AdVictis
#644 - 2014-03-23 17:00:02 UTC  |  Edited by: Vinyl 41
having the option to insta swap ammo will only be beneficial when you are over 50% of the magazine under it you risk of running out of ammo and being force to run the normal reload - this would be a sub optimal fix since only preselecting the ammo type would be fixed but we would still be stuck with the super long reload mid fight
CCP if you want to switch the meta to burst weapons maybe it would be good to rethink how OH works with weapons
Arthur Aihaken
CODE.d
#645 - 2014-03-25 04:12:14 UTC  |  Edited by: Arthur Aihaken
Dropping the reload to 30 seconds would probably be enough to balance it out; a flat 20-seconds for both reload and swap would address it entirely.

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

Vinyl 41
AdVictis
#646 - 2014-03-25 08:59:23 UTC
Arthur Aihaken wrote:
Dropping the reload to 30 seconds would probably be enough to balance it out; a flat 20-seconds for both reload and swap would address it entirely.

i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit
Arthur Aihaken
CODE.d
#647 - 2014-03-25 09:23:30 UTC
Vinyl 41 wrote:
i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit

I was never against a reduction in reloading time - I just preferred more ammunition. A lot more. But, since that's extremely unlikely to happen at this point I'm trying to be realistic with any expectations. I'm expecting nothing, but hoping we'll get thrown a bone...

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

Silverbackyererse
Deep Core Mining Inc.
Caldari State
#648 - 2014-03-25 11:01:22 UTC
Welease wapid wights fwom this howibble place CCP Wise.

Sgt Ocker
What Corp is it
#649 - 2014-03-25 13:14:14 UTC
Arthur Aihaken wrote:
Vinyl 41 wrote:
i remeber when this started you was totaly against those changes now your literaly begging ccp to do smt where even the smallest change will make you happy - oh that fighting spirit

I was never against a reduction in reloading time - I just preferred more ammunition. A lot more. But, since that's extremely unlikely to happen at this point I'm trying to be realistic with any expectations. I'm expecting nothing, but hoping we'll get thrown a bone...


Sorry Arthur, you got your bone, it is made of clay and has no real value - Chew carefully it is fragile.
Quote:
CCP Fozzie; Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from.


I do so love the use of the word "Plenty" to quantify something.
Plenty of nothing - is still nothing.
Without figures to show how "Plenty" was reached and what it equates to, it is a meaningless word often used to cover a less than acceptable number or outcome.

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
#650 - 2014-03-25 20:33:28 UTC
CCP Fozzie,

Thanks for following up on this thread. I'd still like to know where the status is on fixing the ammo swap mechanic, to separate it from the extended reload time. That is one of the main pain points of the Rapid Launchers, as being able to swap damage type, missile explosion size (Precision/Fury), or change to FoF to counter EWAR; is one of the main advantages of missiles flexibility which the new launchers broke. We're already discussing 1.4 Rubicon changes, and there's been no confirmed updates about the ammo swap fix since CCP Rise mentioned it on February 3rd.

CCP Fozzie wrote:
Obviously the gameplay style associated with Rapid Missile Launchers isn't everyone's cup of tea, but modules don't need to appeal to every player. There are plenty of people for whom the extra damage and precision of rapid launchers is well worth the reload time, for other players there are other launcher options to choose from.

As for this sentiment, and usage statistics, I will echo others, and put myself in the "only using it because of no viable Cruiser sized alternative". I've specifically refrained from flying Cruisers a lot of the time, because the application is so poor, and I've given examples of the gameplay experience not being enjoyable, and being inferior compared to gunnery. I would love to fly Heavy Missile cruisers and try to roam gangs or fly solo, but the damage application is very poor, so I won't.
Kynric
Sky Fighters
Rote Kapelle
#651 - 2014-04-08 14:53:25 UTC
Bumped as a reminder that the ammo switch problem has not been addressed. The choices which ammo selection offers are interesting and a big part of what makes missiles fun as a weapon system. Unfortunately the rapid redesign has severely handicapped that functionality.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#652 - 2014-04-08 17:31:05 UTC
Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser.
On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?

And why does it seem so hard for CCP to actually finish what they start?
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#653 - 2014-04-08 17:44:09 UTC
scorchlikeshiswhiskey wrote:
Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser.
On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?

And why does it seem so hard for CCP to actually finish what they start?


A naga hosting 8 cruise missile launchers would be OP on toast!

It would make for some interesting battles I'll admit, since the it could destroy a ship like itself with its own alpha strike.

... so I agree with you, it would be great to see! The battles would be hilariously quick.

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".

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#654 - 2014-04-08 18:02:10 UTC
Mournful Conciousness wrote:
scorchlikeshiswhiskey wrote:
Can we get something other than a BS that can use Rapid Heavies as well? You know, something like a battlecruiser, with a hull bonus allowing the fitting of large type weapons. What would you even call something like that? Oh! I know. How about a Tier 3 Battlecruiser.
On a serious note, missiles are the only weapon that can't be fitted on a Tier 3 BC. Any type of missiles. There are no Tier 3 BC's with cruise missiles, or torps (although SBs fit torps so I'll let that go for now), or rapid heavies. Why is this?

And why does it seem so hard for CCP to actually finish what they start?


A naga hosting 8 cruise missile launchers would be OP on toast!

It would make for some interesting battles I'll admit, since the it could destroy a ship like itself with its own alpha strike.

... so I agree with you, it would be great to see! The battles would be hilariously quick.


Actually, since this is the Rapid Missile thread, I was going more for a Naga that can fit Rapid Heavies. I'm not even going to argue, since I don't have the numbers in front of me, that it should be a full 8 rack. The whole point is that large missiles are the only large weapon system that can't be fitted onto a Tier 3 BC and I think it is severely lacking.
Why? Because a "Naga" with Rapid Heavies would be an interesting ship to run sleeper sites in with a group, or an interesting addition when running NCN sites in an incursion fleet. Or for any number of other uses that the Tornado, Talos, and Oracle fulfill.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#655 - 2014-04-08 19:12:09 UTC
CCP Fozzie wrote:
Tulara wrote:
Drop the reload time to at least 20 (while all the others weapons systems are at 10 LOL), or this missile launcher will remain unused.


Considering that RLMLs are being used more now than at any previous point in their history, I think "remain unused" is a bit of an exaggeration. Big smile

FYI the last 6 weeks have been the 6 weeks with the highest ever amount of PVP damage dealt by RLMLs, and the other metrics are all backing this up. There are obviously still UI and usability tweaks to be made but overall I am extremely happy with the current state of RLMLs.


how are the heavy missile numbers, how about rapid heavies?

i bet they're not great. the main reason for the RLML usage increase is they are the only real viable medium-long range cruiser missile platform ever since the huge over-nerf of HMLs
if you buffed HMLs back to where they should be, i'm sure all the RLML complainers would disappear too - all the complaints exist because there is no alternative to the 35 second reload frontloaded RLMLs. if heavies were viable, people would use RLMLs when they want frontloaded damage that applies to frigates+ and people would use HMLs when they want consistent damage against cruisers+

also might result in the first person ever fitting RHMLs since heavies would be usable
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#656 - 2014-04-08 19:25:57 UTC
this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.

When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.

Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.

When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.

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".

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#657 - 2014-04-08 19:33:42 UTC
Mournful Conciousness wrote:
this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.

When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.

Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.

When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.



if you think a heavy missile launcher is anywhere near a 250mm railgun i have nothing to say to you
Arsine Mayhem
Doomheim
#658 - 2014-04-08 19:45:09 UTC
Set fire rate and reload times back to the way it was.

Fixt
Sgt Ocker
What Corp is it
#659 - 2014-04-09 00:46:36 UTC
Capqu wrote:
Mournful Conciousness wrote:
this again (sigh). If you run the numbers you will find that over the complete envelope of range, target speed and transverse velocity, heavy missiles are actually on a par with medium long range guns.

When you simply plug the fits into EFT you get theoretical maximum damage numbers. These have nothing to do with the actual numbers that people experience with guns in a skirmish where opposing ships are doing their best to move across your guns.

Heavy missiles were way OP. They got nerfed down to where they are equal to guns. Let's get over that.

When looking at the performance of rapid lights and rapid heavies, try to think of them in the context of a squad of ships using them to erase opponents quickly through coordinated fire. It's unreasonable to think of them as a solo weapons system. That's what assault missiles and rockets are for.



if you think a heavy missile launcher is anywhere near a 250mm railgun i have nothing to say to you

If you look at the whole heavy missile thing. Since the great Drake fix heavy missiles have seen no attention at all. While in the same period all classes of guns have been balanced several times, through either ship balancing bonuses or direct buffs.

There is technically nothing wrong with heavy missiles that appropriate ship bonuses wouldn't fix.
Take the humble Drake; 4% to resists, 10% to Kinetic damage.

Give it a damage application bonus so it is not forced to use all 3 rig slots to get 'close' to decent application.
or
Give it a Range bonus so it can be used as a sniper - navy missiles, all 5's - 68k range is not sniping.

Yes I picked the drake to use as an example and yes it is possibly the 'worst' example I could use BUT that is the point. An appropriate bonus on medium missile platform can make them usable and able to compete with other ships in class.

A 2.5% per level explosion radius or explosion velocity bonus to heavy missiles - sound silly?

Lastly - Replace ROF bonuses for Rapid Launchers
Give Relevant bonuses to RHML - - they would work - if the issue of damage application for heavy missiles were addressed.
2.5% Explosion Radius bonus for heavy missiles on the Caracal , no Velocity bonus to heavy missiles. I would gladly give up range for better application.

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.

Herzog Wolfhammer
Sigma Special Tactics Group
#660 - 2014-04-09 03:00:18 UTC
Vinyl 41 wrote:
having the option to insta swap ammo will only be beneficial when you are over 50% of the magazine under it you risk of running out of ammo and being force to run the normal reload - this would be a sub optimal fix since only preselecting the ammo type would be fixed but we would still be stuck with the super long reload mid fight
CCP if you want to switch the meta to burst weapons maybe it would be good to rethink how OH works with weapons




Maybe the best compromise would be to let us top off the launchers at will when not firing on a sliding scale relative to the present magazine capacity.

If you are half-empty it would take half the time to top it off, for example.

Bring back DEEEEP Space!