Not to mention skills like guided missile prediction which only affect the long range missiles
Not to mention skills like guided missile prediction which only affect the long range missiles
That dude.
light missiles still go into that 'small' assault launcher, right?
How does someone who is in charge of ship balancing and focusing on frigates not know that rockets have been very good for some time now?
Let's start a party of our own
Rockets are good?
A Crow with 2 Bay Loading Accel rigs, CN Scourge rockets and heat only does 119 DPS :l
Actually an '06.
EVE: OrangeAfroMan
Dust514: Andrelommech
MWO: Northern Nomad
It also gets that dps from 14-15km; compare dps & range to a barrage claw or scorch crusader (if you can even fit it). All of the non-taranis combat intys are pretty lacking.
Hawk is pretty fantastic even before this new rocket buff - overheated web at 13km and it can out-damage any frig except a rail Enyo at that range, esp as it out-tanks the Enyo and has 5-mids to fit a TD or whatever.
Light missiles still need fitting reductions to be viable - they'd already be good if you could actually use them without completely hobbling your fit. If you could throw 6 on a flycatcher while still fitting double-mse & bubble they would get a lot of use.
Last edited by Celedris; June 29 2012 at 12:36:11 AM.
The problem is that in non-af feig fighta, dps rules. The Taranis is so good despite its short range because frigs move so fast that getting on top of your target really isn't an issue
Actually an '06.
EVE: OrangeAfroMan
Dust514: Andrelommech
MWO: Northern Nomad
There is no problem with Rockets.
All the *good* rocket ships are capable of shredding frigates in their class.
If a Vengeance catching ANY AF, it should win.
If a Hookbill catches any faction frigate, it could win.
If a Hawk catches any AF (except Veng), it should win.
Rage rockets are actually good enough now to slap the shit out of anything that isn't a drone or ABing interceptor/dramiel.
Light missiles on the other hand are expensive as hell to fit, with very little benefit. The ships that CAN use them are better off with rockets.
Hell, even the RLMLs are terrible. Why you would fit those on anything, except for shooting frigs, is beyond me.
It's a cruiser weapon, intended to be used against frigates. It's not supposed to fit in frigates and it has lower fitting costs then HAMs or HMLs. Cruisers get more DPS out of light missiles then frigates get, both by virtue of increased RoF (rapid light missile launcher over light missile launcher) and often more launcherslots then frigates. They're basically the equivalent of a med-sized long range gun with a small-sized gun's sig-resolution and tracking (something that simply doesn't exist outside of missile-weapons) and as such, they'll rarely run into troubles with applying those DPS to ships bigger then frigs whatsoever, even in their Fury variants. Oh and the DPS-increase over Light Launchers is 25%, plus a 50% larger clip-size.
Last edited by Madner Kami; June 29 2012 at 09:00:23 PM.
When I was playing around with a RLML Caracal Navy, I realised that RLMLs only do ~30 more DPS (273 or so) to frigates than Heavy Missiles, but you do ~50% more DPS (403) with Heavy Missiles against Cruisers and above, assuming both have a Target Painter. Hence, when you have the ability to fit HMLs, fit them as they're way more well rounded.
Rocket buff is un-necessary, Light Missiles need a ~5% damage buff and a significant reduction in fitting.
Also fix T2 Missiles - T2 ammo should not penalise your ship just because it's loaded in your missile launchers. They've removed those penalties from guns, now to remove them from missiles.
I made a thread about what I'd like to see in LR missile changes.
The gist of it is this;
- shorter range with t1/faction/fury
- precision missiles removed and replaced with a long range variant (ie: javelin)
- stats of T2 missiles tweaked so that fury types are best assisted by webs/scrams and javelin types are best assisted by TPs.
cannot be done. the only difference between the two effects is the damage cap.
the reduction equation throws them (and the explosion stats) together in one bracket, into one fraction - read: all (inverse) effects 'do the same thing', shifting the damage graph upward.
pmuch just like everything gets thrown into one fraction when it comes to the actual tracking part of the tracking formula.
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