Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Abominare
The Hatchery Team Liquid
0
|
Posted - 2011.10.21 18:29:00 -
[1] - Quote
I've always thought it was a bit awkward how weapon support skills were handled. Three weapon types share the same support skills while missiles have their own separate set of lengthy skills. I'm currently half way through my second year, so I'm not the newest and I'm certainly not the oldest player on the block, but I think I have a little incite on what it is to be knew without the crippling elitism of being here for years.
That said, is there any real reason why these skills should be kept separate? It seems to only really act as a deterrent on new players to avoid trying out new ships. It was often hard for me to justify spending a couple months on training missile supports for the limited number of ships worth using it for (drake, tengu), especially when you have nearly perfect gunnery skills pushing you towards just grabbing another turret line of ships.
|
The Old Chap
Imperial Academy Amarr Empire
20
|
Posted - 2011.10.21 18:52:00 -
[2] - Quote
To answer your question, no I don't think they should be changed. Missile dynamics are very different to projectile/rail/laser turret types which rely on a much greater degree of accuracy re: line of sight.
Same goes for drones, they're different altogether again. Look into my eyes...-á-á and tighten that sphincter, kid. |
Abominare
The Hatchery Team Liquid
0
|
Posted - 2011.10.21 19:04:00 -
[3] - Quote
Theres 7 Supports for each missiles and gunnery. They all work towards similar effects (theres the RoF ones, the range ones, raw damage, then sub cap use and tracking for missile sig target velocity). Besides with missiles you're required to grab gunnery for the weapons upgrade (adv) skills to begin with. You could very much just put a slash through the description saying what it does for missiles. |
Florestan Bronstein
The Waterworks
121
|
Posted - 2011.10.21 19:06:00 -
[4] - Quote
missiles used to be a secondary/auxiliary weapon system only (and had as such less skills) - later the number of missile skills was increased to correct the discrepancy in training time between missiles and turrets.
|
Aqriue
Center for Advanced Studies Gallente Federation
15
|
Posted - 2011.10.21 19:21:00 -
[5] - Quote
Missiles are a shorter train over all, I am looking at 214 days for all support skills. Cruise, Torp, Heavy, Heavy Assault, Standard speced to 4 for T2. Dubious are FoF or Defenders, and rockets is frig sized only yet most popular frigs are guns so these three are excluded. You can also start at Torpedos if you want to if your flying BS only, don't need to train smaller missiles first cause you only train missle of your choice and spec 4
Guns are 367 days long. This includes all support skills. All sized Projectile, Hybrid, and Laser weapons both long range guns and short range guns with their specs to 4 for T2. Unlike Missiles, you have to train small, medium, large guns, and then train small spec 4, medium spec 4, large spec 4 which means to use BS weapons (then train the other range type you didn't train) you have to go through the smaller ship size first (missiles can start where ever you want).
Time length on newb character that is has no implants and no remap used, also does not inclue Weapons Upgrade and Advanced Weapon upgrades so the advantage goes towards the the missiles for the shortest train time for having the least number of ships that can use them effectively. Guns on the otherhand, are useable by a larger majority of ships and require more training. In the end, limited number of ships (missiles) has shorter train time with different support skills (some do not work on certain missile types) and larger number of ships has more training time with skills that overlap (all gun support work on nearly every gun type, save the cap reduction and projectiles). |
Grath Telkin
Sniggerdly Pandemic Legion
135
|
Posted - 2011.10.21 19:32:00 -
[6] - Quote
Abominare wrote:Theres 7 Supports for each missiles and gunnery. They all work towards similar effects (theres the RoF ones, the range ones, raw damage, then sub cap use and tracking for missile sig target velocity). Besides with missiles you're required to grab gunnery for the weapons upgrade (adv) skills to begin with. You could very much just put a slash through the description saying what it does for missiles.
You do realize that there are a whole series of drone support skills that are pretty much mandatory for Drone boats too right?
Should we just get rid of all those as well?
No, we shouldn't..
Missile are a different type of weapon system from drones
Missiles are a different type of weapon system from guns
You have skill sets for each.
To give you an idea, I have 100% maxed gunnery support skills, fairly well maxed missile support skills, and terrifyingly bad drone support skills.
As such, I shy away from ships like the Domi, Myrm, and Ishtar.
Eventually I'll plug those holes, and fly those ships, but I have 80 million skill points and I can't do everything perfectly, thats by design, and no, it shouldn't change.
|
Large Collidable Object
morons.
383
|
Posted - 2011.10.21 19:45:00 -
[7] - Quote
I dislike the OPs insta-gratification 'everyone should be able to fly and cross-train anything ASAP' mentality.
Eve already has been watered down a lot, yet one of the greatest things in eve used to be the fact decisions one made had an impact. Dumbing it down even further and making it more accessible may at first look desirable, yet you may see things quite differently once you're well beyond 100 lvl V skills and have run out things to aim for... morons-áare recruiting. We're good at breeding! |
Epiphaniess
Verboten Technologies
297
|
Posted - 2011.10.21 19:53:00 -
[8] - Quote
No missiles don't need a change to make the training times less, nor should they share the same support skills as turrets. For one they work differently than turrets, and to use them properly you have to take different things into account in combat from turrets. Though in practice missiles are easier to use and understand than turrets. Which leaves me thinking turrets could use some work in that aspect, making them easier to understand how they actually work in combat.
Missiles also work really well as a secondary/auxiliary weapon system, turrets not so much. So having them trained adds value later on if you wish to move on to turret based ships. Not so much the other way around. Personally I think there is a space for another weapon system that can work as a secondary/auxiliary system.
Missiles may not be the best for PvP, but they are popular for PvE. What they lack, they make up in versatility and easy of use in both PvP and PvE. And they make for a nice secondary weapon system on those ships that can use them along there turrets. Like a lot of the ships in the Minmatar lineup.So making them easier to max out would be a bit lopsided in the grand overview of weapon systems.
Sounds more like you are not making good train decisions. Not focusing enough. Training with out a plan or a path to reach those ships you want fly is not very good route to take. Flying lots of different ships does not really make you a better pilot. Focusing and flying a few ships exceptionally well, and making sure to get all those skills maxed or very close to max, beats out the versatility of flying loads of ships. Picking a few ships that use similar skills, tanking skills weapon skills and maxing core skills will get you further than trying flying all the ships in game. And such will take longer than just a year or two.
|
War Kitten
Panda McLegion
122
|
Posted - 2011.10.21 19:58:00 -
[9] - Quote
Why not take it farther and simplify all the skills?
Train:
Can Fly Ships: V Ships go fasterer: V Increased EHP: V Increased DPS: V
and for the industrialists...
Make moar isk: V
This is my signature.-á There are many others like it, but this one is mine. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |