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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Aliventi
Stimulus Rote Kapelle
503
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Posted - 2013.09.30 18:58:00 -
[1] - Quote
I love that gun training no longer needs the previous sizes of guns trained to V to get the next sized up T2 guns. This does bring the gunnery skills in line with missile skills. However, this doesn't fix the issue that the base missile skills take twice as long to train as the base skills of a single type of turret. I have some numbers below:
Quote:Some by the numbers: For equivalent effectiveness of small turrets you need to train: Rockets (256k SP) + Light Missiles(512k SP) = 768k SP - small projectile turret (256k SP) = 512k UNNEEDED SP
For equivalent effectiveness of medium turrets you need to train: Heavy Missiles (768k SP) + Heavy Assault Missiles (768k SP) = 1536k SP - Medium projectile turret (768k SP) = 768k UNNEEDED SP
For equivalent effectiveness of large turrets you need to train: Cruise Missiles (1280k SP) + Torpedos (1024k) = 2304k SP - large projectile turret (1280k SP) = 1024k UNNEEDED SP
Totals: Missile Launcher Skill to V is 4608k SP and Gunnery Turret skill to V is 2304k SP. Each Gunnery Turret SP is worth 2 Missile Launcher SP.
Total up to this point is 2,304,000 unneeded SP just to be as effective as a someone who trained a large turret skill to V. At 2250 SP/hr (remapped Perception/Willpower with no implants) that is 42.66 days worth of additional unneeded training. At 2700 SP/hr (Remapped Perception/Willpower with +5 implants) that is 35.55 days worth of additional unneeded training.
The numbers made sense previously as missiles allowed quicker specialization, but slower generalization. Turrets offered better generalization and slower specialization. Now that turrets get the generalization and specialization it would be nice for missiles to join them. If you could unify the training times missiles and turrets that would finally make these changes complete. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |
Aliventi
Stimulus Rote Kapelle
507
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Posted - 2013.10.01 17:41:00 -
[2] - Quote
CCP Ytterbium any comment on the base missile skill SP rebalance now that turrets no longer need to train the smaller size turrets anymore? "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |
Aliventi
Stimulus Rote Kapelle
507
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Posted - 2013.10.02 18:34:00 -
[3] - Quote
CCP Ytterbium wrote:Sorry, there is nothing planned for missile requirements right now. However, we'll need to have a full module tiericide at some point, and this could be a good thing to look at then.
Also remember, training a Tech2 turret faster doesn't necessarily mean you can effectively use it without the support skills. How far away is that? You have a better idea of all the ships that still need to be rebalanced before a mod tiericide and how long that will take than most anyone else. It seems like such a shame to have missile users train twice as hard, to the tune of over 2.3 mil SP which is over a month to two months of training time if they train all levels, to be just as effective as their turret based counterparts in the mean time. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |
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