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Thread Statistics | Show CCP posts - 63 post(s) |

Sigras
Conglomo IMPERIAL LEGI0N
233
|
Posted - 2012.10.23 08:54:00 -
[5101] - Quote
Noemi Nagano wrote:The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids. Gallentean pilots dont have any working medium and large hulls with hybrids . . .  |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
51
|
Posted - 2012.10.23 09:53:00 -
[5102] - Quote
Opertone wrote:
Anything that goes 1m/s faster than explosion velocity speed tanks, HULK sure moves faster than 70 m/s (untrained). Torp's explosion velocities near Mining Barge velocity.
nah, look up the equation...
http://wiki.eveuniversity.org/Missile_Damage
going slower than explosion velocity means that it may take more damage. but the targets sig and drf is taken into account. and basing it on an untrained tech 2 missile is just silly. rage torps have an explosion velocity of over 100m/s when trained. this is much faster than a hulk. trust me, its just the sig that kills torp damage on hulks.
also, many skills remain useful after training minmatar because minmataar have to train everything to fly well. shields, armour, turrets, missiles and drones. |

Jorma Morkkis
State War Academy Caldari State
205
|
Posted - 2012.10.23 10:08:00 -
[5103] - Quote
Sigras wrote:Noemi Nagano wrote:The point is (just because you dont seem to get it, again and again!), Gallentean pilots would not be happy if they had no working PvP medium and large hull ship with hybrids. Gallentean pilots dont have any working medium and large hulls with hybrids . . .  EDIT: Ok, maybe the Talos . . . but really thats it . . . including serpentis faction ships . . . none of them can ever get in range . . . ever!
There's no working rail platform for Gallente in medium and large hulls. A lot of working blaster platforms though, but they only work in small gangs and very specific situations. |

Bouh Revetoile
Barricade.
112
|
Posted - 2012.10.23 10:22:00 -
[5104] - Quote
Noemi, There could be absolutely no other missile system, that would not be a reason not to balance HML against other medium size long range platform. |

Ajunta Pal
Sith Wannabies Annonymous
0
|
Posted - 2012.10.23 10:41:00 -
[5105] - Quote
You do all realize that the HML system used to be the only medium missile system right? And thats its current "balance" was based on that. It had to fill the role of both long and short range.
Missile systems were originally balanced as long range slow firing small target hitting and short range fast firing large target hitting. With the HML being the only system at the time they put it in the middle and used T2 ammo to change its role between the two. Then they released the HAMLs and made some changes to HML (not enough to change its do all role though)
As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).
To balance small target hitting I would scrap the current explosion velocity and explosion radius and create "Missile Tracking" and use a "Missile Sensor Strength". "Missile Tracking" would work similarly to turret tracking, if the small ship is moving around too fast the missile won't be able to hit it. "Missile Sensor Strength" would work similarly to Turret Signature Resolution.
You would end up getting the "crappy" hits, the misses, and you should also get the critical hits.
Yes, this would mean they would work the same, but with flight time. Right now missiles are popular because they have consistent and predictable damage (especially in PvE) and have "some" damage application at any range they can hit at. |

Bouh Revetoile
Barricade.
113
|
Posted - 2012.10.23 11:13:00 -
[5106] - Quote
Ajunta Pal wrote:However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).
Cool, because it won't be the case (and it isn't with HML).
And no, HML are not OP because they are the only working missile system, they are OP because of their inherent stats and position in the missile hierarchy. They don't *have to fill* the role of all the others, they just fill it. For the others to live, you first need to "kill" HML and put them to their place. |

Jorma Morkkis
State War Academy Caldari State
205
|
Posted - 2012.10.23 11:23:00 -
[5107] - Quote
Ajunta Pal wrote:As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).
Like for example armor Harbinger:
Low slots: Tank/damage/TEs 2/2/2 or 3/2/1 or maybe 3/3 and sacrifice one of my utility med slots for TC? |

Subtlty
Fight Club - Beginners PvP
0
|
Posted - 2012.10.23 12:50:00 -
[5108] - Quote
I don't have much input, other then expressing my relief that the 20% nerf to HML DMG was changed to 10%. 20% dmg nerf to HML was too much. As for the rest of the changes, range, explosion velocity, ect., I think is spot on. great job so far. |

Noemi Nagano
State War Academy Caldari State
77
|
Posted - 2012.10.23 13:27:00 -
[5109] - Quote
Bouh Revetoile wrote:Ajunta Pal wrote:However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).
Cool, because it won't be the case (and it isn't with HML). And no, HML are not OP because they are the only working missile system, they are OP because of their inherent stats and position in the missile hierarchy. They don't *have to fill* the role of all the others, they just fill it. For the others to live, you first need to "kill" HML and put them to their place.
Inherent stats you say? A few pages before I pointed out how HML in a Drake have less damage than medium long range turrets, if all ships fit 2 damage mods. How can you really come up with inherent stats?
I agree with you if you argue with reasonable in game stuff:
- in game, HML are stronger than med lr turrets in a range from 35km til max range of missiles.
So a Caldari missile ship (Drake/HML) is the winner there. If you compare long range large, short range large and short range medium Caldari missile doesnt play a first role (if it plays a role at all).
thats what *I* call balance. In one its good, in others its not. If you want to break that up because you feel like in medium long range turrets should have the edge - fine. But then give missiles another role where they shine. Or dont claim any more you want *balance*, because its obvious then that you dont want that, but just domination for turrets everywhere :)
So it comes down to this:
1) There are 2 ways, really. Either let missiles shine in some things and be crappy in other, and turrets vice versa. Or make all the same in efficiency.
2) I dont see the patch is doing either of those 2.
I see some people here who disagree with the 2) - thats ok, we all cant know for sure.
But for all those who disagree with 1) ... tell what *you* want. |

Jorma Morkkis
State War Academy Caldari State
205
|
Posted - 2012.10.23 14:00:00 -
[5110] - Quote
Noemi Nagano wrote:A few pages before I pointed out how HML in a Drake have less damage than medium long range turrets, if all ships fit 2 damage mods.
HBL Harbinger does more damage with IN Xray than HML Drake does with Furies.
That's if that Harbinger can track its target. Do you know what tracking speed means? Do you know how to calculate effective tracking speed?
Oh and that is: 22 km for Harbinger 73 km for Drake |

Bouh Revetoile
Barricade.
113
|
Posted - 2012.10.23 14:30:00 -
[5111] - Quote
You keep saying turrets have a dps advantage at short range, though this advantage is LOW. About 10%. And you keep ignoring long range turret tracking at this range. Considering damage application, Drake dps may very well be MORE than the turrets.
And you keep ignoring the 40% dps advantage at range. And your only solution is different range ammo ? So missiles are more like turrets ?
Let me tell you your idea of balance is bad. Balance is not one thing OP somewhere, and another OP somewhere else.
Balance is turret have better damage at short range but less damage application whereas missiles have better damage at long range with more damage application (and missiles do have better damage application when you consider long range turrets).
Missiles != turrets. |

Lallante
Blue Republic RvB - BLUE Republic
108
|
Posted - 2012.10.23 14:51:00 -
[5112] - Quote
Arguing that long range turrets have more dps at close range than HMLs is like arguing that a damnation does more dps than a vulture.
That's not what they are for, and not what they should be balanced around. |

Bouh Revetoile
Barricade.
113
|
Posted - 2012.10.23 14:56:00 -
[5113] - Quote
Lallante wrote:Arguing that long range turrets have more dps at close range than HMLs is like arguing that a damnation does more dps than a vulture.
That's not what they are for, and not what they should be balanced around. And yet, that's all long range turrets have against long range missiles, this and instant damage application. |

Lili Lu
550
|
Posted - 2012.10.23 15:37:00 -
[5114] - Quote
Ajunta Pal wrote:You do all realize that the HML system used to be the only medium missile system right? And thats its current "balance" was based on that. It had to fill the role of both long and short range.
Missile systems were originally balanced as long range slow firing small target hitting and short range fast firing large target hitting. With the HML being the only system at the time they put it in the middle and used T2 ammo to change its role between the two. Then they released the HAMLs and made some changes to HML (not enough to change its do all role though)
As for the changes that are listed, I don't think the range nerf or base damage nerf are uncalled for. However, having to equip rigs or implants to make your weapons hit in class is not appropriate (for ANY weapon system).
To balance small target hitting I would scrap the current explosion velocity and explosion radius and create "Missile Tracking" and use a "Missile Sensor Strength". "Missile Tracking" would work similarly to turret tracking, if the small ship is moving around too fast the missile won't be able to hit it. "Missile Sensor Strength" would work similarly to Turret Signature Resolution.
You would end up getting the "crappy" hits, the misses, and you should also get the critical hits.
Yes, this would mean they would work the same, but with flight time. Right now missiles are popular because they have consistent and predictable damage (especially in PvE) and have "some" damage application at any range they can hit at.
Gave you your first like. Not because I agree with your suggestions, but because I appreciated your examination of the historical development of HMs in the game. 
I don't like your missile tracking idea. Talk about homogenizing the game. That would. Also, people, missile users, focus too much on rigor rigs or whatever you were referring to. Noone should be shooting a cruise missile at a frig. Unless that is the only weapon he has with sufficient range. Any frig that gets close is for your drones, neuts, webs, or all those to take care of. Drone control range is about 45-60km. That is also about where long range turrets start having tracking problems. But within that range your drones et al are what should be fit to take care of that threat.
Anyway, the TC/TE/TD changes were what was going to address the rigor rig phenom. It will probably free up rig slots. Amazing that some missile users didn't notice that. They could only focus on the HM damage nerf and not all the other changes that were adjusting how their missiles would operate. Those were on balance favorable despite a weak 10% damage nerf and a new susceptibility to ewar that turrets have lived with for many years.
But anyway, good post, as I said, because of the reminder to us all of the historical aspect of this game. If it was going to be designed from scratch CCP would probably have created so many things differently. But that is not realistic and all the changes are constrained and affected by what has gone before.  |

Aglais
Liberation Army BricK sQuAD.
130
|
Posted - 2012.10.23 15:51:00 -
[5115] - Quote
And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff. |

Darak Tar
University of Caille Gallente Federation
0
|
Posted - 2012.10.23 16:04:00 -
[5116] - Quote
Aglais wrote:And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff.
I am looking forward to my Sacrilege being useful again!
I'm actually not sure how this will effect my Tengu though.
510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range? |

MIrple
BSC LEGION Tactical Narcotics Team
153
|
Posted - 2012.10.23 16:12:00 -
[5117] - Quote
Darak Tar wrote:Aglais wrote:And then everyone again forgot the HAM buff which will keep Drakes in the game at shorter ranges and also produce actually effective Caracals. And also Sacrilege buff. I am looking forward to my Sacrilege being useful again! I'm actually not sure how this will effect my Tengu though. 510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?
Its a 10% reduction in damage and 25% range reduction so more like 459 DPS at 75k |

Lili Lu
551
|
Posted - 2012.10.23 16:16:00 -
[5118] - Quote
Darak Tar wrote: I am looking forward to my Sacrilege being useful again!
I'm actually not sure how this will effect my Tengu though.
510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?

iirc, as this thread is now sooooo looooong, the nerf on HMs is 25% range and 10% damage. 
So with your baseline example, wouldn't that be something like 74km and 460 dps if fittings remained the same?
edit - damn was i really that distracted that it took me more than 4 minutes to post this and get beaten to the punch by MIrple  |

MIrple
BSC LEGION Tactical Narcotics Team
153
|
Posted - 2012.10.23 16:27:00 -
[5119] - Quote
Lili Lu wrote:Darak Tar wrote: I am looking forward to my Sacrilege being useful again!
I'm actually not sure how this will effect my Tengu though.
510 DPS at 99KM Range currently.. I'm guessing that will drop to something like 300DPS and 50KM range?  iirc, as this thread is now sooooo looooong, the nerf on HMs is 25% range and 10% damage.  So with your baseline example, wouldn't that be something like 74km and 460 dps if fittings remained the same? edit - damn was i really that distracted that it took me more than 4 minutes to post this and get beaten to the punch by MIrple 
Indeed. Also I guess simple math is hard for missile chuckers they have gotten to used to press F1 receive bacon. |

Lili Lu
551
|
Posted - 2012.10.23 16:33:00 -
[5120] - Quote
MIrple wrote: Indeed. Also I guess simple math is hard for missile chuckers they have gotten to used to press F1 receive bacon.
Oh sure, just try to derail this thread to bacon. Bacon is pretty tasty. But it would have to be some mighty fine bacon to succeed in that task.  |

Aglais
Liberation Army BricK sQuAD.
132
|
Posted - 2012.10.23 16:35:00 -
[5121] - Quote
Seriously guys. HAMs are going to get easier to fit. If you want, try to put a few on your Tengus, too. Yeah, they'll have far less range. But you'll notice that you're doing obscene amounts of damage. And you've already still got some pretty good tank. Why not give it a try? It might not be that bad. |

Noemi Nagano
State War Academy Caldari State
77
|
Posted - 2012.10.23 16:39:00 -
[5122] - Quote
@Bouh, you always talk about the same stuff again and again.
You bring numbers, I wreck your numbers with EFT, you say oh wait, those numbers are not relevant, .. and so on. Its a circle which will not end, and thats why I tried a different approach.
I asked a question before, maybe it was not posted in an explicit way, so some of you may not have seen it .. would be important to know your answer to go on, so I post it again:
_____ 1) There are 2 ways, really. Either let missiles shine in some things and be crappy in other, and turrets vice versa. Or make all the same in efficiency. *added: efficiency in every aspect*
2) I dont see the patch is doing either of those 2.
I see some people here who disagree with the 2) - thats ok, we all cant know for sure.
But for all those who disagree with 1) ... tell what *you* want. _____
So, whats your opinion about that? Do YOU think 1) is correct, and just disagree with 2)? I can live with that, people can have their opinions. I already said I would be a rich man if all those who say "everything will be balanced" after the patch will come and give me some 100 mil ISK :D .. but yeah, maybe I am wrong, and alone the Cane nerf will give so much more balance to BC close combat that a mildly buffed HAM Drake is viable again. We will see.
But your opinion about part 1) is important ..
Bouh Revetoile wrote:
And you keep ignoring the 40% dps advantage at range. And your only solution is different range ammo ? So missiles are more like turrets ?
Let me tell you your idea of balance is bad. Balance is not one thing OP somewhere, and another OP somewhere else.
Balance is turret have better damage at short range but less damage application whereas missiles have better damage at long range with more damage application (and missiles do have better damage application when you consider long range turrets).
Missiles != turrets.
PS : HML shines at long range, but today's HML shine also at long short range.
Balance does not work for just one weapon system though Bouh. There are 2 long and short range systems in medium and large size for the 4 trees (Proj., Hybrid, Laser and Missile). Of those 4 just ONE works for missiles. You cant take just this and nerf it, and completely ignore the others. If you do, you will not get balance.
Do you agree with me, that in the end there EITHER has to be 1 missile system of those 4 on top of its class and for the other 3 there will be a turret system on top OR in the end NO single system is on top but all 4 in all 4 sizes are viable in PvP in terms of being on par with the rest?
The first is, what we have atm. The second is what we will NOT have after this patch. And my concerns are we will have also not the first then. Thas no balance, thats f*ck up missile users. Simple as that :) |

Lili Lu
551
|
Posted - 2012.10.23 16:45:00 -
[5123] - Quote
Noemi Nagano wrote: some stuff
Operation Bacon has failed already. |

MIrple
BSC LEGION Tactical Narcotics Team
153
|
Posted - 2012.10.23 16:51:00 -
[5124] - Quote
Noemi,
I just got some numbers thought I would share them.
From an EFT that had the revelation proposed stats ported over
HML - CN Scourge - Drake Maxed skilled - 2x BCU
Explosion velocity 121 Explosion radius 105 Velocity - 6450 DPS - 332 @ 62.9K
HAM - CN Scourge - Drake Maxed skilled - 2x BCU
Explosion velocity 151 Explosion radius 93 Velocity - 3375 DPS - 462 @ 20.3K
The numbers look good to me the only thing I would say needs to be changed IMO is the speed of HAMS increased and the flight time decreased.
I can post the new Raven Torp Numbers as well if you like
Mirple |

OT Smithers
BLOMI
293
|
Posted - 2012.10.23 16:52:00 -
[5125] - Quote
Jorma Morkkis wrote:OT Smithers wrote:And in any case, when someone cross-trains into direct fire weapons they damn sure aren't sticking with Caldari anyway. Who in their right mind would. - Merlin - Vulture - Rokh http://www.youtube.com/watch?v=T8aX60biCE4- Naga - Ferox - Harpy Minmatar or "Winmatar" like you say it isn't that good when a single T2 cruiser can completely disable "godly" Hurricane.
I am missing your point...
In any case, you listed an odd selection of hulls. The easiest way to tell how good a ship or weapon actually is, is to consider how many people regret training for something else instead. No one has ever said, "Caldari Battleships ROCK! I would gladly trade my Mael, Phoon, and Pest for that Caldari Rohk!" or "Why did I train for this stupid Sleipner when I could have flown the Vulture!" The same applies to weapons. You have never, even once, seen someone unhappy because they trained for Arties instead of Cruise Missiles. There are probably few Caldari PvP pilot in the game that don't wish they had their Caldari ship and weapons SP to invest elsewhere.
This is what I would like to see changed.
The players of other races might well complain, all the races have their issues, but NONE of these players look at the Caldari and wish they had chosen to waste their training time there instead. If things were balanced you could randomly select any class of ships and weapons in the game, and have a hard time saying which was the best and which the worst. You could just pick a ship or weapon from any class and make a good argument that it was the best. None of this: "Well, you know, you could maybe USE it if you had to... have you thought about cross training?"
|

Noemi Nagano
State War Academy Caldari State
77
|
Posted - 2012.10.23 16:59:00 -
[5126] - Quote
OT Smithers wrote:Jorma Morkkis wrote:OT Smithers wrote:And in any case, when someone cross-trains into direct fire weapons they damn sure aren't sticking with Caldari anyway. Who in their right mind would. - Merlin - Vulture - Rokh http://www.youtube.com/watch?v=T8aX60biCE4- Naga - Ferox - Harpy Minmatar or "Winmatar" like you say it isn't that good when a single T2 cruiser can completely disable "godly" Hurricane. I am missing your point... In any case, you listed an odd selection of hulls. The easiest way to tell how good a ship or weapon actually is, is to consider how many people regret training for something else instead. No one has ever said, "Caldari Battleships ROCK! I would gladly trade my Mael, Phoon, and Pest for that Caldari Rohk!" or "Why did I train for this stupid Sleipner when I could have flown the Vulture!" The same applies to weapons. You have never, even once, seen someone unhappy because they trained for Arties instead of Cruise Missiles. There are probably few Caldari PvP pilot in the game that don't wish they had their Caldari ship and weapons SP to invest elsewhere. This is what I would like to see changed. The players of other races might well complain, all the races have their issues, but NONE of these players look at the Caldari and wish they had chosen to waste their training time there instead. If things were balanced you could randomly select any class of ships and weapons in the game, and have a hard time saying which was the best and which the worst. You could just pick a ship or weapon from any class and make a good argument that it was the best. None of this: " Well, you know, you could maybe USE it if you had to... have you thought about cross training?"
Nice and to the point again :) .. +1
|

Noemi Nagano
State War Academy Caldari State
77
|
Posted - 2012.10.23 17:03:00 -
[5127] - Quote
MIrple wrote:Noemi,
I just got some numbers thought I would share them.
From an EFT that had the revelation proposed stats ported over
HML - CN Scourge - Drake Maxed skilled - 2x BCU
Explosion velocity 121 Explosion radius 105 Velocity - 6450 DPS - 332 @ 62.9K
HAM - CN Scourge - Drake Maxed skilled - 2x BCU
Explosion velocity 151 Explosion radius 93 Velocity - 3375 DPS - 462 @ 20.3K
The numbers look good to me the only thing I would say needs to be changed IMO is the speed of HAMS increased and the flight time decreased.
I can post the new Raven Torp Numbers as well if you like
Mirple
Those HAM numbers look good to you? Well, compare it to its peers. And consider to count in the Drone bay too, because on short range Drones *are* an option ... those 20.3k are theoretical max I assume? Means, another 2k less in Eve?
The new torp Raven will not be good before the hull itself is fixed and Torps are fixed (will see if this is the case after patch, the Torp part that is ..). Could be possible the Phoon will do ok with the new Torps (it already didnt do so bad with the old ones, Winmatar hull ...).
|

Jorma Morkkis
State War Academy Caldari State
206
|
Posted - 2012.10.23 17:06:00 -
[5128] - Quote
OT Smithers wrote:The players of other races might well complain, all the races have their issues, but NONE of these players look at the Caldari and wish they had chosen to waste their training time there instead. If things were balanced you could randomly select any class of ships and weapons in the game, and have a hard time saying which was the best and which the worst. You could just pick a ship or weapon from any class and make a good argument that it was the best. None of this: "Well, you know, you could maybe USE it if you had to... have you thought about cross training?"
After 6 months from starting the game I struggled in level 3 missions with my new Harbinger. Oh, why I didn't choose easy mode when I started?
Try to guess how many times I was really close to biomassing my character and unsub?
It doesn't get any easier now. - What ships can you fly? - Amarr T1 subcaps and T2 frigs and cruisers... - Stop right there! Go back to home and train Drake/Tengu and HML. - I was just about to mention Drake and Cane...
No armor fleets anymore. Everything is shields, shields, missiles, shields... |

Noemi Nagano
State War Academy Caldari State
77
|
Posted - 2012.10.23 17:13:00 -
[5129] - Quote
Aglais wrote:Seriously guys. HAMs are going to get easier to fit. If you want, try to put a few on your Tengus, too. Yeah, they'll have far less range. But you'll notice that you're doing obscene amounts of damage. And you've already still got some pretty good tank. Why not give it a try? It might not be that bad.
On Tengus they might be ok (I cant judge, never used a HAM Tengu before and the ones I met and killed were maybe failfits..), but if the t3 is the only thing which is working in missile PvP - would that be balance? |

OT Smithers
BLOMI
294
|
Posted - 2012.10.23 17:14:00 -
[5130] - Quote
Sigras wrote: I never mentioned cross training, but it is a worthwhile discussion. Unfortunately it has nothing to do with balance because again, you cant balance around the noobs with 20,000,000 SP, you have to balance around all the bitter vets with > 100,000,000 SP
Allow me to illustrate: if they said "missiles and drones are two weapon systems that take 2x longer than everything else to train, so we're going to reward the players who train for them by making their weapons 20% better than the other weapons" what would be the problem with that? Eventually everyone would just be flying missiles and drones, and the bitter vets who have tons of SP would be flying them tomorrow!
The game must be balanced outside of the training time it takes to get anything. This is also the reason why cost is not a balancing factor. This is how we got into the titan/super carrier disaster that we have now; they said since they cost so much and take so long to train for, they should **** everything in their way . . . it turns out that doesnt work for balancing.
True enough, but there is another side to this:
Right now missiles are far and away the most skill intensive sub-cap weapons line in the game. Worse, the investment into missiles is not transferable to other weapon's systems as it is in the case with the others. Finally, Missiles are the Caldari signature weapon. If we are to disregard SP investment as being irrelevant to balance, then wherever possible we should balance the investment demands and the return on that investment.
A solution is to eliminate the missile support skills completely and merge them into a general class of weapon support skills.
Second, eliminate the separate missile lines for each weapon and stack them as they do with the others. The chain would then look like this:
Small Missiles 5 (Allows T2 Rockets and Light Missiles) - Short Range Rocket Specialization 4 - Long Range Light Missile Specialization 4 Medium Missiles 5 (Allows T2 HAMs and HMLs) - Short Range Ham Specialization 4 - Long Range Heavy Missile Specialization 4 Large Missiles (Allows T2 Torpedos and Cruise Missiles) - Short Range Torpedo Specialization 4 - Long Range Cruise Missile Specialization 4
Under this system, Caldari pilots will have invested no more SP than any other race, their support skills would apply to ALL weapons. It would also go a long way towards eliminating many of their complaints.
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