
Gaskin Ravenwing
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Posted - 2005.07.18 03:12:00 -
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Edited by: Gaskin Ravenwing on 18/07/2005 03:35:18 First things first i apologise for being a whiney runt in advance
A few (genuine?) greivances with the new system and hopefully some constructive criticism
1. you just made my level 5 missile operation equivalent to itself at level 2 (thats 5% x 5 = 25% compared to 2% x 5 = 10%) is it just me or is everyone else asking for their skill points back sure ml5 is needed for torps but considering i wont be using torps anymore i would much rather have level 5 of either guided missile prediction or target navigation compensation so i can actually do level 3 missions again. (yes i know about the rapid launch skill but i still feel i have wasted time on a l5 skill i wouldnt have bothered with nowadays)
2. Removing the capability to fire cruise missiles from siege launchers now, now of all times. Now caldari bs have 2 settings, anti-bs or anti everything else... isnt the decreased rof on siege launchers a bad enough disadvantage? i know guns are similar but they can hit frigs, granted rarely but they can hit them, with torps youd have to sit up all night to see any damage done. also why is there no hybrid bs for the caldari? it would be nice if i could switch to guns but when all my bonuses are in missiles and ew and i have bs4 what sane person would?
3. next time ccp decide to decimate a certain weapon type and add new skills to compensate having those skills on the market before putting the patch in place would be nice, i didnt spend sp on missiles before because i couldnt, to bust me down to noob state all of a sudden was a real kick in the knackers for me, if you gave me the skills a few months ago i would have them at 4 by now and wouldnt have minded missing out on trade skills.
as to realism arguments (which are obviously irrelevant to eve)
4. this one is not really a reasonable criticism but for those thinking it i would just like to point out that this is in no way realistic to missile combat, small ships hit by large explosions would be torn to pieces, not suffer less than larger ones, when a 1 km explosion (radius 500m) hit a similar size ship i wouldnt bet on the pilot surviving, also missiles that fly after someone then explode close by allowing them to get away isnt at all reasonable (conceptually) even in the modern day missiles bury themselves in their target usually exploding outwards from the inside, unsurprisingly it helps do more damage.
I think the new missile rules are more balanced and will be interested to see if my criticism subsides when i am engaging at 200km with my new ubergimped skills. my main complaint has got to be point 3 in the list though. its really not fair that i have to sit in the hanger for the next 2 weeks training skills to be balanced with the people who've had theirs for years. any chance i could trade in those gunnery skills i've had time to train now that missiles finally have their equivalent?
sorry again for the whining and any repetition i may have made from earlier posts but i must say these things have agitated me
Edit:
eureka, i have an idea... how about a new missile type designed to kill frigates, call them sticky missiles, based on cruise (ie fits in cruise launcher) negates or reduces the negative for velocity regarding explosion escape, travel slower than normal cruises, less range (or even a minimum range), far less damage, seperate skill and we'd need to carry them seperately and reload to use them, i know lrge guns dont get the same but considering they can fly to rnge to negate the effects of radial velocity and missile users cant i think its reasonable
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