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Flash Landsraad
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Posted - 2006.03.20 10:53:00 -
[1]
Anyone else think that these should be more like gunnery skill requirements and need standard launcher specialisation 3 and heavy launcher specialisation 3?
Just an observation - seems ever so slightly unfair to gunnery users that missile users do not have to invest as much time in getting T2 BS weapons.
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Jenny Spitfire
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Posted - 2006.03.20 10:58:00 -
[2]
No.
Missiles are secondary weapons. Useless. Turrets are more reliable. ----------------
RecruitMe@NOINT! |
Gabriel Karade
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Posted - 2006.03.20 11:01:00 -
[3]
Edited by: Gabriel Karade on 20/03/2006 11:01:07 nvm
- Office Linebacker -
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Tar om
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Posted - 2006.03.20 11:29:00 -
[4]
Yes, but only for caldari :) -- We are the Octavian Vanguard www.octavianvanguard.net
"The belief in the possibility of a short decisive war appears to be one of the most ancient and dangerous of human illusions." |
Hugh Ruka
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Posted - 2006.03.20 11:37:00 -
[5]
Originally by: Flash Landsraad Anyone else think that these should be more like gunnery skill requirements and need standard launcher specialisation 3 and heavy launcher specialisation 3?
Just an observation - seems ever so slightly unfair to gunnery users that missile users do not have to invest as much time in getting T2 BS weapons.
there was already a topic like this a few days ago ... just to throw you a bone ... where are the gunnery equivalent implants for missiles ? where are the cruiser sized short range missiles ? why do balistic control system modules require gunnery skill ? I could go on ... ------------------------------ Removed due to offensive content - Laqum
I realy liked my signature. Oh well ... |
DeadRow
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Posted - 2006.03.20 11:44:00 -
[6]
Originally by: Hugh Ruka
Originally by: Flash Landsraad Anyone else think that these should be more like gunnery skill requirements and need standard launcher specialisation 3 and heavy launcher specialisation 3?
Just an observation - seems ever so slightly unfair to gunnery users that missile users do not have to invest as much time in getting T2 BS weapons.
there was already a topic like this a few days ago ... just to throw you a bone ... where are the gunnery equivalent implants for missiles ? where are the cruiser sized short range missiles ? why do balistic control system modules require gunnery skill ? I could go on ...
they use Weapons Upgrade skill, because missiles i a weapom ;) CCP just through it in with the gunnery section because more turrents then missiles use it?
Originally by: Eris Discordia TAKE COVER, HIDE YOUR SIGNATURE
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Darwinia
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Posted - 2006.03.20 11:46:00 -
[7]
Where is a gunship that can fit a full array of its best guns AND a full tank. Where is a 'tracking disrupter' module for missiles. Where is FoF ammo.
The only real drawback the missiles have is the flight time... all considering, missile users get far more effect per SP as gun users. ------------------------ I don't believe in sigs. |
Malken
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Posted - 2006.03.20 11:47:00 -
[8]
Missile specialization should have the same type of skillprogress that gunnery is forced to have.
it is definetly not balanced vs a person who trains for large T2 guns that person has to train not only regular weapon skills to L5 but also small specs to L4 then start on medium specs to 4 and first then train large specs.
missile skill progression is way to short compared to the gunnery ones.
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Jin Entres
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Posted - 2006.03.20 11:49:00 -
[9]
Cruise missiles and torpedoes have to be trained separately.
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Rodj Blake
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Posted - 2006.03.20 12:13:00 -
[10]
Rather than changing the skill requirements of T2 siege and cruise lanchers, I'd change gunnery so that large specialisation skills no longer require medium specialisation.
Dolce et decorum est pro imperator mori |
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LCIceo
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Posted - 2006.03.20 12:45:00 -
[11]
Originally by: Darwinia Where is a gunship that can fit a full array of its best guns AND a full tank. Where is a 'tracking disrupter' module for missiles. Where is FoF ammo.
The only real drawback the missiles have is the flight time... all considering, missile users get far more effect per SP as gun users.
Where is Defender ammo?
Seriously, even if they change cruiser t2 requirements, its not gonna affect caldari or missile users, as they are gonna have all the support skills to a decent lvl. It only gonna affect gun users who use missiles as their secondary weapon. Go ahead, Change it.... :D
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Shin Ra
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Posted - 2006.03.20 13:11:00 -
[12]
Thing is there are 5 types of missle (possibly 6 in future), meaning instead of having 2 prereq spec skills, you have 4.
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Omatje
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Posted - 2006.03.20 13:53:00 -
[13]
Edited by: Omatje on 20/03/2006 13:53:48
Originally by: Shin Ra Thing is there are 5 types of missle (possibly 6 in future), meaning instead of having 2 prereq spec skills, you have 4.
There are 6 types of guns, all require different additional skills appart from their smaller counterpart. sig? |
Jin Entres
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Posted - 2006.03.20 14:36:00 -
[14]
Name (rank)
Turrets
Small Projectile Turret (1) ò Small Autocannon Specialization (3) ò Small Artillery Specialization (3)
Medium Projectile Turret (3) ò Medium Autocannon Specialization (5) ò Medium Artillery Specialization (5)
Large Projectile Turret (5) ò Large Autocannon Specialization (8) ò Large Artillery Specialization (8)
9 ranks (excluding specialization skills) 724,080 Skillpoints for all small and medium specialization skills to 4 (under 3 ranks total)
Missiles
Standard Missiles (2) ò Standard Missile Specialization (3)
Rockets (1) ò Rocket Specialization (3)
Heavy Missiles (3) ò Heavy Missile Specialization (5)
Cruise Missiles (5) ò Cruise Missile Specialization (8)
Torpedoes (4) ò Torpedo Specialization (8)
15 ranks (excluding specialization skills) ---
Missiles allow the opportunity for specialization without prerequisites. Turrets, on the other hand, are faster to train for those who want to excel in all weapon sizes.
Training all gunneries to V and specialization skills to IV requires less than 15 (14.66) ranks (one rank is 256,000 SP).
Training all missiles to V and specialization skills to IV requires over 19 ranks (19.24). In pure skillpoints, that is 1.17M more.
In my opinion that is enough of a drawback, and is important in allowing missiles to be used as a secondary weapon.
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Hugh Ruka
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Posted - 2006.03.20 15:03:00 -
[15]
Originally by: Omatje Edited by: Omatje on 20/03/2006 13:56:58
Originally by: Shin Ra Thing is there are 5 types of missle (possibly 6 in future), meaning instead of having 2 prereq spec skills, you have 4.
There are 6 types of guns, all require different additional skills appart from their smaller counterpart.
Missile - Projectile:
rockets - small ac standard missiles - small artillery assault missiles (after changes) - med ac heavy missiles - med artillery Torps - Large ac Cruise - Large artillery
small projectiles skill enables arties and acs, same for missiles you need 2 skills medium projectiles enable medium acs and medium arties, this is screwed for lack of second cruiser missile type large projectiles enable large arties and large acs, for missiles you again need 2 skills (cruise and torps)
sure I need 3 skills for cruise t2 (missile op, cruise, cruise spec), but I can only use ONE TYPE OF MISSILE !!! in contrast lets take away the prereqs from t2 guns, so you train gunnery, large projectiles, artie spec, but you can use t2 arty and t1 ac. get the picture ? ------------------------------ Removed due to offensive content - Laqum
I realy liked my signature. Oh well ... |
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