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Ischia
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Posted - 2006.04.24 12:00:00 -
[1]
Maybe this has been said before, but it seems there are a good number of sensible applies-to-all-missiles skills, but very few uequally powerful applies-to-all-turrets skills (eg. see subject line).
While turrets have greater range to start, they have much reduced damage per shot (meaning they rarely pierce shields/armour). Would be nice if at higher levels it was also possible to expand their range to the same extent that can be done for missiles.
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The Slayer
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Posted - 2006.04.24 12:02:00 -
[2]
Im sorry, what? Have you seen the damage tech 2 ammo can do? No no no no no. __________________________________
Your Dual 250mm Prototype I Gauss Gun perfectly strikes Estamel Tharchon, wrecking for 187.6 damage.
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Max Teranous
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Posted - 2006.04.24 12:03:00 -
[3]
Errrr, Sharpshooting, Rapid Firing, Motion Prediction, Trajectory Analysis & Surgical Strike all improve all types turrets in various ways. Most of these have their rough equivalents in the missile skills.
So, what the hell are you talking about ???
Max
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Nyphur
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Posted - 2006.04.24 12:03:00 -
[4]
I say this every time this topic comes up: Missiles and Turrets are different.
That's basically what it coems down to. They don't have to be equal and have all the exact same skills, just balanced. Since missiles always hit but at a reduced damage for oversized missiles against small targets or for a fast target with a low sig radius, they're never going to be equatable on a 1on1 basis with turrets. They are, however, balanced in that neither is better than each other, in general.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |
Jadeon
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Posted - 2006.04.24 12:04:00 -
[5]
I would recommend you open your Market and check the Gunnery skills availabe
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Lori Carlyle
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Posted - 2006.04.24 12:05:00 -
[6]
Most missile skills don't effect torps, and there are a lot more skills under gunnery that effect more areas then missiles. T2 Guns have a lot better effects then T2 Missiles. PINK PINK PINK PINK PINK ERISGREEN Eris <3 Meh! |
Aeina Caeraen
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Posted - 2006.04.24 12:09:00 -
[7]
So.. "Turret Bombardment" and "Turret Projection?"
You want to increase the flight time of Turret Shots, and increase the shot velocity? :P
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Splagada
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Posted - 2006.04.24 12:11:00 -
[8]
Edited by: Splagada on 24/04/2006 12:10:54
Originally by: Aeina Caeraen So.. "Turret Bombardment" and "Turret Projection?"
You want to increase the flight time of Turret Shots, and increase the shot velocity? :P
nono i think the OP means using the turrets themselves as weapons
"Turrets Projection, when ammo is gone!" -
Member of [AAST] |
Jinx Barker
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Posted - 2006.04.24 12:13:00 -
[9]
Originally by: Splagada Edited by: Splagada on 24/04/2006 12:10:54
Originally by: Aeina Caeraen So.. "Turret Bombardment" and "Turret Projection?"
You want to increase the flight time of Turret Shots, and increase the shot velocity? :P
nono i think the OP means using the turrets themselves as weapons
"Turrets Projection, when ammo is gone!"
"Jinx Barker throws his 250mm Prototype Gauss Gun at Splagada, wrecking for 100 Damage."
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Ischia
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Posted - 2006.04.24 12:13:00 -
[10]
Originally by: The Slayer Im sorry, what? Have you seen the damage tech 2 ammo can do? No no no no no.
Originally by: Nyphur I say this every time this topic comes up: Missiles and Turrets are different.
OK, I stand corrected, I guess it's a game-balance issue.
Originally by: Aeina Caeraen So.. "Turret Bombardment" and "Turret Projection?"
You want to increase the flight time of Turret Shots, and increase the shot velocity? :P
No, just the range, by +10% per level (instead of +2%).
But as many posters have pointed out, it sounds like it's a case of comparing apples with oranges. I'll have to play some more...
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Splagada
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Posted - 2006.04.24 12:17:00 -
[11]
It would make funny fleet battles
and it would give minmatars a good advantage, seeing as how the ships dont seem to hold correctly together
"reactor? who needs a reactor anyway" -
Member of [AAST] |
Ischia
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Posted - 2006.04.24 12:18:00 -
[12]
Originally by: Jadeon I would recommend you open your Market and check the Gunnery skills availabe
This is part of the problem, unlike missile skills, they *seem* to be specialized to turrt type very early.
Gunnery:
Motion Prediction, Sharpshooter, Surgical Strike, Trajectory Analysis, Gunnery, Rapid Firing, weapon upgrades
Missiles:
missile bombardment, missile projection, target navigation prediction, missile launcher operation, rapid launch, warhead upgrades
Damn! Where's my foot gone?
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Paigan
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Posted - 2006.04.24 12:20:00 -
[13]
The thing is:
1.) The two missile rangeskills bring 10% instead of 5% bonus per level
2.) These skills multiply each other. Meaning at level3, you get 169% range, where missiles only get 15% bonus range and lousy 15% bonus falloff, making up not even a real 30% bonus in range.
Don't get me wrong: I'm no whining turret user (anymore). I switched to raven some time ago. And what should i say - it's just as imba as it seemed to be.
As for me, i'm happy now. :D -- This game is still in beta stage |
Malthros Zenobia
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Posted - 2006.04.24 12:23:00 -
[14]
Originally by: Ischia Maybe this has been said before, but it seems there are a good number of sensible applies-to-all-missiles skills, but very few uequally powerful applies-to-all-turrets skills (eg. see subject line).
While turrets have greater range to start, they have much reduced damage per shot (meaning they rarely pierce shields/armour). Would be nice if at higher levels it was also possible to expand their range to the same extent that can be done for missiles.
Your projection and bombardment skills go by the names Sharpshooting and Zero G dynamics (or whatever the hell it's called).
Oh and don't forget you only have to train 1 skill to lv 5 to get that 25% rof bonus, missiles train 2, a 2% and 3%.
Originally by: Dark Shikari Istvaan Shogaatsu's ego, when combined with a veldspar asteroid, would create 500 titans. Too bad he's never mined.
RAWR!11 Sig Hijack!11 - Imaran |
Aeina Caeraen
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Posted - 2006.04.24 12:27:00 -
[15]
I apologize, I was kidding. I understand your post, but, as others have mentioned, there are skills that do similar things in the gunnery field.
Also, you're forgetting that Missiles take time to reach their target. This becomes especially noticeable at long distances (100+km), while Turrets hit instantly (Odd for Projectiles, if you ask me). If you gave guns the same boni (say... 2 10% optimal bonus skills), then there would be little point to T2 long range ammo, as you'd have pretty much everyone hitting at max range anyway.
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Hoshi
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Posted - 2006.04.24 13:03:00 -
[16]
Originally by: Paigan The thing is:
1.) The two missile rangeskills bring 10% instead of 5% bonus per level
2.) These skills multiply each other. Meaning at level3, you get 169% range, where missiles only get 15% bonus range and lousy 15% bonus falloff, making up not even a real 30% bonus in range.
Don't get me wrong: I'm no whining turret user (anymore). I switched to raven some time ago. And what should i say - it's just as imba as it seemed to be.
As for me, i'm happy now. :D
Yes the missiles skill give more extra range than the turret skills, BUT the turret skills give more extra damage than the missiles skills. Rapid Firing 4% per level VS Rapid Launch 3% per level. Surgical Strike 3% per level VS Warhead Upgrades 2% per level.
So in the end it's all fair and square. --------------------------------------------------------------------------------
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Zezman
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Posted - 2006.04.24 14:53:00 -
[17]
'Turret Bombardment' 10% greater chance to hit the target per level by throwing your turret at them. 'Turret Projection' 10% Greater Turret throwing range per level 'Turret Recovery' New skill to receive the turret back boomerang style for quicker refire rate. 5% per skill level 'Turret Multishot' One extra turret can be thrown simultaneously per level for a spread shot against all baddies. 'Ultra Turret Megashot' Instanly kills all baddies in the area you throw your turret at, however, consumes the turret in the process.
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Uggster
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Posted - 2006.04.24 14:59:00 -
[18]
Originally by: Zezman 'Turret Bombardment' 10% greater chance to hit the target per level by throwing your turret at them. 'Turret Projection' 10% Greater Turret throwing range per level 'Turret Recovery' New skill to receive the turret back boomerang style for quicker refire rate. 5% per skill level 'Turret Multishot' One extra turret can be thrown simultaneously per level for a spread shot against all baddies. 'Ultra Turret Megashot' Instanly kills all baddies in the area you throw your turret at, however, consumes the turret in the process.
'Turret GhayBar Spec.' : Sends turret uses that whine about missile users to a 'Ghaybar' where they learn all about the differance between Hard and Fast turrets and Large Thrusting missiles
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Rohann
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Posted - 2006.04.24 15:11:00 -
[19]
Originally by: Ischia Maybe this has been said before, but it seems there are a good number of sensible applies-to-all-missiles skills, but very few uequally powerful applies-to-all-turrets skills (eg. see subject line).
While turrets have greater range to start, they have much reduced damage per shot (meaning they rarely pierce shields/armour). Would be nice if at higher levels it was also possible to expand their range to the same extent that can be done for missiles.
Max out your gunnery then come here to complain pls.
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Foomanshoe
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Posted - 2006.04.24 15:55:00 -
[20]
Originally by: Ischia
Originally by: Jadeon I would recommend you open your Market and check the Gunnery skills availabe
This is part of the problem, unlike missile skills, they *seem* to be specialized to turrt type very early.
Gunnery:
Motion Prediction, Sharpshooter, Surgical Strike, Trajectory Analysis, Gunnery, Rapid Firing, weapon upgrades
Missiles:
missile bombardment, missile projection, target navigation prediction, missile launcher operation, rapid launch, warhead upgrades
Damn! Where's my foot gone?
Im glad you can admit that.
_______________________________________________ Deadspace For Dead space!
Originally by: Oveur
To the nerfmobile!
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Kraven Kor
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Posted - 2006.04.24 16:14:00 -
[21]
Edited by: Kraven Kor on 24/04/2006 16:16:13
Originally by: Ischia Maybe this has been said before, but it seems there are a good number of sensible applies-to-all-missiles skills, but very few uequally powerful applies-to-all-turrets skills (eg. see subject line).
While turrets have greater range to start, they have much reduced damage per shot (meaning they rarely pierce shields/armour). Would be nice if at higher levels it was also possible to expand their range to the same extent that can be done for missiles.
EDIT: Reading whole thread before replying FTW! I'm only like the 37th person to point this out. But, I get to see myself look all smart and stuff so all good :)
Can I just say...
Sharpshooter = Missile Projection Surgical Strike = Warhead Upgrades or whatever Trajectory Analysis = Target Navigation Prediction Rapid Fire = Rapid Reload Motion Prediction = Guided Missile Projection
NEXT QUESTION!
Strength through Unity, Discipline, and Honor! |
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