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Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
131
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Posted - 2014.05.14 18:46:00 -
[1] - Quote
with every version of turret based weapons systems, hybrid, projectiles and lasers, they all have small, medium and large to train before you get to the specilisations like blaster specialisation, railgun etc, so how come with missiles people are forced to learn the light missiles skill before they can take the specialisation or rockets? How come I can train small hybrids and gain access to both small blasters and rails, yet missiles I still have to train BOTH light missiles and rockets to be able to use either?
Wouldn't it be simpler and save people training addition skills, by just consolidating the skills down some?
Examples:
Light Launchers - Allows access/useage of BOTH T1 light missiles and rockets Medium Launchers - Allows access to T1 Heavy missiles and Heavy assualt missiles Heavy Launchers - Allows access to Torpedo's and Cruise missiles
This saves people HAVING to train an additional 3 skills just to receive the same benefits that you would get if you trained for hybrids/projectiles/Lasers?
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Joe Boirele
Lords 0f Justice Lords Of Stars
40
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Posted - 2014.05.14 19:02:00 -
[2] - Quote
It'd be great if they unified missile and gun training time. Enemies are just friends who stab you in the front.
Might makes right!
Proud Rattlesnake pilot. |

Arronicus
Ravens' Nest
966
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Posted - 2014.05.14 19:15:00 -
[3] - Quote
This really makes sense, considering for 3 out of 4 races, there are a variety of very good, missile using ships. It's already enough for a hurdle for players to have to train up a whole new set of support skills, but to have to train up a new skill for every single type of missile system, definitely seems a bit ridiculous.
The part that I think is the most ridiculous though, is capital weaponry. Capital hybrid turrets covers capital blasters and rails. Capital projectile covers artillery and autocannons. Capital energy covers beams and pulse. All are 7x skills. but capital missiles? Broken into two skills, Citadel torpedos, and citadel cruise, both of which are, yes, 7x, doubling the weapon training time for the already defunct phoenix which, in CCP's latest attempts to buff it, still will not be able to do full damage to carriers. "But what about the naglfar?" It doesn't have launcher slots anymore, because CCP decided it was easier to fix that dread by losing the launchers, than fixing citadel missiles. |

Zan Shiro
Alternative Enterprises
424
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Posted - 2014.05.14 20:10:00 -
[4] - Quote
This would make sense.
And to be fair and to keep whatever need ccp had in mind for longer trains have the class skill be the longer of the 2 if that was some goal they had in mind is a caveat I'd be open too. the now small launcher skill would be lights 10 days for example.
I am sure the gun users would say but the supports we have as ther usual gripe. I'd grant them that if not for the fact missile users learn real quick all those missile support skills while not required to be 4 or 5 by the skill req's are actually required to have missiles suck less for actual use. Missile users don't sneak out of training here. Well they do if they want missile performance to be awful lol. I know from my missile use they only get effective when you 5 out quite a few skills at any rate. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
129
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Posted - 2014.05.14 20:14:00 -
[5] - Quote
While it would make sense, it would be a bit out of step with their current habit of splitting skills apart.
Still, its not as if we can launch torpedoes from light missile launchers. The change (and reimbursed SP) would be welcome. |

Zepheros Naeonis
TinklePee
7
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Posted - 2014.05.14 20:19:00 -
[6] - Quote
This is something that should have been changed a long time ago. |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
367
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Posted - 2014.05.14 20:22:00 -
[7] - Quote
+1 here "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Haruko Togenada
The Order of the Burning Nuclear Reactor
0
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Posted - 2014.05.14 20:49:00 -
[8] - Quote
Uriel Paradisi Anteovnuecci wrote:+1 here
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Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
227
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Posted - 2014.05.14 20:51:00 -
[9] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=4528549
+1 even with a failure to use search Lowering the average to make you look better since 2012. |

Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
137
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Posted - 2014.05.14 20:53:00 -
[10] - Quote
Petrified wrote:While it would make sense, it would be a bit out of step with their current habit of splitting skills apart. Still, its not as if we can launch torpedoes from light missile launchers.  The change (and reimbursed SP) would be welcome.
yes but it the way I'm suggesting is how they should have done it in the first place in keeping with the way the rest of the weaponary is done in eve in terms of training, ie same rules for training missiles as turret based guns are done. and anyone moaning about people being "given free skill points" rightly people SHOULD NOT have HAD to have spent the time/training just to do what turret based systems already have, and the fact they have done so also means their entitled to having the refunded to spend else where.
Zepheros Naeonis wrote:This is something that should have been changed a long time ago.
Zeph I agree, this it LONG overdue :)
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Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
137
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Posted - 2014.05.14 21:00:00 -
[11] - Quote
Hopelesshobo wrote:https://forums.eveonline.com/default.aspx?g=posts&m=4528549
+1 even with a failure to use search
lol, it's probley been better put and more detailed than this post :) but either way, having both threads bouncing up near the top of the features and ideas part of the forum MAY just lead to CCP finaly fixing this issue, not there aren't a lot of other issues with missile systems, some of which ccp ARE trying to address :) (like the fact the new mordus ships have a increased missile velocity with a decreased flight time, ie gets there faster and still goes the same range (Ish) lol) and tbt |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
237
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Posted - 2014.05.14 21:00:00 -
[12] - Quote
Presently it doesn't bother me so much that missile skills are split the way they are, but I am bothered by the fact that not only do equal size missiles have different training times, but the time to train all weapons in a class is considerably longer (i.e. all "small" missiles). For example, rockets are a 1x skill, but light missiles are a 2x skill. This means it takes 4-ish days to train rockets to V but takes closer to 9 to train light missiles to V (with my present attributes+implants ect, admittedly). This seems strange to me, and is imo a little unbalanced for new players. Picked Caldari? Better be prepared to spend 3x as much time training light missiles and rockets to V as it would take to train small hybrids to V (R+LM -> V is 256K+512K SP = 768K SP, while SH -> V is only 256K SP). I don't know if this was done to keep missiles from being too ubiquitous, but it seems like a bad way to balance a weapon system. I get wanting to encourage specialization in exchange for time spent, but it's kind of dialing it up to 11 for missiles.
Either split turrets or consolidate missiles, but at the very least equalize training time inside of respective missile classes (i.e. light missiles becoming a 1x skill).
P.S. You don't need to train light missiles before you can train rocket spec and vice-versa, but you do need missile launcher operation. |

Lloyd Roses
Blue-Fire
590
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Posted - 2014.05.14 21:07:00 -
[13] - Quote
You're going the wrong way around:
Currently, gunnery is an excessive, SP-absorbing field to invest SP into. To get decent gunnery skills with a pve-ship for example, you need small lasers, med lasers, large lasers V, specs to IV for ALL of those, and a bunch of support skills. (Think it was around 8mil or so total before you can decently use those gunnery skills).
Missiles on the other hand are wonderful, they require a fraction of the training. You can skip nearly all missile skills and only level up cruise missiles to V with spec, while heavies only reqire level III.
So in order to equalize those two, either use heavy missile spec IV as a prereq for cruise missile spec I - or drop the small-med-large-progression for turrets.
Currently, SP-wise missiles are favorable by far. "I honestly thought I was in lowsec"
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Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
137
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Posted - 2014.05.14 21:17:00 -
[14] - Quote
Lloyd Roses wrote: You can skip nearly all missile skills and only level up cruise missiles to V with spec, while heavies only reqire level III.
Maybe to some degree you can on the MAIN missile skills ie can skil say rockets if your aiming towards cruise missiles for example, however you CAN NOT avoid training the support skills, well not unless you want your HEAVY MISSLES for only being capable of hitting out to 30k IF YOUR LUCKY... (and I know this back from the early days when I was still using a drake a lot for things and my heavys did in deed only go out to 30k at the time :) |

Gawain Edmond
Angry Mustellid
101
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Posted - 2014.05.14 21:20:00 -
[15] - Quote
this again.... bring forth a search option and perma bans for anyone who dosen't use it!! |

HiddenPorpoise
Under Dark
206
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Posted - 2014.05.14 21:21:00 -
[16] - Quote
Lloyd Roses wrote:Currently, gunnery is an excessive, SP-absorbing field to invest SP into. To get decent gunnery skills with a pve-ship for example, you need small lasers, med lasers, large lasers V, specs to IV for ALL of those, and a bunch of support skills. (Think it was around 8mil or so total before you can decently use those gunnery skills). They changed that over a year ago. |

Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
138
|
Posted - 2014.05.14 22:25:00 -
[17] - Quote
Idealy long term I'd like to see all the weapon systems consolidated into one "tree" as it were, maybe called weaponary(For want of a better name :) so instead of 2 seperate skill catagories we have one, also looking at some of the missile skills, I also cant see why some of them can not be rolled into the similar skill for gunnery, ie rapid launch into rapid fire (Maybe rename the skill Rapid application?) or Target Navigation Prediction and Motion Prediction etc? :) |

Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
139
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Posted - 2014.05.15 00:56:00 -
[18] - Quote
As for the other issues with launchers, think someone should start a thread Labled "Missiles - Current issues - Fix suggestions" or something like that and post what issues exactly each diff missle type has, and also on the thread a suggestion for a solution to said issue, it maybe a case of CCP doesn't really have a idea of how to fix missiles properly (hell look how long it took to get hyrbids properly fixed) so people throwing ideas out to them in a CONSOLIDATED THREAD means the info for the devs is easy to find fast and also gives them MORE ideas of possible fixes they could try, obliously some of the issues I suspect are liable to be limits placed by the coding of the game more than anything else, or exacerbate some of the under lying issues.
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Linkxsc162534
Traps 'R' Us Advanced Amateurs
77
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Posted - 2014.05.15 03:09:00 -
[19] - Quote
Lloyd Roses wrote:You're going the wrong way around:
Currently, gunnery is an excessive, SP-absorbing field to invest SP into. To get decent gunnery skills with a PVP-ship for example, you need small lasers, med lasers, large lasers V, specs to IV for ALL of those, and a bunch of support skills. (Think it was around 8mil or so total before you can decently use those gunnery skills).
Missiles on the other hand are wonderful, they require a fraction of the training. You can skip nearly all missile skills and only level up cruise missiles to V with spec, while heavies only require level III.
So in order to equalize those two, either use heavy missile spec IV as a prereq for cruise missile spec I - or drop the small-med-large-progression for turrets.
Currently, SP-wise missiles are favorable, when training for PVP fits. Which ironically, missiles are the least liked PVP option
Fixed your post. You don't NEED T2 guns or missiles for missioning. They only ships I can honestly say you "NEED" them on are marauders, and mainly the golem (javelin torps are a necessity) T2 guns are the realm of PVP boats primarily because they're cheaper than faction weaponry, and they get T2 ammos. In most minmax PVE fits though, faction guns are much better than T2 |

Battlingbean
Heaven's Gate
35
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Posted - 2014.05.15 04:30:00 -
[20] - Quote
No. Why does everything have to be the same? |

Nevyn Auscent
Broke Sauce
1337
|
Posted - 2014.05.15 04:55:00 -
[21] - Quote
Battlingbean wrote:No. Why does everything have to be the same? It's not about 'Being the same' but about missiles not being unfairly disadvantaged SP wise. The whole 'advantage' the missile SP tree had was given to gunnery over a year ago, in that you no longer require smaller spec to move to higher levels of spec in Gunnery. While the downsides missiles have of split training still apply. So moving missiles to Small Missile Systems, Medium Missile Systems, Large Missile Systems, Capital Missile Systems would make sense since they no longer gain any special advantage for their split. |

Dinokin Askiras
The Order of the Burning Nuclear Reactor
4
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Posted - 2014.05.15 05:06:00 -
[22] - Quote
Haruko Togenada wrote:Uriel Paradisi Anteovnuecci wrote:+1 here
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Zan Shiro
Alternative Enterprises
424
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Posted - 2014.05.15 05:16:00 -
[23] - Quote
Battlingbean wrote:No. Why does everything have to be the same?
So ccp can bring back needing small t2 spec 4 to get med t2, and med t2 spec 4 to get large t2 again?
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Riot Girl
You'll Cowards Don't Even Smoke Crack
3250
|
Posted - 2014.05.15 05:24:00 -
[24] - Quote
Blasters require Motion Prediction, rails require Sharpshooter. Oh god. |

Zan Shiro
Alternative Enterprises
424
|
Posted - 2014.05.15 06:13:00 -
[25] - Quote
Riot Girl wrote:Blasters require Motion Prediction, rails require Sharpshooter.
True, but.....
Here we can get a good debate. Like I said earlier missiles don't have the support skill req's up front as per ccp. However, if certain skills not maxed out missiles tend to suck (well more so). So while the missile user skips a level or here....they aren't getting an edge. They are actually screwing themselves. As missiles hit with less potency. The debate here being does it matter if ccp says do this level by force (turrets) or by need (not having missiles suck, more).
Put in more funny way.
My boss pays me to do a job. He asks for something it is done. I do tasks A-Z I was hired to do, I keep paychecks coming in. This would be ccp turret needs for support 5's.
My wife tells me to do something. I am under no concrete legally binding obligation like with my boss. I can tell her to pound sand. However....that may result in a few bad things happening to me. This would be missiles not needing support 5's as much. No they aren't needed...but as many a smarter husband has learned when a wife asks can you do this? the correct answer is yes, dear. Its not a question most times....its more of a very polite way of giving an order lol. |

Mario Putzo
Welping and Dunking.
893
|
Posted - 2014.05.15 06:29:00 -
[26] - Quote
No eff that! I have rockets trained to 0 and Torps at V leave me alone and stop making me be like everyone else!
(seriously though this should have been changed long ago.) |

Aliventi
Southern Cross Empire Flying Dangerous
697
|
Posted - 2014.05.15 07:08:00 -
[27] - Quote
In fact, the opposite should happen. Gunnery skills should be split and the training times unified. There are set cases where only one type of turret/launcher needs to be trained. With gunnery you have no choice but to train something you may not want. That is a disadvantage missiles does not have.
A quote from a former post on mine:
Quote:There is one drastically major change that will hit TQ with Rubicon: gunnery 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 training times more in line with missile training times. However, this creates a new unbalance: it 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 each level of 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 and restore balance. Also, if it is possible to decouple the gunnery skills at the same time that would be awesome. So in other words, break small projectile turret in to small autocannon turret and small artillery turret each that takes half as long to train as the unified skill did. This would help people that only want autocaonnon skills because they have no use for artillery skills or the other way around while not penalizing if you want to train both. Both of these changes combined would make gunnery and missiles nearly equal. Join [FIGL] Flying Dangerous Today! |

Blastcaps Madullier
Handsome Millionaire Playboys Mordus Angels
142
|
Posted - 2014.05.15 13:34:00 -
[28] - Quote
Aliventi wrote:In fact, the opposite should happen. Gunnery skills should be split and the training times unified. There are set cases where only one type of turret/launcher needs to be trained. With gunnery you have no choice but to train something you may not want. That is a disadvantage missiles does not have.
I'm not sure I'd call it a disadvantage, and tbt I dont see what the issue is with requiring a general skill (ie small projectiles) to a certain level to be able to train say medium projectiles, and tbt consolodating missiles would actualy help newer players, because anyone coming into eve WILL expect missile training to be similar to training for guns, ie small xyz to level 5 to gain the specialisations etc.
Nevyn Auscent wrote: Small Missile Systems, Medium Missile Systems, Large Missile Systems, Capital Missile Systems
The reason I suggested the skills be named small launchers etc is to avoid ANY potential confusion especialy for new players, because atm in the small missile catagory you have rockets and light MISSILES, then you have heavy missiles, heavy assualt missiles, so the general skill reflects the name/type of the weapon systems.
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Victor Terona
Ministry of War Amarr Empire
2
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Posted - 2014.05.15 15:01:00 -
[29] - Quote
Needs to happen +1 |

Nano Sito
Out Of Pure Selfishness
16
|
Posted - 2014.05.15 17:18:00 -
[30] - Quote
+1 |
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