
13th
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Posted - 2006.06.27 16:58:00 -
[1]
Instead of arguing about skill rankings and number of skills required, I decided to load up Evemon and see how long it would take to train for tech2 cruise/torp & all of the support skills to level 4 so we can compare it to the projectile branch and it's support skills. These numbers are without implants and with some learning skills already trained. Learning skills are included in the plan when it would reduce the overall time.
The character used for the experimentation has 0 missile skills and only has gunnery 1. The missile training times do include advanced weapon upgrades 4. If you don't need that to fit your t2 launchers, you can subtract 34 days, 12 hours from the missile training times.
Below the training time I have listed the time required to train for those techs without any support skills.
Tech2 Torp & Launchers: 117 days, 22 hours 45 days, 15 hours without support skills
Tech2 Cruise & Launchers: 124 days, 19 hours 54 days, 2 hours without support skills
Tech2 Cruise & Torp: 160 days, 9 hours 83 days, 21 hours without support skills
Tech2 Large Autocannon: 144 days, 7 hours 109 days, 2 hours without support skills
Tech2 Large Arty: 146 days, 5 hours 109 days, 2 hours without support skills
Tech2 Large Auto & Arty: 175 days, 1 hour 129 days, 23 hours without support skills
You should note that the gunnery path does give you the required skills to use tech2 medium & small guns and the tech2 ammo for them while the missile path doesn't cover the prerequisites for the smaller tech2 missiles.
An interesting thing to notice is that a larger proportion of the missile's skill time is in the support skills, from 50-70% of the training time is taken up by them. The large projectiles only spend around 25% of their time training the support skills. So the missile users do have to train more support skills to use their weapons to full effectiveness, but this also has the side effect that once those are trained up it is a lot faster to train for the other t2 missiles -- since they already have all of the support skills trained and the support skills take up more than half of the total training time for effective missile usage.
This is somewhat countered by the fact that the tech2 gun user is required to train up all of the tech2 guns along the way, but only if the missle user was planning on training the other missiles. If they just make a beeline for the t2 torps, they do have a significant training time advantage over the gunnery user who is forced to train for the small and medium tech2 guns before he can get to the larges.
I suggest that they either make the launchers a tiered approach much like the guns or that they remove the smaller t2 turret requirements from the large t2 gun skills.
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