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Double TaP
The Establishment
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Posted - 2006.07.15 22:14:00 -
[1]
As a dedicated missile user I tried to come up with more skills that missile users could train in the features and ideas discussion. But I was shot down very quickly and the thread died. I agree though, but its too late to change reqs. I thought my new skill ideas were cool hehe, but no one else did. give me a second and I'l try and find a link.
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Double TaP
The Establishment
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Posted - 2006.07.15 22:17:00 -
[2]
Edited by: Double TaP on 15/07/2006 22:17:59 New Missile Velocity Skills
See now those were just for velocity. You can introduce whole new sets of skills for anything that involves missiles.
Edit: the important thing is to make sure that they are specialized and actually required training. so whatever new skill you come up with, there is one for each type of missile.
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Double TaP
The Establishment
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Posted - 2006.07.16 04:51:00 -
[3]
Originally by: Arkanor Edited by: Arkanor on 16/07/2006 04:38:45
Originally by: niru Do you realize that when you train up to large T2 guns you also train up the small and medium guns? When you train up T2 torpedos, you have not trained up standard missiles and heavy missiles. I do not think it is as unfair as you are suggesting.
What's stopping you from training small and heavy missiles if you want them?
My point is, missile users can pick one size and go straight to it. Gun users cannot.
And its too late to change that for missile users. You could lower the reqs for guns but I think a lot of old timers would complain, even though they still have all these medium and small skill points that are useful. The best thing to do is just to add a lot more specialization to missiles, like in the link i posted.
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Double TaP
The Establishment
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Posted - 2006.07.16 05:07:00 -
[4]
Originally by: he slag Ok, that's fine.
rockets and standard missile skill becomes small missile skill
Heavy missiles and Heavy rockets becomes medium missile skill
Torpedos and cruise missiles becomes large missiles.
Each with their spec skill.
That way, I don't have to train 2 seperate skills to have access to our WHOLE 2 LAUNCHERS PER SIZE CLASS. Then I can whine about turrets having much more variety(up to 6) than missiles ever will.
Basically, training for lvl5 in a particular turret size class gives you quick access to both the short range and long range varieties. With launchers you can only use one particular launcher, no variations withing the range class.
Perhaps you like to have a boring game where you have prescribed highslot setups, but not everyone does. We pay with lack of variety, aswell as lack of missile affecting modules.
Which is why they should add a ton more missile skills. Its nice to have missile skills to train. I think we should have the insane millions of sp that gunnery users have to train. Its just not fair!
^^That was serious.
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Double TaP
The Establishment
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Posted - 2006.07.16 05:43:00 -
[5]
Edited by: Double TaP on 16/07/2006 05:43:33
Originally by: Arkanor Edited by: Arkanor on 16/07/2006 05:32:45 The ability to do any one type of damage makes up for the missile user's relative lack of tech I options as far as damage amounts.
hmm, I disagree with that.
edit: but i agree with the other things 
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Double TaP
The Establishment
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Posted - 2006.07.16 15:34:00 -
[6]
I'm fine with that ^^ as long as you dont forget to increase overall missile damage.
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Double TaP
The Establishment
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Posted - 2006.07.16 18:36:00 -
[7]
Missiles are NOT a secondary weapon most of the time. If you use missile launchers on an apoc or a tempest, they are a secondary weapon. If you use them on a raven, they are a primary weapon. They are not a secondary weapon being used a lot, they are a PRIMARY WEAPON. The raven ship bonuses are for missiles, not for turrets. Because missiles are the PRIMARY WEAPON for it.
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Double TaP
The Establishment
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Posted - 2006.07.16 18:46:00 -
[8]
Originally by: Gierling Because that way if you want to get tech II turrets you need to pay 30 more dollars.
Thats prety much the entire rational for it.
Frankly I think gameplay would be far more aggresive and rewarding if all level 5 requirements were dropped to level four. But that would compress the gameplay experience so much that CCP could theoretically lose out on subscriptions because people would get a good experiental cross section of the gameplay before CCP could craft more content.
lol dropping the level 5 reqs to 4 is a terrible idea im afraid. but i can see have the large specialization reqs for gun losing their smaller gun reqs to be similar to missiles. thats fair. if someone really likes flying battleships around, and they want to hurry up and catch up with other battleship pilots, why should they have to train t2 frigate and cruiser guns first?
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Double TaP
The Establishment
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Posted - 2006.07.17 13:05:00 -
[9]
Originally by: Testicular Testes Maybe your attention span conced out somewhere along the line, this is a discussion about T2 requirements not what you might or might not want to train. The point with surgical/rapid firing is that neither of those two skills are requirements, hence they're irrelevant to this comparison.
This shows either: a) how completely biased you are, or b) you've never activated anything but a mining laser
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