
vanBuskirk
Caldari
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Posted - 2006.08.14 21:40:00 -
[1]
Edited by: vanBuskirk on 14/08/2006 21:44:50
Originally by: Reggie Stoneloader
Originally by: Grey Area Damn, but I've been saying this for MONTHS. In each turret group there are 18 weapons. In each missile group there are 6.
That's a good observation. The fact that turret support skills are shared, and that a T2 Railgun champion has relatively little to do to get to T2 Projectole awesomeness compared to what a T2 missile dude has to do to accomplish the same objective should be taken into account.
Sure, missiles are easier, but at the end of the day they lock you into a narrow, easily countered corner that can never give the the almighty T2 sniper setup. Sure, Raven pilots beat you 1v1 at close range, but in fleet combat they're unwelcome because they've got crappy range and the enemy's long gone before their second salvo hits anyway. A master artillery sniper can become a superhuman blaster damage machine without training millions of SP of support skill, because he's already got them. Expert missile users are trapped in a narrow range and damage zone that they can't excape without reinventing their character. That's a serious compromise, and it's fair.
Wrong. just wrong. A large artillery sniper can become a RAILGUN sniper, sure - it just takes large hybrids 5. The same applies to large beams. But the secondary skill for arty spec is sharpshooter, and the secondary for blaster spec is motion prediction. Motion prediction 5 isn't cheap in terms of time.
The skill you really need for uber damage is surgical strike, and that applies to any gun at all, and isn't a prereq for anything.
Reggie, the reason Ravens (and Feroxes) are so popular is because they are the easy mode for level 4 and 3 missions respectively. In PvP, which I have very little experience in, I suspect they are pretty poor - because the target can very likely warp out before the missiles hit. A Tempest alpha strike doesn't have that problem, for example.
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