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Yamaeda
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Posted - 2006.10.23 20:12:00 -
[1]
I've studied some basic skills and their effect.
There's a large discrepancy in turrets vs missiles, which might be large factor to the rants about missile performance (they are quite good).
With basic skills at V (no specialization) you get: Skills: Gunnery: +100% dam, +25%/+25% range, +25% tracking, 4,35m sk Missiles: +79% dam, +125% range, -25% exp rad, 4m sk
+100% range vs +20% damage as the main differential factor. That doesn't feel quite balanced. I'd say turrets need to scale their damage more, as their range doesn't scale much.
Just as missiles get +10% range, turrets should get +10% damage from the turret skill. That'd put turrets roughly at +130% damage (not calculated properly)
/Y
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Kazaam
Section XIII Tau Ceti Federation
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Posted - 2006.10.23 20:35:00 -
[2]
I don't think so, you don't take in count that missiles have to travel to do damage, rails/arty/lasers don't :) _________________________________________
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dralathii
GoonFleet GoonSwarm
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Posted - 2006.10.23 21:20:00 -
[3]
Missiles dont have tracking unlike turrets as far as i am aware.
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Phoenix Lord
The Arrow Project The ARR0W Project
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Posted - 2006.10.23 21:30:00 -
[4]
Originally by: Kazaam I don't think so, you don't take in count that missiles have to travel to do damage, rails/arty/lasers don't :)
Yea but missiles also dont have to worry about tracking, optimal ranges, and sometimes ship size doesnt even matter. You can also select a specific damage to deal :|. Now im not ranting about this, but im just saying guns could use a small boost.
Arrow Capital Ship Sales |
swordslasher
Eye of God Axiom Empire
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Posted - 2006.10.23 22:25:00 -
[5]
Originally by: Phoenix Lord
Originally by: Kazaam I don't think so, you don't take in count that missiles have to travel to do damage, rails/arty/lasers don't :)
Yea but missiles also dont have to worry about tracking, optimal ranges, and sometimes ship size doesnt even matter. You can also select a specific damage to deal :|. Now im not ranting about this, but im just saying guns could use a small boost.
Train missiles.
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ChronoLynx
Caldari Federation of Freedom Fighters EVE Alliance9673
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Posted - 2006.10.23 23:57:00 -
[6]
Don't forget the skill to increase explosion velocity.
Elitest Carebear with Fangs and Claws |
Yamaeda
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Posted - 2006.10.25 16:28:00 -
[7]
Originally by: ChronoLynx Don't forget the skill to increase explosion velocity.
My main idea was to look at small turrets and standard missiles first, light missiles generally dont need explosion bonus, except against inty's.
As to turrets vs missiles - in this thread i assume tracking and optimal range issues is countered by explosion velocity and range.
The main idea is that missiles skills affect their weapon to a much larger degree and that seems very wrong to me.
As i see it there's basically two solutions: Turret skills give +10% damage or Projection and Bombardment give +5% speed/time
Would missiles get into range problems? Maybe, but there are modules to increase turret range, create and install a Trajectory Computer/Enhancer for improved missile range.
/Y
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Yamaeda
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Posted - 2006.10.25 16:31:00 -
[8]
Originally by: Kazaam I don't think so, you don't take in count that missiles have to travel to do damage, rails/arty/lasers don't :)
I dont take that into account as it has nothing to do with the thread, this isn't about turret vs missiles as such, but how the skills you train affect them.
It's the same as if shield boosting skill gives -5% cap usage and armor rep skill gives +10% rep amount.
/Y
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Lunama D
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Posted - 2006.10.25 17:13:00 -
[9]
Originally by: Yamaeda
Originally by: Kazaam I don't think so, you don't take in count that missiles have to travel to do damage, rails/arty/lasers don't :)
I dont take that into account as it has nothing to do with the thread, this isn't about turret vs missiles as such, but how the skills you train affect them.
It's the same as if shield boosting skill gives -5% cap usage and armor rep skill gives +10% rep amount.
/Y
But then take in to account that Missile users now has to train 4 skills, 2 of them to 5 to gain tech2 loong range and tech2 short range missiles. Cruise and torps (with the kali powernerf to java torps). Where turret users only needs 3 skills, where 1 needs to be 5.
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Yamaeda
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Posted - 2006.10.25 17:36:00 -
[10]
Originally by: Lunama D But then take in to account that Missile users now has to train 4 skills, 2 of them to 5 to gain tech2 loong range and tech2 short range missiles. Cruise and torps (with the kali powernerf to java torps). Where turret users only needs 3 skills, where 1 needs to be 5.
The 4m vs 4,3m sp is regarding maxed unspecialized skills for small turrets and light missiles.
I can look at sp for T2 turret/missiles, but dont expect it to be in missile favour. You see, for a short and long range turret, you need small turret V, medium turret V, large turret V and all small and medium turret spec IV, both versions, and ofc Gunnery V.
So turret users must train 10 skills to use short and long range large weapons ...
Didn't think of that?
As i've said before, the sp used is for small guns/missiles, but looking at the larger ones only change the amount of sp used, the skills themselves, regardless of weapon size, add +100% turret damage and +25% range, while giving +80% missile damage and +125% range.
That's the issue and error as i see it.
/Y
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TOGAKURE Daisuke
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Posted - 2006.10.25 18:14:00 -
[11]
Edited by: TOGAKURE Daisuke on 25/10/2006 18:14:49
Originally by: Yamaeda
I can look at sp for T2 turret/missiles, but dont expect it to be in missile favour. You see, for a short and long range turret, you need small turret V, medium turret V, large turret V and all small and medium turret spec IV, both versions, and ofc Gunnery V.
So turret users must train 10 skills to use short and long range large weapons ... /Y
...and don't forget the Sharpshooter V (arty) and Motion Prediction V (ac)
Linkage
The list is god damn too long.
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Yamaeda
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Posted - 2006.10.25 18:27:00 -
[12]
Originally by: TOGAKURE Daisuke ...and don't forget the Sharpshooter V (arty) and Motion Prediction V (ac)
Linkage
The list is god damn too long.
Sharpshooter, zero gravity and motion pred is included in the first sp calculation, as i included all necessary skills to get the most out of the first weapons disregarding adv. skills (small turrets/standard missiles).
The main point is still not the amount of sp, although that's an important part, but how much you in fact can affect your chosen weapon through skills.
/Y
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