| Pages: 1 2 [3] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Etienne Merten
|
Posted - 2006.11.14 06:55:00 -
[61]
Actually, the devs said it and were very clear about it. The fact that you don't have to train t2 standard missiles to get to t2 heavy missiles (for example) WAS an oversight (they even joked about "we don't make mistakes...it was an oversight!"). Too late to take back, but they balanced it by raising the skill points. So it is what it is.
If you've been complaining so long, why didn't you just train up missiles?
On the other hand, any Caldari who seriously wanted a rail boat already trained up megathrons anyway. So...again, why the flaming?
I've been testing primarily the new corp stuff, so haven't focused on the new bs's, though I have gotten the gallente and caldari ones. interesting that the caldari one can mount 7 guns...which the gallente ships could never do, but then again, the new gallente blasterboat is interesting too.
New stuff is good. The stuff they're giving us is good. When the pendulum swings to far, they fix it. Sometimes they can't tell until they see where the users go...
As for needing to get the new weapons system without a new skill to use it...that's silly. Never has happened, never should. Can we get back to actual testing feedback?
|

Kamikaaazi
|
Posted - 2006.11.14 07:07:00 -
[62]
Originally by: Old Geeza Turrets
Gunnery 5 (5 days) Sharpshooter 5 (10 days) Motion Prediction 5 (10 days)
Small Turret 5 (5 days) Medium Turret 5 (15 days) Large Turret 5 (25 days)
Small Close Turret 4 (3 days) Small Long Turret 4 (3 days) Medium Close Turret 4 (5 days) Medium Long Turret 4 (5 days) Large Close Turret 4 (8 days) Large Long Turret 4 (8 days)
Total: 5 + 10 + 10 + 5 + 15 + 25 + 3 + 3 + 5 + 5 + 8 + 8 = 102 days
Missiles
Missile Launcher Operation 5 (5 days)
Rockets 5 (5 days) Standard Missiles 5 (10 days) Heavy Missiles 5 (15 days) Heavy Assault Missiles 5 (15 days) Torpedos 5 (20 days) Cruise Missiles 5 (25 days)
Rocket Spec 4 (3 days) Standard Missile Spec 4 (3 days) Heavy Missile Spec 4 (5 days) Heavy Assault Missile Spec 4 (5 days) Torpedo Spec 4 (8 days) Cruise Missile Spec 4 (8 days)
Total: 5 + 5 + 10 + 15 + 15 + 20 + 25 + 3 + 3 + 5 + 5 + 8 + 8 = 127 days
and with turrets you get something like 3x3 different gun types (depending on race). But with missiles you just get 7 different launcher types. Imo there should be more different launchers, atleast 2 per skill.
|

Ms Freak
Amarr NCN Corp
|
Posted - 2006.11.14 08:58:00 -
[63]
Originally by: XoPhyte
*snip* Now if you look at something like Amar....
Small energy weapons (completes both beam & pulse setups - 5 day) Medium energy turrets (long & short range cruiser - 15 day) Large energy turrets (long & short range BS- 30 day)
Total time: 50 days. All you need for the t2 variants of close and long range combat is the different specialization skill book, not a completely different skill subset.
*snip*
Erm and where did the other lvl 5's go for T2 large then?? you need Sharpshooter 5 and Motion prediction 5 to use T2 large, so factor those in before quoting about something you haven't even been bothered to check.
|

Grey Area
Caldari
|
Posted - 2006.11.14 15:44:00 -
[64]
Originally by: Etienne Merten Actually, the devs said it and were very clear about it. The fact that you don't have to train t2 standard missiles to get to t2 heavy missiles (for example) WAS an oversight (they even joked about "we don't make mistakes...it was an oversight!"). Too late to take back, but they balanced it by raising the skill points. So it is what it is.
If that part is also true, then I'm perfectly happy. It would explain a lot of odd stuff (like why equivalent skills for missiles are a higher rank but actually give LESS adbantage per level e.g. Rapid Firing vs Rapid Launching)
But equally, it should mean that all those turret users whining to either have their specialisation requirements removed, or to have them applied to missile training, should quite simply DROP it. WE get to train faster, but have to spend more time to fully specialise. You get to train slower, but can fully specialise more quickly. BALANCE. And if this has been truly mentioned by the devs, then it was INTENTIONAL. So they KNOW it's balanced. So give it a rest already. --- Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Swamp Ziro
EPSILON TEAM Ushra'Khan
|
Posted - 2006.11.14 15:50:00 -
[65]
Originally by: Grey Area
Originally by: Etienne Merten Actually, the devs said it and were very clear about it. The fact that you don't have to train t2 standard missiles to get to t2 heavy missiles (for example) WAS an oversight (they even joked about "we don't make mistakes...it was an oversight!"). Too late to take back, but they balanced it by raising the skill points. So it is what it is.
If that part is also true, then I'm perfectly happy. It would explain a lot of odd stuff (like why equivalent skills for missiles are a higher rank but actually give LESS adbantage per level e.g. Rapid Firing vs Rapid Launching)
But equally, it should mean that all those turret users whining to either have their specialisation requirements removed, or to have them applied to missile training, should quite simply DROP it. WE get to train faster, but have to spend more time to fully specialise. You get to train slower, but can fully specialise more quickly. BALANCE. And if this has been truly mentioned by the devs, then it was INTENTIONAL. So they KNOW it's balanced. So give it a rest already.
drop it? :D We didn't start the thread...
|

Serilla
The Syndicate Inc Ascendant Frontier
|
Posted - 2006.11.14 16:09:00 -
[66]
Originally by: Grey Area
Originally by: Udyr Vulpayne
Originally by: Grey Area
And before some bright spark says "missiles don't have tracking"...I KNOW that...but why can't we have a low or mid slot module that affects explosion velocity or explosion radius?
1 2
LOL...more stock answers from the "I don't think before I post" crowd. Both of those modules work for TURRETS as well (painter's in fact far BETTER for turrets)...so to add the modules to both sides of the equation = no change. Turrets still get more CHOICE of modules (note I am NOT saying "are better") than missiles do.
If you think that target painters are better for turrets you really need to actually try using guns on your raven/missile ferox/caracal
|

Grey Area
Caldari
|
Posted - 2006.11.14 18:58:00 -
[67]
Originally by: Swamp Ziro drop it? :D We didn't start the thread...
No, I was referring to the dozen or so OTHER threads..
Originally by: Serilla If you think that target painters are better for turrets you really need to actually try using guns on your raven/missile ferox/caracal
Yes. I am sure it would suit your purpose for me to test guns on a ship that has NO bonuses to them. I'm training for rails so I can fly a Rokh. That will be interesting, won't it? --- Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |
| |
|
| Pages: 1 2 [3] :: one page |
| First page | Previous page | Next page | Last page |