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Joebarchuck
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Posted - 2007.03.22 15:45:00 -
[1]
I heard from a veteran in the game once that there is a skill out there that can help you reload missiles faster.
Is that true, does it exist, what's the name?
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Joebarchuck
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Posted - 2007.03.22 16:13:00 -
[2]
No one has any information about this?
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RaTTuS
BIG Interstellar Alcohol Conglomerate
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Posted - 2007.03.22 16:15:00 -
[3]
No, No Skill -- BIG Lottery, BIG Deal | RaTTuS @ Skills Showroom
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Mista Sexamalicious
Sexa Inc
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Posted - 2007.03.22 16:19:00 -
[4]
Missile Launcher
Rapid Launch
SKILSS FORUM
ITEM DATABASE
SEXEH!
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Joebarchuck
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Posted - 2007.03.22 16:20:00 -
[5]
Originally by: Mista Sexamalicious Missile Launcher
Rapid Launch
SKILSS FORUM
ITEM DATABASE
I am talking about the reload time. Meaning once you have no more missiles in your launcher, the time it takes to go from your cargo to your launcher.
There should be a skill reducing that time...
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.03.22 16:23:00 -
[6]
Nope, no skill available that does that. What's the problem with 10 seconds?
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Joebarchuck
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Posted - 2007.03.22 16:25:00 -
[7]
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
It is too long when doing missions and pvp.
I think there should be an expensive and time taking skill reducing that time.
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Winterblink
Body Count Inc. Mercenary Coalition
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Posted - 2007.03.22 16:28:00 -
[8]
Originally by: Joebarchuck It is too long when doing missions and pvp.
How is 10 seconds "long"?
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Kazuma Saruwatari
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Posted - 2007.03.22 16:30:00 -
[9]
BREE(tm)
Better Reload before Every Engagement(tm)
*
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Arowe Telak
Grave Diggers Soldiers of the Forgotten Abyss
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Posted - 2007.03.22 16:31:00 -
[10]
Originally by: Joebarchuck
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
It is too long when doing missions and pvp.
I think there should be an expensive and time taking skill reducing that time.
Great idea, let's give vets even more of an advantage in pvp
Sigs are overrated. |
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Joebarchuck
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Posted - 2007.03.22 16:34:00 -
[11]
Originally by: Arowe Telak
Originally by: Joebarchuck
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
It is too long when doing missions and pvp.
I think there should be an expensive and time taking skill reducing that time.
Great idea, let's give vets even more of an advantage in pvp
I think it is a great idea, it would overall reduce the time to finish missions and so would help in the Need for Speed initiative.
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EscapeArtist
Caldari GeoTech Curse Alliance
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Posted - 2007.03.22 16:49:00 -
[12]
Why not do what every one else does, cycle your firing, so you are never reloading all launchers at once, start them in sets of two every 6 seconds... that way on a cruisers/BC/BS the first set are firing again before the last click off? ------ I am Legend |
Prophet Jurah
Amarr
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Posted - 2007.03.22 17:21:00 -
[13]
Originally by: Joebarchuck
Originally by: Arowe Telak
Originally by: Joebarchuck
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
It is too long when doing missions and pvp.
I think there should be an expensive and time taking skill reducing that time.
Great idea, let's give vets even more of an advantage in pvp
I think it is a great idea, it would overall reduce the time to finish missions and so would help in the Need for Speed initiative.
Need for speed isn't about doing missions faster. Its about server speed and clientside performance.
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.03.22 17:38:00 -
[14]
Originally by: EscapeArtist Why not do what every one else does, cycle your firing, so you are never reloading all launchers at once, start them in sets of two every 6 seconds... that way on a cruisers/BC/BS the first set are firing again before the last click off?
So deliberately reduce your own damage output in the first few seconds of a fight in order to gain a purely psychological change when the launchers need reloading?
Erm, no thanks.
Blueprint Research Service Available See thread for details.
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Faiga Haze
Caldari German Weapon Facility German Information Network Alliance
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Posted - 2007.04.19 00:33:00 -
[15]
I think it would be helpful to get the reload time down... In several missions I was about breaking a battleship's tank just before the launchers had to reload. In the meanwhile the enemy's shield was strong enough to tank the next wave of missiles.
The reload time is a weak point in each fitting (with ammunation that is spent - so I mean everything but lasers) that should provide a barrage.
If there are so many ways to increase the damage done per second by a launcher only a bit, why shouldn't it be a way to reduce the reload times? |
Jex Jast
Go for the booty
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Posted - 2007.04.19 00:42:00 -
[16]
Originally by: Dr Aryandi
Originally by: EscapeArtist Why not do what every one else does, cycle your firing, so you are never reloading all launchers at once, start them in sets of two every 6 seconds... that way on a cruisers/BC/BS the first set are firing again before the last click off?
So deliberately reduce your own damage output in the first few seconds of a fight in order to gain a purely psychological change when the launchers need reloading?
Erm, no thanks.
How is that psychological?
The point is that you're dealing damage constantly, yes, for the first 6 seconds of a fight perhaps you aren't doing full damage, but there's never a point where your foe has 10 full seconds to rep.
I don't get why people hit F1-Fx as fast as they can...I find it much more efficient to calculate the space I should leave between each activation so there's a constant, non-stop stream of damage.
In PvE I wait to activate the second half so I can reload without letting my enemy rep. In PvP, I do this if I'm surely winning. Otherwise I try to get as much damage out as I can.
Oh but then there's the fact that a lot of the time I use lasers. No reload ftw! Or I tackle cause I'm a ceptor pilot...
But no there is no skill and no need for one.
-----
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Ketrin
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Posted - 2007.04.19 00:43:00 -
[17]
Originally by: Joebarchuck
Originally by: Arowe Telak
Originally by: Joebarchuck
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
It is too long when doing missions and pvp.
I think there should be an expensive and time taking skill reducing that time.
Great idea, let's give vets even more of an advantage in pvp
I think it is a great idea, it would overall reduce the time to finish missions and so would help in the Need for Speed initiative.
Yea, by aditional 60 seconds?
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Brolly
Caldari Morphic field
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Posted - 2007.04.19 02:32:00 -
[18]
Originally by: Winterblink
Originally by: Joebarchuck It is too long when doing missions and pvp.
How is 10 seconds "long"?
I have been in so many situations when 10 seconds has been a lifetime, where those 10 seconds have lost me my ship.
Still, it adds a moment of suspense, shortly followed by praying for your ship to hold together
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Jex Jast
Go for the booty
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Posted - 2007.04.19 03:16:00 -
[19]
Originally by: Brolly
Originally by: Winterblink
Originally by: Joebarchuck It is too long when doing missions and pvp.
How is 10 seconds "long"?
I have been in so many situations when 10 seconds has been a lifetime, where those 10 seconds have lost me my ship.
Still, it adds a moment of suspense, shortly followed by praying for your ship to hold together
QFT
Ten seconds is an eternity in a fight.
-----
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Kiviar
Caldari Dirty Sanchez Ltd
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Posted - 2007.04.19 03:35:00 -
[20]
Play amarr, not only do we not need ammo, our crystals swap instantly!
That makes us awesome at pvp right?
Forums are what? |
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Novemb3r
The Splinter Syndicate SMASH Alliance
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Posted - 2007.04.19 04:30:00 -
[21]
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
omg mangf in CS my gunz reload strait away. 10 Secondz is toooo long lol. My omgwtf goldfish attenshun span cant last that long. OMG CCP FIX PLZ RELAOD IZ BROKEN!!one!11!1~eleventyone!!1
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SiJira
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Posted - 2007.04.19 05:28:00 -
[22]
Originally by: Novemb3r
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
omg mangf in CS my gunz reload strait away. 10 Secondz is toooo long lol. My omgwtf goldfish attenshun span cant last that long. OMG CCP FIX PLZ RELAOD IZ BROKEN!!one!11!1~eleventyone!!1
you have obviously never played cs because guns do not reload strait way they also take time
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Jex Jast
Go for the booty
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Posted - 2007.04.19 10:12:00 -
[23]
Originally by: SiJira
Originally by: Novemb3r
Originally by: Winterblink Nope, no skill available that does that. What's the problem with 10 seconds?
omg mangf in CS my gunz reload strait away. 10 Secondz is toooo long lol. My omgwtf goldfish attenshun span cant last that long. OMG CCP FIX PLZ RELAOD IZ BROKEN!!one!11!1~eleventyone!!1
you have obviously never played cs because guns do not reload strait way they also take time
Nor does he seem to be an intelligen player, either.
Oh and Kiviar (Caldari lol), even with the advantages you mentioned, we still suck at PvP cause we cap out a lot unless we have high cap skills.
-----
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.04.19 10:25:00 -
[24]
Originally by: Jex Jast
Originally by: Dr Aryandi
Originally by: EscapeArtist Why not do what every one else does, cycle your firing, so you are never reloading all launchers at once, start them in sets of two every 6 seconds... that way on a cruisers/BC/BS the first set are firing again before the last click off?
So deliberately reduce your own damage output in the first few seconds of a fight in order to gain a purely psychological change when the launchers need reloading?
Erm, no thanks.
How is that psychological?
The point is that you're dealing damage constantly, yes, for the first 6 seconds of a fight perhaps you aren't doing full damage, but there's never a point where your foe has 10 full seconds to rep.
I don't get why people hit F1-Fx as fast as they can...I find it much more efficient to calculate the space I should leave between each activation so there's a constant, non-stop stream of damage.
Continuous damage is actually easier to tank. Seriously. Let's take a hypothetical volley of torpedos, from a raven. Lets say each of your 6 launchers, have a 12s RoF, and because you're amazing, all your torps do 800 damage.
OK. So you split your fire, evenly, every 2s. One torp every 2s hits your target (after the initial flight time of course).
You do a nice 400dps.
However whilst this is happening, your opponent is running his large armour repairer. To make my sums easier, he's got no skills, and it cycles every 15s, and repairs 600 damage.
OK, so at 40 repair/sec, you'll break his tank, unless he has 90% resists.
The thing is though, if you fire a volley, you hit with 6 x 800 damage every 12 s. Which means you get to hit twice, before the repper cycles. Or, over that 'initial' 12s, you're not doing 400 dps, you're doing 800. Over the first few 'launcher' cycles, you're effectively doing higher DPS - it averages out over a longer fight, but if you hit someone twice, you'll do 9600 damage, before that repairer cycles, which on some ships will put them into hull immediately.
This is even more relevant vs. a shield tank, where the passive regen is based on 'how full' the shield is - knock 'em past the '30% peak' and they get less tank.
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Jex Jast
Go for the booty
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Posted - 2007.04.19 10:30:00 -
[25]
Originally by: James Lyrus
Originally by: Jex Jast
Originally by: Dr Aryandi
Originally by: EscapeArtist Why not do what every one else does, cycle your firing, so you are never reloading all launchers at once, start them in sets of two every 6 seconds... that way on a cruisers/BC/BS the first set are firing again before the last click off?
So deliberately reduce your own damage output in the first few seconds of a fight in order to gain a purely psychological change when the launchers need reloading?
Erm, no thanks.
How is that psychological?
The point is that you're dealing damage constantly, yes, for the first 6 seconds of a fight perhaps you aren't doing full damage, but there's never a point where your foe has 10 full seconds to rep.
I don't get why people hit F1-Fx as fast as they can...I find it much more efficient to calculate the space I should leave between each activation so there's a constant, non-stop stream of damage.
Continuous damage is actually easier to tank. Seriously. Let's take a hypothetical volley of torpedos, from a raven. Lets say each of your 6 launchers, have a 12s RoF, and because you're amazing, all your torps do 800 damage.
OK. So you split your fire, evenly, every 2s. One torp every 2s hits your target (after the initial flight time of course).
You do a nice 400dps.
However whilst this is happening, your opponent is running his large armour repairer. To make my sums easier, he's got no skills, and it cycles every 15s, and repairs 600 damage.
OK, so at 40 repair/sec, you'll break his tank, unless he has 90% resists.
The thing is though, if you fire a volley, you hit with 6 x 800 damage every 12 s. Which means you get to hit twice, before the repper cycles. Or, over that 'initial' 12s, you're not doing 400 dps, you're doing 800. Over the first few 'launcher' cycles, you're effectively doing higher DPS - it averages out over a longer fight, but if you hit someone twice, you'll do 9600 damage, before that repairer cycles, which on some ships will put them into hull immediately.
This is even more relevant vs. a shield tank, where the passive regen is based on 'how full' the shield is - knock 'em past the '30% peak' and they get less tank.
This is true, but it certainly isn't universal, right? I'm not in the proper state of mind to do the math, but if I'm not being totally ridiculous, depending on each factor you may be better suited to use a stream?
I could just not be thinking properly yet, it's early and I went to bed quite late...
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Sergio Ling
Slacker Industries Exuro Mortis
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Posted - 2007.04.19 10:45:00 -
[26]
this is true across most games = burst damage is harder to tank that sustained damage.
_
This is a Shuttle. It is used to assign Templars, Amarrian fighter drones used by Carriers. They don't tank very well. - Alyth |
Amberly Coteaz
Amarr Tarnak inc. Coalition of Carebear Killers
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Posted - 2007.04.19 11:01:00 -
[27]
I thought the reload times were in there for balance purposes.
Lasers, can't change damage type and have good optimal but abismal falloff. So fast switching to be able to be effective in fights where the range varies.
Projectiles, can alter damage types poor optimal but brilliant falloff. So slow switching so you cant instantly change damage type but you are still effective in fights where the range varies.
Hybrid, can't alter damage types but has the crap optimal/brilliant falloff combo on the blasters and brilliant range on the rails. So slow switching but you are still effective in fights where the range varies.
Missles, no tracking/optimal/falloff problems. Can pick the best damage type in any situation, so has slow switching to give the opposition a slight edge...before you dish out the pain
Of course I could be completly wrong, it happens alot
Diablo 2 is five years old, and apparently that makes it more mature than the people who play it. |
Zantazar
Caldari The Syndicate Inc
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Posted - 2007.04.19 11:08:00 -
[28]
So many negative replies to the OP (how unusual). Well, I think it would be a good idea. However, speaking as someone with millions of SP in missiles, I think it should be a skill that is very expensive and a high ranker. And not too dramatic a reduction as the skill levels up, say 10%, ie 10secs / 9 / 8.1 / 7.29 / 6.56 / 5.9. So just under 6secs at level 5.
I would sell my soul, my body, and my entire family for a Navy Raven. (Just kidding .... my soul is not for sale)
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Tobias Sjodin
Caldari Ore Mongers R0ADKILL
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Posted - 2007.04.19 11:13:00 -
[29]
Originally by: Winterblink
Originally by: Joebarchuck It is too long when doing missions and pvp.
How is 10 seconds "long"?
hostile doing 700dps
10 seconds of playing "shoot the guy who can't fire back" ;)
7000 damage later.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.04.19 11:18:00 -
[30]
There might be a technical reason why this isn't possible; similar to the 10s delay when boarding a ship.
Though a rig/module to increase turret/launcher reload times might be cool. Would certainly add a tactical element; sacrifice a low-slot or rig slot for a 8s reload, would probably have to be a rig to make it fair on Shield/Armour tankers.
What I do the rest of the time - Vote for a Jita bypass! |
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