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

Lag Hon
Minmatar Lag Hon Security
|
Posted - 2007.05.02 10:37:00 -
[1]
Ammunition managment Requires Gunnery IV +5% Ammunition Capacity on turrets and Missile bays per Skill Level
Advanced Ammunition Managment Requires gunney IV, Ammunition Managment III -5% Reload Time for Turrets and Missile Bays per Skill Level
Quote:
There is no greater power in the universe than the need for freedom. Against that power governments, and tyrants, and armies can not stand. G'Kar
|

Riddick Valer
|
Posted - 2007.05.02 12:08:00 -
[2]
Why would a missile user need to train gunnery to get better at loading missiles?
|

Ryoji Tanakama
Caldari Daikoku Fleet Shipyards
|
Posted - 2007.05.02 12:24:00 -
[3]
Edited by: Ryoji Tanakama on 02/05/2007 12:20:47 *edit*
Thats a good point actually, now I read it properly!
Base it off Weapon Upgrades, not Gunnery.
~Ryoji Tanakama
Daikoku Fleet Shipyards |

Vincent Almasy
Gallente The Underground
|
Posted - 2007.05.02 13:34:00 -
[4]
What buff do you have for amarrian vessels? One of Laser's only strengths are that it constantly fires leaving no dip is dps.
|

Lag Hon
Minmatar Lag Hon Security
|
Posted - 2007.05.02 14:14:00 -
[5]
Originally by: Ryoji Tanakama
Base it off Weapon Upgrades, not Gunnery.
Good point, make the required skill be Weapon Upgrades instead of Gunnery
Originally by: Vincent Almasy What buff do you have for amarrian vessels? One of Laser's only strengths are that it constantly fires leaving no dip is dps.
Having never used Amarr ships Im not sure what benefit they would get, but Im assuming changing Crystals takes time, so there would be some gain there for them.
I have only been an Eve player for 16 months so dont know every facet of the game in detail, but I figure if I put an idea out there other players would be able to fill in the blanks.
Quote:
There is no greater power in the universe than the need for freedom. Against that power governments, and tyrants, and armies can not stand. G'Kar
|

Care Blind
Gallente Aliastra
|
Posted - 2007.05.02 14:30:00 -
[6]
changing crystals is instant but if you do it too fast it bugs out and leaves some guns empty so it still takes awile to switch them all out
|

MasterDecoy
Gallente Raddick Explorations
|
Posted - 2007.05.02 14:52:00 -
[7]
hmmm...
i like!
|

Artu Stargazer
|
Posted - 2007.05.04 08:31:00 -
[8]
In case no one here has noticed, Weapon Upgrades is a Gunnery skill. . . even if it does only take Gunnery II.
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.05.04 10:00:00 -
[9]
Originally by: Vincent Almasy What buff do you have for amarrian vessels? One of Laser's only strengths are that it constantly fires leaving no dip is dps.
Advanced crystal management(4) Requires: Gunnery 5, Advanced Weapons Upgrades 4 -20% damage to cryatals when firing.
:) ---------------------------------------- Thou Shalt "Pew Pew" |

Lag Hon
Minmatar Lag Hon Security
|
Posted - 2007.05.04 11:29:00 -
[10]
Originally by: Artu Stargazer In case no one here has noticed, Weapon Upgrades is a Gunnery skill. . . even if it does only take Gunnery II.
2 possible soloutions 1 It will require either Gunnery III or Missile Launcher Operation III to learn the skills 2 It will require Gunnery III and Missile Launcher Operation III to learn the skills
Another alternative to that is that it requires no skill to learn it but wont have any effect on a module unless you have Weapon Specialization III appropriate to that module.
Quote:
There is no greater power in the universe than the need for freedom. Against that power governments, and tyrants, and armies can not stand. G'Kar
|

EadTaes
Minmatar Native Freshfood
|
Posted - 2007.05.04 16:54:00 -
[11]
Quote: In case no one here has noticed, Weapon Upgrades is a Gunnery skill. . . even if it does only take Gunnery II.
So what if a missile user doesnt have weapon upgrade then he is missing out on reducing the cpu need ofve his lunchers and later on reducing the PG needs with "adv wep up". Plus getting gunnery lvl 2 with a brand new char take only a few hours. With a char that has half decent leaning skill take sonly about 1 hour. So it realy isnt and isue. And plus to top it off missile users are caldary and caldary still use hybrid turrents on some ships. Not to mention that since the ROCK came out i think alot of Caldary pilots started their hybrid training if they hadent before. And for lorge hybrid guns you need gunery 5. So even thou i agree that weapon upgrade is a better skill to pick for the prerequisit. Gunnery would work just as fine as well.
|

Captain Schmungles
|
Posted - 2007.05.04 17:07:00 -
[12]
Some thoughts:
1. A skill that increases the ammo capacity of hybrid guns, projectile weapons, and missile bays is unnecessary. If you buy named modules, you get the benefits of increased ammo capacity, reduced cpu need, and reduced powergrid need.
2. If we were to have this skill, then all of the named modules that exist in the market would be utterly useless, and everyone would be able to buy cheap modules and make them better with a cheap skill pack. Then, if you lost your ship, you'd only have cheap modules to replace.
3. The reduction in reload time would be nice, except for this one problem: it applies to all turrets, thus it applies to laser weapons. Laser crystals already have very quick reload times, so a 25% reduction (if the skill were trained to level 5) would allow for near-instantaneous changing of crystals. Boo 
|

EadTaes
Minmatar Native Freshfood
|
Posted - 2007.05.04 18:46:00 -
[13]
1&2) It would not make named moduals obsolete. In fact it would make them better. Why because this is a % bonus. Look at it like this. 200MM T1 autocannon loads say 100 rounds ofve uranium. 200MM T1 Scout autocannon loads 112 rounds ofve same ammo.
Apply 25% more ammo: 200MM T1 autocannon: 100 to 125, increase of 25 rounds 200MM T1 Scout autocannon: 112 to 128 increase of 28 rounds.
Plus the named modual still has better dmg, rof ect.
This skill would only reinforce named modual even more.
3) On that point you are right. Wich is why the skill should affect crystals differently. and my first thought about that is.
Ammunition managment:+5% Ammunition Capacity on Hybrid & projectile turrets and Missile bays per Skill Level. X% bonus Y to laser turrents per level (sorry realy didnt know what to put here could be heat when its implimented since thsoe laser firer so rapidly)
Advanced Ammunition Managment -5% Reload Time for Hybrid & Projectile Turrets and Missile Bays per Skill Level -5% To crystal detoyoration per level.
|

XFreedomX
|
Posted - 2007.05.04 20:20:00 -
[14]
Doesn't make sense to have skill effect the amount of ammo turrets or missile bay can hold. Like the reload time reduction skill idea tho.
|

EadTaes
Minmatar Native Freshfood
|
Posted - 2007.05.04 20:25:00 -
[15]
The sens ein more ammo int he modual is that you will reach your reload fase slower. Wich amount into higer dps. Just liek shorterning the reload time also amounts to higher dps.
|

Edek Hawker
|
Posted - 2007.05.05 13:36:00 -
[16]
these are all good ideas...i dont care what skills eventually are needed but the proposed skills would be nice...
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |