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Occamed
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Posted - 2008.10.01 01:23:00 -
[1]
I'm looking to max out on rocket skills, I cant interpret many of the descriptions as to value over time. It seems entirely the case that a rocket is unguided, short range, and not dependent of speed or range, so which skills apply and which dont?
Or probably to max out rockets which skills do I need?
Thanx, oh yeh! I have heard about standards btw 
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Kurull Skullsplitter
Minmatar Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2008.10.01 01:56:00 -
[2]
Missile Launcher Operation Rocket Specialization (for T2 launchers only) Missile Bombardment Missile Projection Warhead Upgrades Rapid Launch
and Target Navigation Prediction which is the only one I'm not pretty sure about. |

Raymond Sterns
Utopian Research I.E.L. The ENTITY.
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Posted - 2008.10.01 01:57:00 -
[3]
They're crap. _
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Johann Callasan
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Posted - 2008.10.01 02:42:00 -
[4]
Originally by: Occamed I'm looking to max out on rocket skills, I cant interpret many of the descriptions as to value over time. It seems entirely the case that a rocket is unguided, short range, and not dependent of speed or range, so which skills apply and which dont?
Or probably to max out rockets which skills do I need?
Thanx, oh yeh! I have heard about standards btw 
You need all the usual missile enhancement skills EXCEPT Guided MIssile Precision, which only works with guided missiles.
That would be:
Missile Launcher operation Rockets Missile Bombardment Missile Projection Warhead Upgrades Rapid Launch Target Navigation Prediction
Weapon Upgrades and Advanced Weapon Upgrades will help wiht fitting multiple launchers as well (under Gunnery).
BEAR IN MIND: Rockets, and thier bigger bothers Heavy Assault Missiles and Torpedoes, have issues with fast ships. They will do LESS damage than their guided brothers against fast or nonoed ships without the Guided Missile Precision skill (which reduces the effect of a target's sig radius on damage) - that skill only applies to the guided versions. Also, all unguided are shorter-range than their guided counterparts, making the unguided missiles the missile user's version of blasters/autocannons, and pulse lasers. Higher DPS, closer range. Better have a good tank to use 'em - that's where many Kestrels fail, as a Kestrel does NOT have a good tank :)
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Hannibal Ord
Minmatar Sebiestor tribe
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Posted - 2008.10.01 07:18:00 -
[5]
Rockets are good. But you really need to fly a ship that gives them bonuses like the vengence assult frigate. Otherwise they are just meh. You are going to be using them right in someones face probably in a frigate, which means you will be webbed. So the frig has to tank very well and have a lot of hitpoint buffer. |

Lubomir Penev
Section XIII Tau Ceti Federation
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Posted - 2008.10.01 09:43:00 -
[6]
Originally by: Johann Callasan
BEAR IN MIND: Rockets, and thier bigger bothers Heavy Assault Missiles and Torpedoes, have issues with fast ships. They will do LESS damage than their guided brothers against fast or nonoed ships without the Guided Missile Precision skill (which reduces the effect of a target's sig radius on damage) - that skill only applies to the guided versions.
That's not the reasons. Fast ships are using a mwd so their signature radius is way over explosion radius of your missiles (the exception being shooting an interceptor with a torpedo, but then the torpedo won't catch uo anyway). The damage reduction is due to the targets being faster than the missile explosion velocity. -- I'm done whining about AFs, it looks like they are making them right \o/ |

Clansworth
Burning Sky Labs
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Posted - 2008.10.01 10:19:00 -
[7]
Originally by: Johann Callasan BEAR IN MIND: Rockets, and thier bigger bothers Heavy Assault Missiles and Torpedoes, have issues with fast ships. They will do LESS damage than their guided brothers against fast or nonoed ships without the Guided Missile Precision skill (which reduces the effect of a target's sig radius on damage) - that skill only applies to the guided versions. Also, all unguided are shorter-range than their guided counterparts, making the unguided missiles the missile user's version of blasters/autocannons, and pulse lasers. Higher DPS, closer range. Better have a good tank to use 'em - that's where many Kestrels fail, as a Kestrel does NOT have a good tank :)
Rockets hit small fast targets considerable better than standards, so I'm not really sure where you are coming form on this.
Base stats before skills: Missile ExpVel ExpRad dps range Rockets 2000m/s 20m 25hp/ 4sec=6.25 2250m/s * 2s= 4500m Standard 1750m/s 50m 75hp/15sec=5.00 3750m/s * 5s=18750m
As you can see, the problem here is the lower velocity of the rockets, meaning they can simply be outrun by the current nano-fleets.
However, post nanonerf, rockets (and AF's in general) may become QUITE useful...
New Prospector Class |

Tal'Rocc
Gallente Ioncross
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Posted - 2008.10.01 12:12:00 -
[8]
Originally by: Clansworth
Base stats before skills: Missile ExpVel ExpRad dps range Rockets 2000m/s 20m 25hp/ 4sec=6.25 2250m/s * 2s= 4500m Standard 1750m/s 50m 75hp/15sec=5.00 3750m/s * 5s=18750m
i think you switched missiles and rockets there. but yeah, rockets are slow so youll need to be a bit closer then with standard missiles and preferably be hitting laarger targets.
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Crellion
Art of War Exalted.
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Posted - 2008.10.01 12:16:00 -
[9]
Originally by: Tal'Rocc
Originally by: Clansworth
Base stats before skills: Missile ExpVel ExpRad dps range Rockets 2000m/s 20m 25hp/ 4sec=6.25 2250m/s * 2s= 4500m Standard 1750m/s 50m 75hp/15sec=5.00 3750m/s * 5s=18750m
i think you switched missiles and rockets there. but yeah, rockets are slow so youll need to be a bit closer then with standard missiles and preferably be hitting laarger targets.
Uuuuummmm? No? LoL Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Clansworth
Burning Sky Labs
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Posted - 2008.10.02 09:14:00 -
[10]
Edited by: Clansworth on 02/10/2008 09:14:33
Originally by: Tal'Rocc
Originally by: Clansworth
Base stats before skills: Missile ExpVel ExpRad dps range Rockets 2000m/s 20m 25hp/ 4sec=6.25 2250m/s * 2s= 4500m Standard 1750m/s 50m 75hp/15sec=5.00 3750m/s * 5s=18750m
i think you switched missiles and rockets there. but yeah, rockets are slow so youll need to be a bit closer then with standard missiles and preferably be hitting laarger targets.
What do you think is switched? This is unskilled tech 1 stats. Rockets do more dps than standards, but at limited range. The same relation exists for HAMs to Heavies, and Torps to Cruise. The rockets also do better damage to small fast targets, IF they can catch the fast target.
New Prospector Class |

P'uck
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Posted - 2008.10.02 09:39:00 -
[11]
wtf rocket base flight speed is lower than standard flight speed? thats ****ed up, a bit as if you mix short and long range gun tracking.
am I missing something here? am i the only one that hears a voice screaming "omg rebalance that" ?
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Venkul Mul
Gallente
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Posted - 2008.10.02 11:10:00 -
[12]
Originally by: P'uck wtf rocket base flight speed is lower than standard flight speed? thats ****ed up, a bit as if you mix short and long range gun tracking.
am I missing something here? am i the only one that hears a voice screaming "omg rebalance that" ?
I think the reasoning here is that rockets are light short range weapon, like blaster, AC and Pulse laser. Most of those weapons have an optimal of less than 3.000 meters.
Giving rockets a base speed of 3.750 m/s like standard missiles mean that they will be capable (with starting skills) of hitting any kind of target within 6-7.000 meters regardless of range and speed within 2 seconds, without any tracking malus, making all the other short range light weapons obsolete.
Reducing the flight range to compensate for the increased speed probably will broke the rockets for people with high skills.
Both effects are more relevant in PvE than in PvP but ships and weapons need to eb balanced in both uses.
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