These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

Maximizing Light Missiles

Author
Theron Dashto
Doomheim
#1 - 2013-01-05 23:52:50 UTC
Fairly new player here (less than 30 days). After tinkering around, I've decided that at least for now, I'd like to focus on Caldari Frigates and Light Missiles. Eventually I'd like to get into a Hawk (Tech II) and Manticore. I'd also like to progress into a Drake and Scorpion Navy Issue.

I'm looking to maximize my damage potential for Light Missiles before I get into those other ships. I have all of the relevant missile skills trained 3, and a couple to 4...except Warhead Upgrades, which is currently @ 2. I've read a few guides about how missile damage works, but to be honest, it's a little over my head.

What order should I be training these skills in order to squeeze the most damage potential out of my missiles?


  • Missile Launcher Operation - increases missile launcher rate of fire
  • Missile Bombardment - increases missile flight time
  • Rapid Launch - increases missile rate of fire
  • Target Navigation Prediction - decreases the effect of the target's speed on damage dealt
  • Missile Projection - increases missile speed
  • Warhead Upgrades - increases missile damage
  • Light Missiles - increases Light Missile damage


On the surface at least, it seems that all of these have an effect on overall DPS. Should I train for the Tech II launchers first, or is that the final step? Help!
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2013-01-06 01:12:32 UTC
My preference would be the two range skills followed by DPS skills. I wouldn't worry about T2 launchers until you have all the other skills to 4.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#3 - 2013-01-06 02:58:32 UTC  |  Edited by: Kitty Bear
Light Missiles are best for shooting at small targets (Frigates/Destroyers/Drones).
Ships that tend to fly rather quickly.
These 2 skills will both aid your missiles to apply thier damage to faster targets

  • Primary Skills
  • Guided Missile Precision
  • Target Navigation Prediction


Although not missile skills themselves consider adding as these allow to you use modules that enable missiles to strike thier targets with better effect.
(these 2 are optional, feel no obligation to train them if you don't want to)

  • Bonus Skills
  • Propulsion Jamming
  • Target Painting


Add these 3 skills afterwards as they increase your raw dps

  • Secondary Skills
  • Light Missiles
  • Warhead Upgrades
  • Rapid Launch


and then finish off withthese 2 skills as they merely affect the range at which you can apply your dps

  • Tertiary Skills
  • Missile Bombardment
  • Missile Projection
RavenPaine
RaVeN Alliance
#4 - 2013-01-06 03:34:02 UTC
LOL!!

My preference is the Damage skills first,
Missile Launcher Operation, Rapid Launch and Warhead Upgrades.
Then the other support skills at an even pace. All to 3, all to 4 etc.
In any case skills to 3 and 4 go very fast.
I would recomend them all to 4 and then get the T2 launchers.
Next would be the 'fast' support skills to 5.

So 3 different posts with 3 different views. Cool
Clearly each poster has a good reason behind their approach.
I don't know if my way is right, but also, they are not wrong.
Theron Dashto
Doomheim
#5 - 2013-01-06 04:44:22 UTC
RavenPaine wrote:
So 3 different posts with 3 different views. Cool


That's a good thing. At least I have a frame of reference now, because it doesn't seem as though doing things one way over another are going to have a negative impact on effectiveness.

Thanks for the replies!
Mara Rinn
Cosmic Goo Convertor
#6 - 2013-01-14 02:58:02 UTC  |  Edited by: Mara Rinn
Kitty Bear wrote:
Light Missiles are best for shooting at small targets (Frigates/Destroyers/Drones).
Ships that tend to fly rather quickly.
These 2 skills will both aid your missiles to apply thier damage to faster targets

  • Primary Skills
  • Guided Missile Precision
  • Target Navigation Prediction


These two are only necessary if you are shooting missiles at targets smaller/faster than the missiles are designed for. For Guided Missile Precision, check the explosion radius of the missile versus the signature radius of the target: if the explosion radius is 50 and the target radius is 75, GMP is not going to help. For Target Navigation Prediction, compare the target's velocity to the missile's explosion velocity. Note that you can reduce the target's speed using a webifier, and you can increase the target's signature radius using a target painter.

As for deciding which order to train skills in to maximise DPS, that gets pretty easy since you already have exactly one dimension you care about. Look at all the skills and how they directly impact missile DPS or indirectly impact DPS through modules they grant access to: for example Weapon Upgrades 4 gives you access to T2 ballistic control systems.

Now to prioritise your training plan, divide the DPS increase by the time taken to train a skill. You'll end up looking at units such as 0.7% per day (change in DPS divided by change in time, aka ∆DPS/∆T). Just work through the list based on descending magnitude of ∆DPS/ΔT. This will maximise the DPS gains for each skill you train.

A simpler though less optimal heuristic is to simply train the shortest skill first.

My priority would be the "secondary skills" listed above: Rapid Launch, Missile Launcher Operation, Light Missiles, Warhead Upgrades. Add Weapon Upgrades 4 into the list since that specific level of that skill opens up T2 ballistic controls. Once you have access to the T2 skills (X specialisation), put them into your list in the same way: figure out how much more DPS you will get (2% per level when using T2 launchers) and divide that by the time it takes to train.
Slowjerk
Caldari Provisions
Caldari State
#7 - 2013-01-14 03:55:41 UTC
Taking Missile launcher op to 4 should be priority, 5 would be better imo but you can sit on it at 4 for awhile just to open up the other missile support skills. That said, the nice thing about getting the support missile skills out of the way is that you'll never have to worry about dps skills besides the missile type you're using like heavy/heavy assault/etc. Weapon upgrades to 4 will allow you to fit tech 2 BCS for low slots and it will help with fitting requirements of launchers/turrets like the above poster said.

I always recommend getting your core support skills out of the way first like electronics, engineering, energy skills for cap.

I'm not sure if going into tech 2 for light missiles/rockets may be a great idea as you won't do much with them past level 2 missions. You could use them for pvp or maybe a tech 2 assault frig in level 3s though. It really depends on what you want to do but tech 2 frigate weapons is a huge skill point investment this early in your eve career.
Sam Korak
Doomheim
#8 - 2013-01-14 11:10:22 UTC  |  Edited by: Sam Korak
That's my priority list;

  1. Missile Launcher Operation
  2. Missile Projection
  3. Missile Bombardment
  4. Rapid Launch
  5. Target Navigation Prediction
  6. Warhead Upgrades
  7. Light Missiles

Using the MDPD (Max Dings Per Day - shortest training times first) with the exception of Light Missiles which training above 3 seems like a waste of time IMO. Unless you want to use T2 missiles for some strange reasons.

EDIT:
Once you get all those skills to reasonable levels (3-4, depending on what you are currently doing), you should focus on ship supporting skills that decrease usage and/or increase raw PG/CPU of your ship (Engineering, Electronics, Weapon Upgrades, Advanced Weapon Upgrades). Having Cap skills also helps (Energy Systems Operation, Energy Management) and since you will probably fly Caldari ships all the Shield support skills (Shield Operation, Shield Management are the 2 core skills and Tactical Shield Manipulation and Shield Upgrades being the Second most important shield skills, then there are of course also Compensation skills).

On the other hand you could train to get all the Battlecruiser and Destroyer racials before the skill split takes place instead.
Aria Ta'Rohk
Wildcard.
Boundary Experts
#9 - 2013-01-14 12:17:53 UTC
Missile Control Standard Certificate. Follow it up with the advanced versions of each weapon type you want to use, such as "Frigate Advanced Standard Launchers"

I'll take 2 carebears to go, with extra tears

Marsan
#10 - 2013-01-14 15:51:15 UTC
Don't forget about training weapon upgrades to at least 3. Weapon upgrades gives you a 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs. It's under gunnery, but it's more important in fitting missile using ships as you often run low on cpu.

Advanced weapon upgrades you can likely hold off on until you start having a lot of trouble with power grid, and it's worth bringing weapon upgrades to 5 in order to reduce the power draw of your launchers to be able to fit shield stuff. This generally thought of as a gunnery skill as it's more important for guns, but it can often make the difference between a perfect fit or having to fit a reactor.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Uncle Gagarin
Caldari Provisions
Caldari State
#11 - 2013-01-14 16:45:23 UTC
I would advise you to go to tech2 launchers.
Although you don't need to fire tech2 ammo launchers alone (well - specialization) adds some dps.
Worth mentioning is that if you focus on maximizung DPS you will probably want to fire weapon with
highest RoF in that case it will be meta 4.
At price of single meta4 light missile launcher you can buy all 4 tech2 launchers for your Kestrel.

You are not telling us which ships you plan to use, but anyway Caldari has only few you should consider.
If you look closely these ships have also bonuses coming from primary skill.
I.e. Kestrel has following:

"Caldari Frigate Skill Bonus: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level. "

Also, you can increse DPS using apropriate rigs, not necesarily those described "increases damage"
but also these improving damage application - rigors, flares.

Cheers
Salpad
Carebears with Attitude
#12 - 2013-01-18 19:47:14 UTC
Theron Dashto wrote:

On the surface at least, it seems that all of these have an effect on overall DPS. Should I train for the Tech II launchers first, or is that the final step? Help!


Especially as a noob, you should start with low-hanging fruit. You say your Warhead Upgrades is only at 2, so training that to 3 will take about a day or so. Do that ASAP. Serioulsy. After that, look in the game-interface for more low-hanging fruit.
Salpad
Carebears with Attitude
#13 - 2013-01-18 19:51:32 UTC
Slowjerk wrote:
I always recommend getting your core support skills out of the way first like electronics, engineering, energy skills for cap.


These four are also good to train very quickly in any pilot's career. Electronics, Engineering, Energy Management and Energy Systems Operation. Those should be trained to 4 immediately. In fact I recommend noobs to train them to 5 within a very, very few months of play. It's nice to have lots of cap (the OP should think of it as his ship's "mana"), and it's nice to have lots of CPU and Powergrid so you can fit your ship more easily.

Also the racial hull skillz, which in the OP's case means Caldari Frigate. That should be taken to 4 NOW if it isn't already, and pretty damn soon to 5. The bonuses are sweet, usually very sweet.
Salpad
Carebears with Attitude
#14 - 2013-01-18 19:53:43 UTC
Marsan wrote:
Don't forget about training weapon upgrades to at least 3. Weapon upgrades gives you a 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs. It's under gunnery, but it's more important in fitting missile using ships as you often run low on cpu.

Advanced weapon upgrades you can likely hold off on until you start having a lot of trouble with power grid, and it's worth bringing weapon upgrades to 5 in order to reduce the power draw of your launchers to be able to fit shield stuff. This generally thought of as a gunnery skill as it's more important for guns, but it can often make the difference between a perfect fit or having to fit a reactor.


Weapon Upgrades and Advanced Weapon Upgrades are both good to train for a noob, although AWU shouldn't be trained above 4 early on.
Paikis
Vapour Holdings
#15 - 2013-01-19 22:25:54 UTC
Take them all to IV before you take any of them to V.

Rank IV skills are 80% of the benefit of rank V skills, but only take 20% of the training time. If it is worth injecting, it is worth training to IV.
Salpad
Carebears with Attitude
#16 - 2013-01-20 09:54:36 UTC
Paikis wrote:
Take them all to IV before you take any of them to V.

Rank IV skills are 80% of the benefit of rank V skills, but only take 20% of the training time. If it is worth injecting, it is worth training to IV.


This is almost always a good core principle of EVE skill training.