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CCP: Any plans to fix Citadel Missile Skills?

Author
Arronicus
State War Academy
Caldari State
#1 - 2013-03-27 01:23:08 UTC
As per the topic;

Why is it significantly more skill intensive to train for Citadel torpedos and Citadel cruise missiles, than to train for any of the capital turrets? Blasters and railguns share a skill, beams and pulse share a skill, and autocannons and artillery share a skill, but torpedos and cruise missiles not only must be trained seperately, but also require different pre-requisites? what gives.

Skills needed to train for both capital beam lasers, and capital pulse lasers:

Capital Energy Turret I (7x)
Gunnery V (1x)
Large Energy Turret V (5x)
Medium Energy Turret III (3x)
Small Energy Turret III (1x)

That's it. For BOTH capital weapon systems, for the moros/erebus.

So what about to train for both Citadel torpedos, and citadel cruise missiles?

Citadel Torpedos I (7x)
Cidadel Cruise Missiles I (7x)
Torpedos V (4x)
Cruise Missiles V (5x)
Missile Launcher Operation V (1x)
Heavy Missiles III (3x)
Light Missiles III (2x)

So, not only do you have twice as much to train when you get up to the capital level, but the train just to get there, is longer. Why is light missiles a 2x modifier, when small turrets have a 1x modifier skill? Why do capital missiles require the long ranged, and short range variant trained to 5, when Lasers only need a generic variant trained to 5? Pick one or the other, cruise missiles, or torpedos to 5, for citadel launchers.

I'm not asking for any balance changes to the leviathan, or phoenix themselves, as much as I might think the phoenix needs them, only for capital missile systems not to be a dramatically longer train. There is over 2 months of additional training, to max out the dps on capital missile systems, as opposed to either of the races of capital turret systems.

Why?
Bill Serkoff2
Tachyon Technology
#2 - 2013-03-27 01:59:50 UTC
Capital missiles still broken in most ways.
In other news, scientists have discovered that water is still wet.

"The Cyclone and the Drake are two ships which will basically never be good for shield tanking, primarily because they have almost no lowslots in addition to shield tanking bonuses. " -Iam Widdershins

Arronicus
State War Academy
Caldari State
#3 - 2013-03-27 03:43:19 UTC
You'd think though, with all the skill changes, plus the naglfar first, but mainly the skill changes, that they'd take a moment to fix this glaring oversight...
Sinigr Shadowsong
Aliastra
Gallente Federation
#4 - 2013-03-27 09:06:11 UTC
A new CCP direction is to make missile ships miserable, therefore bad skill layout for Citadel missiles fits it very well.
seth Hendar
I love you miners
#5 - 2013-03-27 09:21:33 UTC
don't forget they want, in addition, to give missiles to more ships

rip cyclone...Sad
Arronicus
State War Academy
Caldari State
#6 - 2013-03-27 09:41:35 UTC
seth Hendar wrote:
don't forget they want, in addition, to give missiles to more ships

rip cyclone...Sad


Oh don't worry. If you've been following things,
Vigil,
Old: Split weapon turret boat
New: Missile Boat
Bellicose,
Old: Split weapon turret boat
New: Missile Boat
Cyclone,
Old: Split weapon turret boat
New: Missile boat

You know EXACTLY where the typhoon is going.

Typhoon,
Old: Split weapon turret boat, big brother to the cyclone.
Magic Crisp
Amarrian Micro Devices
#7 - 2013-03-27 10:39:21 UTC
Arronicus wrote:
seth Hendar wrote:
don't forget they want, in addition, to give missiles to more ships

rip cyclone...Sad


Oh don't worry. If you've been following things,
Vigil,
Old: Split weapon turret boat
New: Missile Boat
Bellicose,
Old: Split weapon turret boat
New: Missile Boat
Cyclone,
Old: Split weapon turret boat
New: Missile boat

You know EXACTLY where the typhoon is going.

Typhoon,
Old: Split weapon turret boat, big brother to the cyclone.


R.I.P. typhoon :(
Tiger Armani
End-Game
#8 - 2013-03-27 10:39:45 UTC  |  Edited by: Tiger Armani
But in reality you have to include all other gunnery/missile support skills to the calculations.

Without those, our capital guns won't hit anything. With all those included training time is not that different (too busy to do calculation right now).
Arronicus
State War Academy
Caldari State
#9 - 2013-03-27 19:11:55 UTC
Tiger Armani wrote:
But in reality you have to include all other gunnery/missile support skills to the calculations.

Without those, our capital guns won't hit anything. With all those included training time is not that different (too busy to do calculation right now).


I decided to humor you, and plug all the skills in, into training plans, for a brand new character.

27 perception 21 willpower was used, with no implants.

Plan 1: Max damage with capital turrets (laser or hybrid or projectiles, same training time) + t2 siege module. All supports at 5:

219d 4h

Plan 2: Max damage with capital missile launchers (torps and cruise, since you are getting the short and long range variant with any of the turrets, thus the whole point I am making) + t2 siege module. All supports at 5:

285d 17h

So, with all the support skills included, it's still OVER 2 months of additional training time, if a pilot wants to train for max damage on a phoenix, vs a moros, rev, or naglfar. Sorry that the numbers didn't back up your claim.