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Skill Discussions

 
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Missile Skills

Author
Andrew Indy
Cleaning Crew
#1 - 2013-10-07 05:36:56 UTC  |  Edited by: Andrew Indy
Hi Everyone

I'm a gunnery pilot (Max Support and T2 in all guns up to Medium + Laser large) and I have been training missiles recently for a change (also I like kiting and they seem good for that).

Now have a few thoughts about missiles skills and I want some opinions.

1. Percentage increase

Most Gunnery skills give a 5% bonus per level however missiles skills are mostly 10%. This means that getting to All 5s is much more important with missiles (pain in the ass when you are not at 5). The main one is range, you get 20% extra from the 2 skills at 5. Where as Gunnery you only get 5 and a bit % (Yes there are 2 Gunnery range skills however both do not apply to most guns as they are normally Optimal focused or Falloff)

2. Training Time

Currently Missiles skills take longer on a per System basis While Gunnery requires the smaller version which sort of evening the whole thing out. After Rubicon Gunnery gets independent skills like missiles along with shorter skills which unbalances the situation.


PS. Sorry if this has been mentioned before, I did a few searches but i either got no hits or insanely long ones that I could not be bothered looking through.
Darius Brinn
The Scope
Gallente Federation
#2 - 2013-10-07 07:47:58 UTC
Andrew Indy wrote:
Hi Everyone

I'm a gunnery pilot (Max Support and T2 in all guns up to Medium + Laser large) and I have been training missiles recently for a change (also I like kiting and they seem good for that).

Now have a few thoughts about missiles skills and I want some opinions.

1. Percentage increase

Most Gunnery skills give a 5% bonus per level however missiles skills are mostly 10%. This means that getting to All 5s is much more important with missiles (pain in the ass when you are not at 5). The main one is range, you get 20% extra from the 2 skills at 5. Where as Gunnery you only get 5 and a bit % (Yes there are 2 Gunnery range skills however both do not apply to most guns as they are normally Optimal focused or Falloff)

2. Training Time

Currently Missiles skills take longer on a per System basis While Gunnery requires the smaller version which sort of evening the whole thing out. After Rubicon Gunnery gets independent skills like missiles along with shorter skills which unbalances the situation.


PS. Sorry if this has been mentioned before, I did a few searches but i either got no hits or insanely long ones that I could not be bothered looking through.


Gunnery gets the upper hand in several fields:

-Gunnery V (+2% per level) + Rapid firing (+4% per level) give a bigger ROF bonus than Missile launcher operation (+2% per level) + Rapid Launch(+3% per level). 32% ROF increase with both skills at V for Gunnery, vs 26,5% increase for Missiles.

-Surgical strike: rank IV, gives +4% bonus per level, while Warhead upgrades is rank V and gives +2% bonus.

It's true that there are three missiles skills with +10% bonus per level, but two of them increase RANGE and the other one makes big missiles les USELESS against smaller targets.

I would not say Gunnery got the short stick, honestly.

And even so, I want variety. They don't have to be 100% equal. Turrets have certain advantages over Missiles which come from those days where devs stated that they never intented missiles to be a MAIN weapon system.



Andrew Indy
Cleaning Crew
#3 - 2013-10-07 08:21:46 UTC
Darius Brinn wrote:
Andrew Indy wrote:
Bla Bla Bla ---- Stuff I said


Gunnery gets the upper hand in several fields:

-Gunnery V (+2% per level) + Rapid firing (+4% per level) give a bigger ROF bonus than Missile launcher operation (+2% per level) + Rapid Launch(+3% per level). 32% ROF increase with both skills at V for Gunnery, vs 26,5% increase for Missiles.

-Surgical strike: rank IV, gives +4% bonus per level, while Warhead upgrades is rank V and gives +2% bonus.

It's true that there are three missiles skills with +10% bonus per level, but two of them increase RANGE and the other one makes big missiles les USELESS against smaller targets.

I would not say Gunnery got the short stick, honestly.

And even so, I want variety. They don't have to be 100% equal. Turrets have certain advantages over Missiles which come from those days where devs stated that they never intented missiles to be a MAIN weapon system.



I'm not complaining about a total bonus point of view, over all the weapon systems are pretty balanced , its just that missiles seem to have a low base stat to make up for the higher skill %. If Gunnery skills where 10% then they would be crazy OP in comparison.

Its more the impact of skill levels is much great for missiles.

Being a all LVL4 pilot in gunnery (in support skills) deprives to of relatively little, being a lvl4 Missile pilot deprives to of a lot more.
stoicfaux
#4 - 2013-10-07 14:42:51 UTC
deleted: failed reading comprehension

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

RavenPaine
RaVeN Alliance
#5 - 2013-10-07 16:31:18 UTC
I've done a lot of PvP with missile platforms.

I liked them a lot for many reasons, kiteing is cool, but many times I was right up close brawling as well.
Selectable damage type
Range
full damage on same size targets

The general attitude is that guns do instant damage, vs missiles have a delayed damage application, (flight time)
If you kite right though, guns may not be hitting you at al, while missiles are starting to impact and do damage.
Tackle can be an issue...

One of the things about flight time is: Aside from rate of fire, missiles have a rate of impact (again, flight time)
You can increase your rate of impact, simply be closing range on the target. This is something I was always aware of, and used pretty well. It's like overheating without getting any damage.