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Trajectory Analysis Skill Change Suggestion

Author
Deerin
East Trading Co Ltd
#1 - 2014-05-22 06:15:07 UTC
http://i.imgur.com/pJ5oaXF.jpg

This is a graph with LR t2 ammo for each gun class on their respective ships. Neither has any range modules.
Highest damage shortest range belongs to blasters as it should be.
Longest range belongs to Scorch along with a respectable damage output.
Barrage only projects better at ranges at which it is no longer a threat for the enemy.

As a result I don't really bother packing barrage on non-falloff bonused ships anymore.

There is also one other thing that bothers me, which is the falloff skill.

Sharpshooter skill increases optimal range of weapons by 5% per level and is a level 2 skill
Trajectory Analysis skill increases falloff range of weapons by 5% per level and is a level 4 skill

Not only optimal bonus is a more powerful bonus in game terms, it is also easier to train.

So, I suggest making trajectory analysis a 10% fallout bonus per level skill.
M Key
Hedion University
Amarr Empire
#2 - 2014-05-22 07:13:06 UTC
No.

Not every skill has to "make sense" by equating its training multiplier to its effect.

In this case sharpshooter is where it should be as it gets low SP characters to a base level of ability quick, while Trajectory Analysis is something a higher SP character can do to polish up his ability without becoming overpowered.

More to the point, I kinda like how it should make blasters and autocannon less desirable for new players. These systems take skill at the keyboard that many new players simply won't have. Promoting the idea that they should start with rails and arty fits with the much wider range windows (and lower frigate rat DPS at those extended ranges). Then as they aquire the playing skills to go with the SP based skills, they can explore short range weaponry that uses falloff to have an effective range window.