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Tier 3 BC's left us high and dry.

First post
Author
OfBalance
Caldari State
#81 - 2012-03-02 23:15:42 UTC
Liang Nuren wrote:

Not all of the missile supports apply to every missile. You can put together a hell of a bomber pilot for very little SP investment. I know. :)

-Liang


One launcher skill does not apply to unguided missiles in much the same way one gunnery skill does not apply to capless turrets. Valid argument that missile trained alts skill into their t2 large/med weapons marginally faster though.
Tozmeister
Caldari Provisions
Caldari State
#82 - 2012-03-04 19:06:10 UTC
Liang Nuren wrote:
Tozmeister wrote:
Onictus wrote:

As opposed to gunnery V small V spec IV, medium V Spec IV, large V spec IV and sharpshooting V and whatever the tracking skill is (depending on long/short range). Per turret type.


Why is it when people compare gunnery to missile training times they always include the support skills for gunnery and ignore them for missiles?


Not all of the missile supports apply to every missile. You can put together a hell of a bomber pilot for very little SP investment. I know. :)

-Liang


And what use is Controlled Bursts skill to minmatar? or Trajectory Analysis to amarr?

But thats an aside, my point is that the hue and cry from gunnery pilots about training times difference is usually pretty biased. When you factor in all support skills training times difference is very marginal.
Liang Nuren
No Salvation
Divine Damnation
#83 - 2012-03-04 19:10:20 UTC
OfBalance wrote:
Liang Nuren wrote:

Not all of the missile supports apply to every missile. You can put together a hell of a bomber pilot for very little SP investment. I know. :)

-Liang


One launcher skill does not apply to unguided missiles in much the same way one gunnery skill does not apply to capless turrets. Valid argument that missile trained alts skill into their t2 large/med weapons marginally faster though.


Yeah, its not only faster to train (don't have to train supports to get T2 weapons) but its also 1.3M SP that doesn't need trained at all.

Quote:

And what use is Controlled Bursts skill to minmatar? or Trajectory Analysis to amarr?

But thats an aside, my point is that the hue and cry from gunnery pilots about training times difference is usually pretty biased. When you factor in all support skills training times difference is very marginal.


And every comparison I see from missile users is similarly biased. Simple facts: I have 18M SP in gunnery to 11M SP in missiles.

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#84 - 2012-03-04 20:18:51 UTC
Liang Nuren wrote:

And every comparison I see from missile users is similarly biased. Simple facts: I have 18M SP in gunnery to 11M SP in missiles.

-Liang


I agree with that, but when you consider how much more prolific turret ships are it's really not a terrible opportunity cost.

The matter of training a battleship-weapon-specific alt is really the only time where gun-spec prerequisites are a worthless time-sink. For everyone else, they're skill that would be trained anyway.
AnzacPaul
Tactical Farmers.
Pandemic Horde
#85 - 2012-03-05 03:56:57 UTC
Liang Nuren wrote:


And every comparison I see from missile users is similarly biased. Simple facts: I have 18M SP in gunnery to 11M SP in missiles.

-Liang


Interesting to see that missiles take up nearly 2/3 of the total sp of all other 4 weapon types combined.....
Liang Nuren
No Salvation
Divine Damnation
#86 - 2012-03-05 04:12:19 UTC  |  Edited by: Liang Nuren
And even THAT is another way of saying that missiles take a mere 61% of the total SP I have dedicated to guns.

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#87 - 2012-03-05 04:40:22 UTC  |  Edited by: OfBalance
Liang Nuren wrote:
And even THAT is another way of saying that missiles take a mere 61% of the total SP I have dedicated to guns.

-Liang


There are only 7 missile launcher weapon systems in the game and 54 different turret weapon systems. (sub-capital)

Only 61% of the training is not a good deal overall as those gunnery skills support almost 8x as many weapons. I'm not saying that is broken, but it certainly leaves no room for complaints about missiles being light on sp. As I said, it's quite valid to point out the efficient nature of training strait into a battleship weapon system for a specific use, but for the number of weapons and ships you are getting, it's much less efficient overall than gunnery.
Liang Nuren
No Salvation
Divine Damnation
#88 - 2012-03-05 06:37:55 UTC
OfBalance wrote:
Liang Nuren wrote:
And even THAT is another way of saying that missiles take a mere 61% of the total SP I have dedicated to guns.

-Liang


There are only 7 missile launcher weapon systems in the game and 54 different turret weapon systems. (sub-capital)

Only 61% of the training is not a good deal overall as those gunnery skills support almost 8x as many weapons. I'm not saying that is broken, but it certainly leaves no room for complaints about missiles being light on sp. As I said, it's quite valid to point out the efficient nature of training strait into a battleship weapon system for a specific use, but for the number of weapons and ships you are getting, it's much less efficient overall than gunnery.


Isn't it much more efficient because only 61% of the SP covers missile ships across all 4 races?

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#89 - 2012-03-05 06:49:50 UTC  |  Edited by: OfBalance
Liang Nuren wrote:
OfBalance wrote:
Liang Nuren wrote:
And even THAT is another way of saying that missiles take a mere 61% of the total SP I have dedicated to guns.

-Liang


There are only 7 missile launcher weapon systems in the game and 54 different turret weapon systems. (sub-capital)

Only 61% of the training is not a good deal overall as those gunnery skills support almost 8x as many weapons. I'm not saying that is broken, but it certainly leaves no room for complaints about missiles being light on sp. As I said, it's quite valid to point out the efficient nature of training strait into a battleship weapon system for a specific use, but for the number of weapons and ships you are getting, it's much less efficient overall than gunnery.


Isn't it much more efficient because only 61% of the SP covers missile ships across all 4 races?

-Liang


Well, unless you're including stealth bombers and the lulzy minmatar/amarr missile frigates there aren't terribly many of those. Just the three gurista ships, two khanid, and half the caldari lineup. Even including stealth bombers I think hybrid ships easily outnumber launcher boats and lasers probably come fairly close given there are two pirate factions utilizing them. Projectiles may well be outnumbered by launchers (and are certainly -intended- to be supplemented by them), but the fact projectiles are often retrofitted on many off-platform ships likely balances this out.

Addendum: Clearly one must ultimately train both launcher and gunnery support skills eventually, all i'm pointing out is that going launcher first puts a few months long gap between becoming proficient with a few ships and beginning to become proficient with the other (majority) ships.
Liang Nuren
No Salvation
Divine Damnation
#90 - 2012-03-05 06:56:14 UTC
No, the fact is that missiles are easier to train because there's less total SP to be had to max out. And, of course, this actually lines out exactly with the reputation each weapon platform has. Its just a fact.

However, that doesn't matter because the real fact of the matter is that missiles and gunnery are well balanced in terms of both utility and reach. However, we're doomed to always have losers who QQ about how one is harder to train than the other.

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#91 - 2012-03-05 07:01:23 UTC
Liang Nuren wrote:
No, the fact is that missiles are easier to train because there's less total SP to be had to max out. And, of course, this actually lines out exactly with the reputation each weapon platform has. Its just a fact.

However, that doesn't matter because the real fact of the matter is that missiles and gunnery are well balanced in terms of both utility and reach. However, we're doomed to always have losers who QQ about how one is harder to train than the other.

-Liang


Who said anything about harder to train? That's completely idiotic and non-senseical. They're both perception/willpower skillsets, have the same training modifiers, and like every other skill in EVE they simply train for you - no input required except throwing them in the queue.

I think i've been careful to say, repeatedly, that missiles take fewer sp to train for and can be surgically trained for with much less time. As you say, that's a fact. The whole debate about missile and gunnery balance isn't the subject matter at hand.

Unless you weren't addressing my post, in which case, vOv.
Liang Nuren
No Salvation
Divine Damnation
#92 - 2012-03-05 07:14:46 UTC
OfBalance wrote:

Who said anything about harder to train? That's completely idiotic and non-senseical. They're both perception/willpower skillsets, have the same training modifiers, and like every other skill in EVE they simply train for you - no input required except throwing them in the queue.


Way to stick with the conversation there. Roll

Quote:

I think i've been careful to say, repeatedly, that missiles take fewer sp to train for and can be surgically trained for with much less time. As you say, that's a fact. The whole debate about missile and gunnery balance isn't the subject matter at hand.

Unless you weren't addressing my post, in which case, vOv.


No, I was addressing the perpetual QQ about how SP intensive either weapon system is.

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#93 - 2012-03-05 07:16:24 UTC  |  Edited by: OfBalance
Liang Nuren wrote:
OfBalance wrote:

Who said anything about harder to train? That's completely idiotic and non-senseical. They're both perception/willpower skillsets, have the same training modifiers, and like every other skill in EVE they simply train for you - no input required except throwing them in the queue.


Way to stick with the conversation there. Roll

Quote:

I think i've been careful to say, repeatedly, that missiles take fewer sp to train for and can be surgically trained for with much less time. As you say, that's a fact. The whole debate about missile and gunnery balance isn't the subject matter at hand.

Unless you weren't addressing my post, in which case, vOv.


No, I was addressing the perpetual QQ about how SP intensive either weapon system is.

-Liang


I am easily confused.

http://imgur.com/gallery/8rtrB
Ji Mei Xu
Doomheim
#94 - 2012-03-05 09:40:21 UTC
I ALSO LIKE TO POST ABOUT THINGS. THIS IS A GOOD THREAD?
Mike Whiite
Deep Core Mining Inc.
Caldari State
#95 - 2012-03-05 12:37:00 UTC  |  Edited by: Mike Whiite
CCP Ytterbium wrote:
This thread could use some blue light
We have to admit creating the Naga was possibly one of the most challenging ship balancing task .................

............Crap, made a wall of text P Well, hope that helps a bit no matter what.


Thank you for the blue light.

I like to make a suggestion to take in mind, would you people be able to take a look at the racial trades as well.

I understand Gallante must master Hybrids, drones and dampners, which result in mostly hybrid vessles with large drone bays, and Dampners with hybrids as weapon.

Minmatar and Anmar have a few missile ships in their arsanal but they are clearly a specialisation.

Caldari are completly devided (A problem best seen in the electronic attack vessles and covert-opps tree missile frigates for covert-ops -> the stealth recon is a hybrid ship, and the battleship a missile ship again) . I understand you want to give both the hybrid and the missile pilots their peace of the pie, but as Caldari favor both missile and Hybrides could we at least get a few more hardpoints of each on the ships. I'd consider that a logical adaption of a race that has a 50% Missile/Hybrid fleet.

Not saying you should put 8 launcher hardpoints on a Rokh, but say 8 turret and 6 missile hardpoints (maybe a pennalty so the ships don't get abused for their different modulation [power/cpu and cap wise] and the other way arround], bonusses should stay as they are, so in base they stay hybrid or missile ships, though this would give a little more cohersion as a race, as now for newer players Caldari seem like 2 races and I hope the future hold more Merlin [as it's the TRUE Caldari ship] like dual weapon systems ships
Onictus
Federal Navy Academy
Gallente Federation
#96 - 2012-03-05 14:16:53 UTC  |  Edited by: Onictus
Tozmeister wrote:
Onictus wrote:

As opposed to gunnery V small V spec IV, medium V Spec IV, large V spec IV and sharpshooting V and whatever the tracking skill is (depending on long/short range). Per turret type.


Why is it when people compare gunnery to missile training times they always include the support skills for gunnery and ignore them for missiles?



That was just to fit the turrets, you to train a Large Railgun II you need small hybrids, medium hybrid AND large hybrid five, plus spec IV in small and medium AND Sharpshooter V

...because if you don't you can't fit the damn turret, it won't let you. You add the support skills because you HAVE to have them.

Lets compare this to a cruise launcher.

Oh look, Launcher operation V Cruise missile V standard and heavy missile III.....


Its not like I wasn't giving them a fair shake.....those are just the prereqs.
Zyress
Caldari Provisions
Caldari State
#97 - 2012-03-05 20:42:38 UTC
Danny John-Peter wrote:
Small point to make, how is giving the Drake a non-predictable damage Type and allowing it to deal consistent Damage up to OMGWTFBBQ range a nerf??


Your assuning a drake needs more than 70 km of range?
Zyress
Caldari Provisions
Caldari State
#98 - 2012-03-05 21:28:38 UTC  |  Edited by: Zyress
Liang Nuren wrote:
OfBalance wrote:
Liang Nuren wrote:

Not all of the missile supports apply to every missile. You can put together a hell of a bomber pilot for very little SP investment. I know. :)

-Liang


One launcher skill does not apply to unguided missiles in much the same way one gunnery skill does not apply to capless turrets. Valid argument that missile trained alts skill into their t2 large/med weapons marginally faster though.


Yeah, its not only faster to train (don't have to train supports to get T2 weapons) but its also 1.3M SP that doesn't need trained at all.

Quote:

And what use is Controlled Bursts skill to minmatar? or Trajectory Analysis to amarr?

But thats an aside, my point is that the hue and cry from gunnery pilots about training times difference is usually pretty biased. When you factor in all support skills training times difference is very marginal.


And every comparison I see from missile users is similarly biased. Simple facts: I have 18M SP in gunnery to 11M SP in missiles.

-Liang


I imagine when you say you have 18 mil in turret skils you are crosstrained in every turret type. There are 18 Turret types and 7 Launcher types in sub capital ships, yeah you got 7 more mil in Turret skills but you have 11 more weapon systems. Compare the skill points you need for 7 turret systems to 7 launcher systems and you won't find that big a difference and its quite possible that the turrets are less skill intensive. Especially when you consider that to train long and short range versions of a turret weapon specialization you only need to take one skill to level 4 but to train long and short versions of a launcher system you need to train 2 different skills to level 5.
Mnesarete
The Graduates
The Initiative.
#99 - 2012-03-06 02:57:58 UTC
Personally, I think that the Tier 3 battlecruisers should be the model for all battlecruisers.

They should all fit large weapons and have cruiser-class tanks. They should all have limited defenses against smaller ships. Their advantage over a BS is their mobility.

It would revitalize the BS role immediately - since they would be the only ships with all around power and survivability.

HACs would also have a role again, since they would be in the position of having excellent DPS, tracking and tank, at a higher cost. Right now, battlecruisers are way too cost effective vis-a-vis HACs.

It would make smaller ships a viable choice again - since they wouldn't constantly run into gangs of Drakes and Hurricanes. Also, those mobile Tier 3 battlecruisers need someone else to tackle and swat smaller stuff for them.

Right now, battlecruisers are too cost effective and too good at too many things. This needs to change.
Liang Nuren
No Salvation
Divine Damnation
#100 - 2012-03-06 03:17:35 UTC
Zyress wrote:

I imagine when you say you have 18 mil in turret skils you are crosstrained in every turret type. There are 18 Turret types and 7 Launcher types in sub capital ships, yeah you got 7 more mil in Turret skills but you have 11 more weapon systems. Compare the skill points you need for 7 turret systems to 7 launcher systems and you won't find that big a difference and its quite possible that the turrets are less skill intensive. Especially when you consider that to train long and short range versions of a turret weapon specialization you only need to take one skill to level 4 but to train long and short versions of a launcher system you need to train 2 different skills to level 5.


Fact: I can use all missiles.
Fact: I can use all turrets.
Fact: I have significantly more SP invested in gunnery than missiles
Fact: It is easier to train a specific T2 missile platform than a specific T2 gun platform.
Fact: You don't have to train the supports to 5 in order to use T2 large missile platforms
Fact: Cross training all missile ships in the game requires less SP than cross training all gun ships.
Fact: Missile performance plateaus earlier and has less total SP that can realistically be dedicated to it.
Fact: Training one full turret tree is approximately equivalent to training the entire missile tree.

-Liang

I'm an idiot, don't mind me.