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Missiles not equal Bombardment.

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Author
None ofthe Above
#21 - 2012-03-24 15:56:39 UTC
Jorma Morkkis wrote:
Mutnin wrote:
Some ships like the Hurricane and Drake are good because they can be used for a wide range of tactics & set ups.

Lets hope you don't cause a problem of ships becoming useless due to being stuck in a worthless role instead of a useless tier system.


Well, this is a main problem. For example tier 1 BCs are currently pretty much useless because tier 2 BCs do everything better.


They are deliberately done that way, provided with less total slots and weaker stats. If you fix that, it should work.

I don't mind the Ferox being the Hybrid counterpart of the Drake, with appropriate bonuses and slot makeup. I think that would fix it right there. You don't need to change the Drake to fix the Ferox.

The only end-game content in EVE Online is the crap that makes you rage quit.

Soporo
#22 - 2012-03-24 16:02:19 UTC  |  Edited by: Soporo
CCP Ytterbium wrote:
Missiles are a unique weapon system with their own problems and advantages; mainly due to their delayed damage application, long range next to turrets and particular explosion velocity mechanics. Their also mandate specific attributes on ships using them, which is why missiles ships are sorted as part of another line.

Also, saying that hybrid turrets have no place in Caldari ships is like saying that hybrids don't belong with Gallente P Of course, since missile ships like the Drake, Caracal, Raven are the ones with the most perceived value for Caldari pilots at the moment, no one can be blamed for making such an assumption.

However, in practice, to be an accomplished Caldari pilot, one has to train missile, hybrid and ECM skills, just like Gallente have to train drone, hybrids and sensor dampening skills.

We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink



For God's sake, please don't forge the lolEagle.

Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats. - H.L. Mencken

Bouh Revetoile
In Wreck we thrust
#23 - 2012-03-24 17:37:04 UTC
I'm afraid these line of ship will be too simplistic if they lead the design of ships. Each race need to have its ships designed around a coherent war doctrine, and although any doctrine can find one ship to fit in a line, ships should be designed primarily for their racial doctrine and not for the line they hazardously fall in.

This is a not only a missile boat concern, it's a concern for every ships.

But if lines of ships are only there for a balancing purpose according to stats and fitting pool, they may be ok.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#24 - 2012-03-24 17:55:19 UTC
CCP Ytterbium wrote:
Missiles are a unique weapon system with their own problems and advantages; mainly due to their delayed damage application, long range next to turrets and particular explosion velocity mechanics. Their also mandate specific attributes on ships using them, which is why missiles ships are sorted as part of another line.

Also, saying that hybrid turrets have no place in Caldari ships is like saying that hybrids don't belong with Gallente P Of course, since missile ships like the Drake, Caracal, Raven are the ones with the most perceived value for Caldari pilots at the moment, no one can be blamed for making such an assumption.

[...]



The caracal is considered to be quite terrible tbh, only rarely used for killing frigates. The Raven has seen greatly reduced use in pve and no sane person flies it in pvp. The only worthwhile T1 missile boat is the drake, especially from a pvp perspective.


There are a few noteworthy options as you go up in terms of T2/T3/Faction ships, but in terms of T1 boats missiles are quite lacking. I have never seen a fleet that relies heavily on ravens. You typically only see caracals on toons less than one month old.
Tanya Powers
Doomheim
#25 - 2012-03-24 18:00:11 UTC
Bouh Revetoile wrote:
I'm afraid these line of ship will be too simplistic if they lead the design of ships. Each race need to have its ships designed around a coherent war doctrine, and although any doctrine can find one ship to fit in a line, ships should be designed primarily for their racial doctrine and not for the line they hazardously fall in.

This is a not only a missile boat concern, it's a concern for every ships.

But if lines of ships are only there for a balancing purpose according to stats and fitting pool, they may be ok.


/Agree

This is probably why my (old) question on hybrids related threads has still no answer: how did Gallente Navy ever beat Caldari Navy and even less, Amarr? -in practice at current game status this is not only not possible, but it would probably ask an engagement of between 5 to 10 dudes versus one of the other Navy Fleets.

Jesus even Sanchas could have already destroyed Gallente federation since day1 of their invasion.
If only those parrots playing uber gate/station games with their neutral rep/jam alts played the game with other people instead of their alts, they should have known that for years now.
elitatwo
Zansha Expansion
#26 - 2012-03-24 20:01:15 UTC
Some missile ships need to be looked into but not only the ships but the missiles themselves too.

As far as the Merlin goes, I would love to have the launcher slots turned into turret slots. Having two kinds of different weapon systems on one tiny ship is what have confused me alot in my first weeks in New Eden and when I first started working for my first level 1 agent I chose two launchers and left the turret slot empty.
I then went from the Merlin to the Kestrel and even if she is a little less tanky, she is a very well missile bombardment ship and I loved here very much.
The Caracal followed this line perfectly later in skill progression, thou she lacks some powergrid for fitting the shorter range heavy assault platform.
The Raven used to be the king of the heavens before someone had that terrible idea of missile tracking.

That pretty much made an end to the cruise missiles as viable pvp weapon platform. Now cruise missiles only have their use in PVE content and such.
As some artifact from the early days of New Eden when missiles were quite powerfull, anti-missile missiles were a counter to missiles and had their purpose. Now they expentionally uber-nerf missiles and I have begged for a very long time to remove those.
Since missiles use some sort of primitive tracking system, every ship is able to evade them by accalerating.
If you really want the Caldari have a critical role in the ongoing wars and taking their primary weapon system as another flavor for fleet compositions, missiles need to be worth their flight time and damage delay.
I grab cruise missiles for long range combat as an example for long range bombardment to reflect on that.
Nobody wants cruise missiles in their fleet battles since at the time they arrive the intended target might no long be there or is by nature so fast that the incoming damage they would offer is pretty much obsolete by then, taking into account that shield recharge themselves over time and at ranges > 50km.
By the time missiles fly to a target at 70+ km, the shields on a target - smaller that a battleship - have already being recharged so far, that the damage missiles would offer is being dimished by range.
Now if the intended target would have a launcher slot fitted with a rocket launcher and defender missiles that would have crippled the incoming damage so far that it is no worth launching them in the first place.
That is why large fleets dont want them coming along.
(Some do it anyway but thats another story).
One thing that could be implemented is that the missiles get "smart" in a way that they use the same kind of targetting system the ship that launched them has and the target list "stored" into them at the point of the launch, so that they no longer fly "senseless in space" if the target they were launched to hit is no longer there, they head on to the next target in the list as long as they have flighttime left (which is plenty on cruise missiles).
Another thing that would make more sense could be that the explosion velocities and explosion radii get tweaked so that ANY missile will hurt any kind of ship a lot more then they now do.
Which was what I ment with "being worth their flight time".
I said that already,
it makes no, zero, 0, null, sense at all that a turret of any size just pops any size of ships approaching them and a cruise missles is just evaded by flying at full speed or even lower for that matter.
Think of it for a moment.
A cruise missle with that amount of payload ( up to 4400 hp damage with 4 grouped launchers floating in a straight line) and applying maybe - just maybe - 3-5% of the payloads worth of damage at 0, zero, null traversial.
Some medium size artillery guns would have just got a new entry on some killboard and the cruise missles dock sadly at a station.
Things go even insanly worse for the citadel size missiles.
The one and only thing a citadel cruise missile / torpedo will ever hit is a planet, moon or very large station in space that doesn't move.
If a Phoenix would fire a volley to a moving titan, the titan can SPEED TANK that missile (yes it can, even with 40m/s).

Another story would be the current railguns.
Railguns used to be on the most wanted list for fleet comabt as "sniper boats" and if the minmatar would not have been buffed to insanity they still would.
Now in order to make those worth their range, the longer range ammo could be changed so that at closer range (Antimatter) would flavor thermal damage a little more then kinetic and as the hybrid ammo increase the range (long range hybrid charges) they flavor less thermal damage (since the shells "travel" longer and thus cool down from the particle acceleration) and more kinetic damage at longer range.
Now the long range shells ( Lead, Iridium, Tungsten, Iron) need to be adjusted but not to the current degree that they drop in damage as they now do, at least not as much.
The railguns (not the blasters) need to be tweaked a little more, maybe even get closer to the values for rate of fire and damage multiplier as the blasters do.
For tracking speed at those long ranges they could get a little more in the range of 1/2 blaster tracking speeds (but that just me Twisted).
For example, a heavy neutron blaster I has a tracking speed of 0.04 rad/s and to my proposal that would give a 250mm railgun I a tracking speed of 0.02 rad/s and so forth.
Medium Antimatter charges now have 14 kinetic and 10 thermal damage and my proposal would be like 14 thermal and 10 kinetic damage and Lead M would do like 12 kinetic and 8 or 6 thermal damage (vaules are an example).

Well thats all for now.

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Sunviking
Doomheim
#27 - 2012-03-24 20:18:31 UTC
CCP Ytterbium wrote:
Missiles are a unique weapon system with their own problems and advantages; mainly due to their delayed damage application, long range next to turrets and particular explosion velocity mechanics. Their also mandate specific attributes on ships using them, which is why missiles ships are sorted as part of another line.

Also, saying that hybrid turrets have no place in Caldari ships is like saying that hybrids don't belong with Gallente P Of course, since missile ships like the Drake, Caracal, Raven are the ones with the most perceived value for Caldari pilots at the moment, no one can be blamed for making such an assumption.

However, in practice, to be an accomplished Caldari pilot, one has to train missile, hybrid and ECM skills, just like Gallente have to train drone, hybrids and sensor dampening skills.

We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink


I like this alot. I truly hope the Rokh gets a damage bonus like the Naga has. An optimal range and damage bonus would be so cool on a battleship. It doesn't really make any sense at the moment why the Naga outdamages the Rokh.

Tiericide also has me very excited. What are you going to do to the Scorpion to make it better? And the Scorpion Navy Issue?.... I am really looking forward to what you do to that ship to bring it up to the Raven Navy Issue. Big smile

'Removing weird hybrid/missile slot layout for all turrets' means an extra turret slot for the Merlin, Moa and Ferox... yay!

And I really hope the Nighthawk finally gets its 7th launcher slot. Big smile
Adunh Slavy
#28 - 2012-03-24 21:21:42 UTC
PotatoOverdose wrote:

The caracal is considered to be quite terrible tbh, only rarely used for killing frigates. The Raven has seen greatly reduced use in pve and no sane person flies it in pvp. The only worthwhile T1 missile boat is the drake, especially from a pvp perspective.



Yeah, Cara is pretty bad. But it has an advantage of being ignored. All of a sudden a close range cara with a rack full of ECM is a WTF moment. Pretty much crap once they figure out what is going on however.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Moonaura
The Dead Rabbit Society
#29 - 2012-03-25 09:58:56 UTC
CCP Ytterbium wrote:
We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink


Lets throw the Eagle into that mix :) Given the cost, it's hard to justify this ship over a Ferox at present.

The Rokh is a lot better now that Hybrid's have been changed. The only issue with it, is that to reach similar tank numbers to say - an Abaddon - it's direct counterpart, there are no mid slots free for anything, as the Rokh also requires a cap booster, and MWD, so it's already down 2 slots on it's 7.

This creates issues regarding ECCM, sacrificing two low slots, to get any sort of decent sensor strength, gimps the DPS and Tracking of the ship if you give it a decent tank, given that a damage control is standard practice for any shield setup.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#30 - 2012-03-25 10:04:43 UTC
Sunviking wrote:


I like this alot. I truly hope the Rokh gets a damage bonus like the Naga has. An optimal range and damage bonus would be so cool on a battleship. It doesn't really make any sense at the moment why the Naga outdamages the Rokh.

Tiericide also has me very excited. What are you going to do to the Scorpion to make it better? And the Scorpion Navy Issue?.... I am really looking forward to what you do to that ship to bring it up to the Raven Navy Issue. Big smile

'Removing weird hybrid/missile slot layout for all turrets' means an extra turret slot for the Merlin, Moa and Ferox... yay!

And I really hope the Nighthawk finally gets its 7th launcher slot. Big smile


The Navy Scorpion is the Missile Fleet Battleship, the Caldari lack. It's twice the cost of Rokh, but very deadly. It absolutely does need a speed bonus to the Torpedos, to both increase their range to be that of the Rokh with Null ammo blasters, also help to negate the speed to target issue of missiles in a fleet situation. Basically I see the Navy Scorpion as the big brother of the Cerberus and it is the only battleship missile boat, good enough for fleets.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Galphii
Caldari Provisions
Caldari State
#31 - 2012-03-25 11:03:39 UTC
Eager to see what the devs come up with to fix the ship balancing, but what I've read/heard so far sounds spot-on. Excellent presentations at fanfest btw Ytterbium, I very much enjoyed them!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

non judgement
Without Fear
Flying Burning Ships Alliance
#32 - 2012-03-25 12:16:40 UTC
Moonaura wrote:
CCP Ytterbium wrote:
We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink


Lets throw the Eagle into that mix :) Given the cost, it's hard to justify this ship over a Ferox at present.

The Rokh is a lot better now that Hybrid's have been changed. The only issue with it, is that to reach similar tank numbers to say - an Abaddon - it's direct counterpart, there are no mid slots free for anything, as the Rokh also requires a cap booster, and MWD, so it's already down 2 slots on it's 7.

This creates issues regarding ECCM, sacrificing two low slots, to get any sort of decent sensor strength, gimps the DPS and Tracking of the ship if you give it a decent tank, given that a damage control is standard practice for any shield setup.

I could be wrong, but why would you need eccm, cap injection and mwd on a Rokh, when they should be far away from their target?
Are you putting blasters on Rokhs?
Moonaura
The Dead Rabbit Society
#33 - 2012-03-25 13:28:59 UTC  |  Edited by: Moonaura
non judgement wrote:
Moonaura wrote:
CCP Ytterbium wrote:
We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink


Lets throw the Eagle into that mix :) Given the cost, it's hard to justify this ship over a Ferox at present.

The Rokh is a lot better now that Hybrid's have been changed. The only issue with it, is that to reach similar tank numbers to say - an Abaddon - it's direct counterpart, there are no mid slots free for anything, as the Rokh also requires a cap booster, and MWD, so it's already down 2 slots on it's 7.

This creates issues regarding ECCM, sacrificing two low slots, to get any sort of decent sensor strength, gimps the DPS and Tracking of the ship if you give it a decent tank, given that a damage control is standard practice for any shield setup.

I could be wrong, but why would you need eccm, cap injection and mwd on a Rokh, when they should be far away from their target?
Are you putting blasters on Rokhs?


Hell yes we're putting blasters on Rokh, sorry, are you still thinking Caldari are just a sniping race? :)

The idea that the ship is just a snipe boat, is well wide of the mark. The Rokh is to Caldari what the Abaddon is to Amarr - it is the only T1 battleship that gets a 5% per level shield resistance bonus - which basically = fleet boat, and it can be fit for either range or close range, just like the Abaddon.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Andrea Griffin
#34 - 2012-03-25 13:43:09 UTC
I'm going to be the grump here that happens to LIKE the split weapon system on the Merlin.

Hybrid ships deal a fixed damage type. Kinetic and Thermal. Against a ship that has naturally high resists, or tanks specifically for this, a hybrid boat's usefulness is limited. However, with something like the Merlin, I at least have the option of sticking EM or Explosive rockets into the launchers.

It's more helpful than you may think.

I'm getting pretty annoyed that the only people who will be able to choose damage types are Winmatar and the Khanid missile boats.
None ofthe Above
#35 - 2012-03-25 15:09:51 UTC  |  Edited by: None ofthe Above
Andrea Griffin wrote:
I'm going to be the grump here that happens to LIKE the split weapon system on the Merlin

Hybrid ships deal a fixed damage type. Kinetic and Thermal. Against a ship that has naturally high resists, or tanks specifically for this, a hybrid boat's usefulness is limited. However, with something like the Merlin, I at least have the option of sticking EM or Explosive rockets into the launchers

It's more helpful than you may think

I'm getting pretty annoyed that the only people who will be able to choose damage types are Winmatar and the Khanid missile boats.


You have a point.

Zipping around with the split weapons gives a lot of flexibility and can be a lot of fun.

There are two challenges to this however

* Splitting the hull bonuses (or just bonusing one of them) just frankly sucks and makes the hull suboptimal
* It increases the skill challenge, making the hull harder to master. requiring knowing two different weapons systems makes the hull less useful for those younger players.

Second one is probably fine to just keep in mind, but not really try solve. I think we can live with some hulls taking more of a commitment to train into.

The split bonus, however, is remarkably easy to solve. When setting up the bonuses for a split weapons system ship simply double the weapons bonus and give the ship bonuses for both weapons systems. Merlin for example, could use a bonus on those missiles (without taking away from the bonus to Small Hybrid optimal range). I think the problem is a philosophy of limiting the number of bonuses, without taking into account that splitting the weapons system effectively cuts the bonus in half.

Might also recommend more cases where the total turret and launcher hardpoints exceed the number of high slots.

Merlin redesigned under this philosophy could be a lot fun with 4 launcher and 4 Turret hardpoints (or even 3 and 3). Particularly if it had bonuses to both Hybrids and Missiles.

Similarly the Naga could have been both a missile boat and a hybrid platform. While the problems with cruise missiles would still exist, you could have silenced some of the bitter complaints by making a more flexible design. This actually goes a long way towards solving the first problem, now that I think of it.

PS- Yay for the draft system for saving (most of) my post! Thank you CCP Alice and team. That would have been really annoying.

The only end-game content in EVE Online is the crap that makes you rage quit.

Thelron
Science and Trade Institute
Caldari State
#36 - 2012-03-25 16:02:49 UTC
I agree with the idea of just coming out and giving *both* sides of a true split-system ship (i.e. Merlin) bonuses, I don't like the idea of making all of them into dual-system ships though (able to go all-launcher or all-turret). Yes, it means you need more skills to fully utilize the ship, but each race is *supposed* to be working several skill sets and it's only *really* getting T2 onto ships that's significantly more skill-intensive, so I don't really agree about the "hurts new players" bit, at least as long as there are other options (if any ship moves to more of an either/or for caldari, it should be the Condor, anyway). If anything, it'd best to encourage newer pilots to fully develop a fleet's capabilities anyway, especially if they do a good job making all of the races equally capable of a given "major" role (within that race's character, of course...).

For ships like the Ferox and Rokh, I'd rather see them keep the launchers (especially if the nighthawk isn't going to be swapped to use the drake as a base... which IMO isn't a bad idea if they can do it without royally screwing over people who do the inventing) as they add a bit of interest. Bonus the ships for the guns (just a little more attractively perhaps) but if someone finds a reason to use the launchers, good on them. Similar with the turret slots on things like ravens and caracals... sure they're *mostly* wasted but if they don't cause problems, leave 'em. (And if there's some system of balance where the total hardpoint count is blindly influencing bonus/grid/etc. allotments... that's probably what should be dropped)
OT Smithers
A Farewell To Kings...
Dock Workers
#37 - 2012-03-25 16:21:05 UTC
CCP Ytterbium wrote:
Missiles are a unique weapon system with their own problems and advantages; mainly due to their delayed damage application, long range next to turrets and particular explosion velocity mechanics. Their also mandate specific attributes on ships using them, which is why missiles ships are sorted as part of another line.

Also, saying that hybrid turrets have no place in Caldari ships is like saying that hybrids don't belong with Gallente P Of course, since missile ships like the Drake, Caracal, Raven are the ones with the most perceived value for Caldari pilots at the moment, no one can be blamed for making such an assumption.

However, in practice, to be an accomplished Caldari pilot, one has to train missile, hybrid and ECM skills, just like Gallente have to train drone, hybrids and sensor dampening skills.

We want to make the less used Caldari hybrid ships (Merlin, Moa, Ferox, Rokh) good at what they are supposed to be doing - that most likely means having a look at their slot layout, bonuses, removing the weird hybrid/missile weapon system they have for an all turret setup. Ideally, we want them to be on the same line as the Naga. Again, more details will follow when we actually start looking at them.

Tiericide and ship lines help us achieve that goal as it suddenly makes it a lot easier for us to balance ships for what they are supposed to be doing, roles, instead of an arbitrary value inside their own class.


Hope that helps a bit Blink



Responding to the bolded....

Other than the Drake, Tengu, Naga, and Falcon it is a bit silly to suggest than ANY Caldari ships are not "less used."
Grimpak
Aliastra
Gallente Federation
#38 - 2012-03-25 16:31:18 UTC
CCP Ytterbium wrote:
Gallente have to train drone, hybrids and sensor dampening skills.


your post is awesome.





xcept for the bolded line.Straight

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[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Velarra
#39 - 2012-03-25 16:52:02 UTC
CCP Ytterbium wrote:
However, in practice, to be an accomplished Caldari pilot, one has to train missile, hybrid and ECM skills


Competent Drone skills aren't necessary to be an accomplished Caldari Pilot?
None ofthe Above
#40 - 2012-03-25 17:25:35 UTC  |  Edited by: None ofthe Above
Velarra wrote:
CCP Ytterbium wrote:
However, in practice, to be an accomplished Caldari pilot, one has to train missile, hybrid and ECM skills


Competent Drone skills aren't necessary to be an accomplished Caldari Pilot?


Depends on what you fly I suppose. But yeah, I agree. My Caldari tend to be good with drones and missiles. ECM is something of a specialization. I wouldn't expect all Caldari pilots to have it, although you'd likely find at least one per gang.

EDIT: Come to think of it, that's pretty much true of all ewar. Usually pilots don't pick it up unless they intend to specialize or they are older pilots fleshing out their skill trees. At least that's been my experience.

The only end-game content in EVE Online is the crap that makes you rage quit.

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