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Why are T2 missiles so easy to skill into?

Author
Tippia
Sunshine and Lollipops
#21 - 2012-09-27 18:33:38 UTC  |  Edited by: Tippia
TheBreadMuncher wrote:
Why on earth is this relevant?
It is relevant because it means I can easily find myself in a situation where I can use the launchers but not the ammo because I don't have Torps V.

Quote:
Cheers, Sherlock.
Two different weapon systems use different training strategy as far as depth and breadth are concerned. It means your basic assumption — that T2 missiles are easier to train for — isn't entirely correct.

Quote:
I'm also glad she got to the point, but it doesn't mean that I'm wrong.
Actually, it does. You are asking why T2 missiles are easy to train into. We are telling you that they're not, for a number of reasons. This difference isn't particularly odd since we're talking about two completely different skill categories for weapons that use completely different mechanics (and, of course, drones offer a third set of skills and mechanics, which also operate differently from these first two).

Quote:
Do you, or do you not, need to train torpedoes V at some point to get Torpedo Specialization I?
Doesn't matter. You still don't need the skill to use the launcher.

Quote:
And this is a thread about training, not using.
…and this is a tangent based on your (incorrect) assumption that the skills required for one are the same as for the other, when there are crucial differences — the SP exposure and the risk of losing the equipment due to being podded is one of them. Hand-waving this difference just because you have to go past one of the skills to get to the other means you're not fully appreciating one of the key differences between turrets and missiles — a difference that is rather crucial to answering your original question.
Alara IonStorm
#22 - 2012-09-27 18:38:34 UTC  |  Edited by: Alara IonStorm
TheBreadMuncher wrote:
Quote:
Finally all those Missile tertiary skills you need to make them worth while only work for one set of weapons while Gunnery Skills work for 3.

The only tertiary skill for any missile is MLO V, and this is constant for all missile types.

Tertiary I mean all support skills. Missiles need a ton of training into support skills to make them worth while while gunnery skills work for all 3 guns. T2 Weapons with the minimum requirements suck balls.

TheBreadMuncher wrote:

Granted this is true, but what balances this against the fact it takes 20d to fit T2 weapons suitable for a raven onto a raven vs 70d to fit T2 weapons suitable for a megathron onto a megathron?

Yes because that 20 days is just for the Raven while the Megathron user gets a bunch of other ships. That is the trade off, they just have to suffer with Meta 4 for a while while Missile users need longer training times over all.

TheBreadMuncher wrote:

Quote:
That is a fair trade off

Fair for who? Missile users?

I can use all T2 Missiles and Guns of all Sub Cap types.

My Skills

Gunnery Skill: 11500000
Missile Skill: 6300000

[Sarcasm] Missile users have it too good obviously. They need a skill training nerf... Shocked
TheBreadMuncher
Protus Correction Facility Inc.
#23 - 2012-09-27 18:39:29 UTC
Quote:
It is relevant because it means I can easily find myself in a situation where I can use the launchers but not the ammo because I don't have Torps V.

If it's so easy, do it. It's not as if you can choose torpedoes V as a skill to lose if you're silly enough to lose SP, and you're now just nitpicking.

Quote:
...and this is a tangent based on your (incorrect) assumption that the skills required for one are the same as for the other, when there are crucial differences — the SP exposure and the risk of losing the equipment due to being podded is one of them

This is a tangent which has no relevance to the original subject. A tangent is a tangent and therefore can have no relevance. Why do I care about the SP exposure and risk of losing equipment when I'm talking about training times?

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Doesn't matter. You still don't need the skill to use the launcher.

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...a difference that is rather crucial to answering your original question.

An original question which clearly stated "skill into". "Missiles" was just a general name for launchers as well as projectiles, as shown in the OP.

However, I'll accept your point that guns and missiles have different training trees.

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Corina Jarr
en Welle Shipping Inc.
#24 - 2012-09-27 18:39:48 UTC  |  Edited by: Corina Jarr
Edit... crud forgot to read page two... already covered...
Cede Forster
Deep Core Mining Inc.
Caldari State
#25 - 2012-09-27 18:40:42 UTC  |  Edited by: Cede Forster
and also after thinking about this 2 seconds more


what is this annoying attitude about everything having to be fair

so you like missile ships? fly one
things should be diverse, different - not all the goddamn same
if ccp would listen to ... people with your attitude only, we would end up with a perfectly balanced game where everybody is the same and the difference is the goddamn color of the ship

the TRICK, the SKILL and the POINT of a balanced game play is the fact that not everybody does the same thing and its not all the same. making everything the same is not fair or balanced, it is frankly just boring.


i though one of the best things in EVE was the fact that missiles mix everything up - but thanks to whining complainers like you that is being fixed and soon "turret disruption" will work on missiles - thanks again for that, this start to look a like a blizzard forum



so here you go, screw this "loud minority ****" - screw balance, screw fair, focus more on diversity and less on balance - i want less balance and i want it now!

make lasers ignore shield and projectile turrets get a penalty shooting on a shield, stir some stuff up before we end up with 200 ships that all do the same
Wolf Kruol
Suicide Squad Gamma
#26 - 2012-09-27 18:42:59 UTC
Because any halfwit can press a big fat red button labled "FIRE" Missiles. Lol

Guns require more finesse. Twisted
P

“If you're very very stupid? How can you possibly realize you're very very stupid?

You have to be relatively intelligent to realize how stupid you really are!”

Val'Dore
PlanetCorp InterStellar
#27 - 2012-09-27 18:44:34 UTC
TheBreadMuncher wrote:
Rockets -> HAMs -> CMs? And on the other side, LMs -> HMs -> Torpedoes?


Rockets-> HAMs -> Torpedoes

LMs-> HMs-> CMs

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

TheBreadMuncher
Protus Correction Facility Inc.
#28 - 2012-09-27 18:45:53 UTC  |  Edited by: TheBreadMuncher
Quote:
Tertiary I mean all support skills. Missiles need a ton of training into support skills to make them worth while while gunnery skills work for all 3 guns. T2 Weapons with the minimum requirements suck balls.

Because each missile type has an individual support skill. They're certainly not blankets, just the same as gunnery supports. [/Sarcasm]

Quote:
Yes because that 20 days is just for the Raven while the Megathron user gets a bunch of other ships. That is the trade off, they just have to suffer with Meta 4 for a while while Missile users need longer training times over all.

T2 blasters take 70 days, T2 torps take 20 days. T2 rails (without blaster training) take 70 days, T2 cruise missiles take 20 days. To train both types would take ~100 days for the hybrid turrets and ~40 days for the missiles. In this same time, you could also train T2 HMLs and HAMs. Fair?

Quote:
[Sarcasm] Missile users have it too good obviously. They need a skill training nerf... Shocked

Your wish should be CCP's command. Hop to it, Guard...

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Karl Hobb
Imperial Margarine
#29 - 2012-09-27 18:46:37 UTC
What I want to know is if I should train T2 torps (torp to V is a no-brainer, should I specialize?) for SBs and, if I do, what else are they good for?

A professional astro-bastard was not available so they sent me.

Vera Algaert
Republic University
Minmatar Republic
#30 - 2012-09-27 18:49:24 UTC  |  Edited by: Vera Algaert
Why is it so hard to give a straight reply to a simple question?

Missiles were originally intended as a secondary/complimentary weapon system and were only belatedly fleshed out into a first-class citizen.

It didn't make a lot of sense to have a high SP burden on an auxiliary weapon system (hence the modular layout of the missile skills) and although the SP totals were eventually brought in line with guns (when missile mechanics such as signature radius, explosion velocity, ... and the corresponding support skills were added) the original design still shines through.

That's why T2 missiles are easy to skill into - it doesn't have to do anything with perceived fairness or unfairness, it's just a piece of EVE history.

.

TheBreadMuncher
Protus Correction Facility Inc.
#31 - 2012-09-27 18:49:51 UTC
Karl Hobb wrote:
What I want to know is if I should train T2 torps (torp to V is a no-brainer, should I specialize?) for SBs and, if I do, what else are they good for?


Ravens. This question arose from training an alt into T2 torps for a bomber.

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Tippia
Sunshine and Lollipops
#32 - 2012-09-27 18:54:01 UTC  |  Edited by: Tippia
TheBreadMuncher wrote:
If it's so easy, do it. It's not as if you can choose torpedoes V as a skill to lose if you're silly enough to lose SP, and you're now just nitpicking.
No, I'm demonstrating to you how missiles and their skills operate differently from turrets. Having to train (and maintain) the T2 ammo separately is one of those key differences.

Quote:
This is a tangent which has no relevance to the original subject.
It's relevant because it's part of answering why your initial assumption is incorrect: because you have to train for different things to get the whole package, and as a whole, it'll actually require more training. It's also not particularly surprising that it works differently because the weapon system itself operates on completely different principles.

Quote:
An original question which clearly stated "skill into".
…and it was based on incorrect assumptions and skill lists. Your not being fully aware of what you're actually getting for the skills explains why you come to the flawed conclusion about how easy things are to train.

Quote:
T2 blasters take 70 days, T2 torps take 20 days. T2 rails (without blaster training) take 70 days, T2 cruise missiles take 20 days. To train both types would take ~100 days for the hybrid turrets and ~40 days for the missiles. In this same time, you could also train T2 HMLs and HAMs. Fair?
Since you don't have the full range of missiles and since they will have rather awful performance at that point, yes, entirely fair.
Roll Sizzle Beef
Space Mutiny
#33 - 2012-09-27 18:54:06 UTC
Away from caldari there is no clear missile path, its a secondary weapon.
You can learn specific missile sizes because of selective ships.
Just as you can train up Heavy t2 drones before light and med.
When you learn heavy turrets, you have learned medium and small as every race has a clear path of turret ships.
Alara IonStorm
#34 - 2012-09-27 18:55:21 UTC  |  Edited by: Alara IonStorm
TheBreadMuncher wrote:

T2 blasters take 70 days, T2 torps take 20 days. T2 rails (without blaster training) take 70 days, T2 cruise missiles take 20 days. To train both types would take ~100 days for the hybrid turrets and ~40 days for the missiles. In this same time, you could also train T2 HMLs and HAMs. Fair?

Nope

Overall Missile Skills: 24060400
Overall Gunnery Skills: 45458000

That is for Three Weapons systems vs One Weapons System.

It is in Gunnery favor overall while in return you get to specialize in certain weapons faster for Missiles.

That is the trade off and it is a fair one.
TheBreadMuncher
Protus Correction Facility Inc.
#35 - 2012-09-27 18:56:41 UTC
Roll Sizzle Beef wrote:
Away from caldari there is no clear missile path, its a secondary weapon.
You can learn specific missile sizes because of selective ships.
Just as you can train up Heavy t2 drones before light and med.
When you learn heavy turrets, you have learned medium and small as every race has a clear path of turret ships.


See, this is the answer I was looking for. Could do without the rant queens and forumlords next time, please. Cheers Beef! Big smile

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Karl Hobb
Imperial Margarine
#36 - 2012-09-27 18:57:39 UTC
TheBreadMuncher wrote:
Ravens.

Yuck. Welp.

On topic, having skilled up all medium T2 guns, I can see why you'd be asking this question but IMO it all balances out in the end. The difference between missiles and guns is that the T2 path is forced with guns, making a more natural progression. However, the existence of ships like the stealth bomber helps make the case for a less rigid progression through missiles. The only gunships that even comes close to this are tier 3 BCs, and you'll be training medium guns for their just-as-useful brothers in the class anyway.

vOv

A professional astro-bastard was not available so they sent me.

Thor Kerrigan
Guardians of Asceticism
#37 - 2012-09-27 18:59:10 UTC
Because bombers would require you to get rockets V, HAMs V and then torps V... All to fly a t2-fit T2 frigate.
Kult Altol
The Safe Space
#38 - 2012-09-27 18:59:35 UTC
Dwwwah, cuz laxor bemz arr duh beestust.

Mussiles arr cwap.

[u]Can't wait untill when Eve online is Freemium.[/u] WiS only 10$, SP booster for one month 15$, DPS Boost 2$, EHP Boost 2$ Real money trading hub! Cosmeitic ship skins 15$ --> If you don't [u]pay **[/u]for a product, you ARE the [u]**product[/u].

Mr Epeen
It's All About Me
#39 - 2012-09-27 19:03:13 UTC  |  Edited by: Mr Epeen
When these skills were designed (read: pre T3), the primary reason to train missiles was to get into a Raven and run level 4 missions.

So in CCP think, it works like this:

-We need subs.
-Carebears, who are our primary customers, want to run missions.
-L1 to L3 missions suck ass
-We must be able to get them into a torp Raven before they get bored and unsub.
-Guns are for PVP. Those nerds aren't going anywhere.

So you end up being able to train up PVE much quicker. And historically PVE means Caldari. And Caldari means missles.

No other real reason for the disparity that I can think of that makes better sense than this.

Mr Epeen Cool
Tippia
Sunshine and Lollipops
#40 - 2012-09-27 19:10:33 UTC
TheBreadMuncher wrote:
See, this is the answer I was looking for.
Right. One that doesn't dispute your incorrect assumption. Confirmation bias at its finest… Roll

The answer to your question is still “it isn't” and the reason is still that
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