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EVE New Citizens Q&A

 
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Missile skills.

Author
Adolfina Hitlerion
Doomheim
#1 - 2012-11-04 16:59:57 UTC
What are the important missile skills for new player? What missile skills should i max? Are rockets good in pvp? I wan't to kill other man.
SevenBitBrian
Doomheim
#2 - 2012-11-04 17:13:52 UTC
Adolfina Hitlerion
Doomheim
#3 - 2012-11-04 17:15:22 UTC
Thank you.
OT Smithers
Buccaneer's Den
Dock Workers
#4 - 2012-11-05 06:46:35 UTC  |  Edited by: OT Smithers
In MY opinion... The most important missile skill for new players is to immediately switch training to GUNNERY. Here's a few reasons why:

Number One: Both gunnery and missiles have support skills. The support skills for gunnery apply to projectiles, hybrids, and lasers. In other words, every main weapon in the game except missiles. Missile support skills apply only to missiles, meaning that when you get ready to try something new, and you WILL, you will find yourself many months behind those who went gunnery in the first place

Number Two: Gunnery weapons are FAR faster to train than missile weapons. Assuming that you have the suppoprt skills for either out of the way, in the time it takes to train every short and long range missile weapon, from frigate to BS, all to tech 2 level.... You could have almost finished training on TWO complete gunnery weapon systems, every weapon, both short and long range, frigate class all the way to battleship.

Or you could have trained one and put the time you saved into something more useful.

Number Three: The main missile race in the game is the Caldari. Right now, when it comes to PvP at least, the Caldari ship lineup is laughably broken. They have some nice frigates, they have a nice battlecruiser, and they have a billion isk T3 cruiser that you wont be flying for a year or so anyway. That's it. Every other race in the game has a complete lineup of dozens of effective and deadly ships. If you go Caldari you wont have these choices.

Nor should you look for CCP to correct this anytime soon. People have already waited literally YEARS for this garbage to be fixed, and so far it hasn't happened. In fact, CCP has announced more nerfs to the Caldari weapons and ewar lineup coming this winter. Just switch and save yourself a whole lot of grief down the road.

There is NO reason to stick with Caldari and missile weapons, and many reasons to change. Do so and you will thank me later.
J'Poll
School of Applied Knowledge
Caldari State
#5 - 2012-11-05 08:06:24 UTC  |  Edited by: J'Poll
OT Smithers wrote:
In MY opinion... The most important missile skill for new players is to immediately switch training to GUNNERY. Here's a few reasons why:

Number One: Both gunnery and missiles have support skills. The support skills for gunnery apply to projectiles, hybrids, and lasers. In other words, every main weapon in the game except missiles. Missile support skills apply only to missiles, meaning that when you get ready to try something new, and you WILL, you will find yourself many months behind those who went gunnery in the first place

Number Two: Gunnery weapons are FAR faster to train than missile weapons. Assuming that you have the suppoprt skills for either out of the way, in the time it takes to train every short and long range missile weapon, from frigate to BS, all to tech 2 level.... You could have almost finished training on TWO complete gunnery weapon systems, every weapon, both short and long range, frigate class all the way to battleship.

Or you could have trained one and put the time you saved into something more useful.

Number Three: The main missile race in the game is the Caldari. Right now, when it comes to PvP at least, the Caldari ship lineup is laughably broken. They have some nice frigates, they have a nice battlecruiser, and they have a billion isk T3 cruiser that you wont be flying for a year or so anyway. That's it. Every other race in the game has a complete lineup of dozens of effective and deadly ships. If you go Caldari you wont have these choices.

Nor should you look for CCP to correct this anytime soon. People have already waited literally YEARS for this garbage to be fixed, and so far it hasn't happened. In fact, CCP has announced more nerfs to the Caldari weapons and ewar lineup coming this winter. Just switch and save yourself a whole lot of grief down the road.

There is NO reason to stick with Caldari and missile weapons, and many reasons to change. Do so and you will thank me later.


Number 2 is invalid.

If you want to train T2 Large Railguns, you need to train for T2 small, T2 medium first. With missiles you can train for T2 missiles all seperately. So where in the world did you get the equation that you can train the gun skills faster then missile skills.

You are just another Guns are better then Missiles guy who spreads propaganda in here.


EDIT:

Okay, EVEHQ with my price-check alt (aka no skills beside what you start with):

ALL gun skills to V: 1054d 14h
ALL missile skills to V + WU & AWU to V: 604d 10h
So guns don't train faster then missiles, they actually train slower.

Q.E.D.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Sin Pew
Ministry of War
Amarr Empire
#6 - 2012-11-05 09:46:51 UTC
J'Poll wrote:
You are just another Guns are better then Missiles guy who spreads propaganda in here.
Just looks to me like someone very pissed off that CCP is nerfing HML drake/tengu cookie cutters.Blink
But yes, missiles are faster to train into one spec than guns where you have to go T2 bottom to top, it can be nifty to spec one missile size range and train other stuff, but it's also more restrictive as the guy's rant showed since you end up locked into a very few specific fits with no versatility.
Guns take longer to train for the first category (laser/hybrids/proj) because you need to train all the support skills, but once you have them for one, you have them for all, though you still need to train T2 all the way up to BS-class.
However, missiles are main DPS for half the Caldari ships range, but also auxiliary DPS on other races ships and when you had to train large projectile for a phoon, it's kinda cool to not have to train for ages to fit missile launchers on it.

The topic is way more complex than just raw training time, guns take longer to train for the first category, but then it's a tad shorter when you already have the support skills.
If the support skills and prereqs are out of the way, to train Medium Energy Turrets specs, you train Med Energy(3x) and Beam Spec(5x) + Pulse Spec(5x), to train similar missile range with both short range and long range, you need to train Heavy Assault(3x) + Heavy Assault Spec (5x) and Heavy Missiles(3x) + Heavy Missiles Spec(5x). On the paper it's one more 3x skill, though you can train them without having to train rockets spec and light missiles specs to level 4 first, so in the end the difference is way more subtle when you have the support skills out of the way (Gunnery has four x2, one x4 and one x5, Missiles has three x2, one x4 and two x5).

Though blaming CCP when they nerf missiles because someone's locked himself into a pair of ships is just ridiculous, no one to blame but themselves.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Jesuis Cache-Cache
#7 - 2012-11-05 10:30:22 UTC  |  Edited by: Jesuis Cache-Cache
Great info in this thread! I am looking forward to training my Caldari Alt in missiles.

I hadn't thought about it until I tried to equip a Hybrid on her Condor...lol

After realizing it was a Launcher only, I trained her real quick to equip light missiles. Wanting to test them out, I ran her through the Military tutorial. It felt like it was only 30 minutes and it was over.

That Condor will top out for her at 3800 m/s. She only got hit twice through the whole tutorial....

The rats couldn't get a lock on that ship. Granted she was Frigate V and going through the tuts...but still. It was a small confidence builder.

She would pick out a target, circle into it until she was head on. At that moment she would fire a missile and the Rat would run straight into it. I know that the missile is affected by the velocity of the target. I don't know if it increased the damage by the target moving "forward" or not. I assume it would just deal the same damage as if it were sitting still.

None the less, they were all one popped for the most part. There were several that took four and five shots to bring down, but it was quite fun.

I am smitten by the missile bug....

"I know a man who gave up smoking, drinking, sex, and rich food. He was healthy right up to the time he killed himself." - Johnny CarsonĀ 

J'Poll
School of Applied Knowledge
Caldari State
#8 - 2012-11-05 10:37:40 UTC
Not to mention that he says if you train missiles first you will be a month behind on the starting gunnery guys first.

But could also be the other way around, say you maxed out all the gunnery skills and join a corp/alliance that mainly uses:

Stealth bombers
Tengu's (though not likely after the HML nerf)
Or (god forbid) Drakes

That means you will be a month behind all the guys who started training missiles first.

In the end: It's up to you and your personal preferences (okay, and maybe a bit what your corp/alliance wants you to fly).

But saying that caldari only have a limited range of ships that are used is bullshit.
What about SB (for any race), Basilisk, Falcon, Rook, Scorpion, Rokh.

And please list me the in your opinion huge list of the other races that are used as IMO it's just as short. Each race only has a narrow range of ships that are REALLY useful in PvP.

Amarr: AHAC (Zealot), Guardian and Armor BS for large grind fest battles.
Gallente: Do we even see them on the battlefield, okay maybe some T2 tackle ships and the capitals.
Minmatar: Canes, Tempest, Maelstroms, Scimitars, Fast tackle.

So basically the only one I can think of that has some larger amount of useful ships is Minmatar.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Sin Pew
Ministry of War
Amarr Empire
#9 - 2012-11-05 11:02:02 UTC
J'Poll wrote:
But saying that caldari only have a limited range of ships that are used is bullshit.
What about SB (for any race), Basilisk, Falcon, Rook, Scorpion, Rokh.

The Hound and the Purifier are the preferred stealth bombers in most cases for their slot layout.
Scimitar is preferred over the basilisk in Shield fleets...Blink

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

J'Poll
School of Applied Knowledge
Caldari State
#10 - 2012-11-05 15:13:45 UTC
Sin Pew wrote:
J'Poll wrote:
But saying that caldari only have a limited range of ships that are used is bullshit.
What about SB (for any race), Basilisk, Falcon, Rook, Scorpion, Rokh.

The Hound and the Purifier are the preferred stealth bombers in most cases for their slot layout.
Scimitar is preferred over the basilisk in Shield fleets...Blink


True on the SB for slot layout. Still means you have to train missiles though P
And other then slot layout they are all just as useful when you decloak, throw a bomb, warp out.

As for the scimi, it's only preferred because of the ability to operate solo and don't need a chain (which can be broken) to work. How ever when you have a good amount of Logi ready in the fleet, basi's will be very usefull cause they can both rep shield and give cap if needed.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Sin Pew
Ministry of War
Amarr Empire
#11 - 2012-11-05 16:06:25 UTC
J'Poll wrote:
Sin Pew wrote:
J'Poll wrote:
But saying that caldari only have a limited range of ships that are used is bullshit.
What about SB (for any race), Basilisk, Falcon, Rook, Scorpion, Rokh.

The Hound and the Purifier are the preferred stealth bombers in most cases for their slot layout.
Scimitar is preferred over the basilisk in Shield fleets...Blink


True on the SB for slot layout. Still means you have to train missiles though P
And other then slot layout they are all just as useful when you decloak, throw a bomb, warp out.

As for the scimi, it's only preferred because of the ability to operate solo and don't need a chain (which can be broken) to work. How ever when you have a good amount of Logi ready in the fleet, basi's will be very usefull cause they can both rep shield and give cap if needed.
Ugh, but that's for bloooobsLolLol J/K Blink
You're right that there aren't that many PVP effective boats overall, in T1 hulls. But it shouuuuld change a liiiitle bit early december... sort of... somehow... at least the null-standard HMLdrake and cane meat-fodder fits should.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

OT Smithers
Buccaneer's Den
Dock Workers
#12 - 2012-11-05 16:45:44 UTC
J'Poll wrote:


Number 2 is invalid.

If you want to train T2 Large Railguns, you need to train for T2 small, T2 medium first. With missiles you can train for T2 missiles all seperately. So where in the world did you get the equation that you can train the gun skills faster then missile skills.

You are just another Guns are better then Missiles guy who spreads propaganda in here.


Not so much.

Guns are not "better" than missiles. Guns are a better time investment for new players. The return on investment isn't even close.


Quote:
EDIT:

Okay, EVEHQ with my price-check alt (aka no skills beside what you start with):

ALL gun skills to V: 1054d 14h
ALL missile skills to V + WU & AWU to V: 604d 10h
So guns don't train faster then missiles, they actually train slower.

Q.E.D.


Before going to all the trouble of firing up EFT, try this instead...

Actually READ what I wrote.

Marc Callan
Center for Advanced Studies
Gallente Federation
#13 - 2012-11-05 17:03:33 UTC
Back to the OP's question, there are some base missile skills which will help across the board, from light missiles to cruise (and rockets to torpedoes after the Retribution patch drops):

Missile Bombardment and Missile Projection will both crank up your missiles' ranges. Get those up to Level IV if you're serious about missile combat.

Warhead Upgrades will increase your missiles' raw punch. Target Navigation Prediction will improve your missiles' performance against faster targets. Guided Missile Precision will let your missiles hit smaller targets harder (this one currently only works for light, heavy, and cruise missiles, but with Retribution, will also work with rockets, assault missiles, and torpedoes).

Rockets can be nastily effective in frigate PVP; a decently tanked Hawk with rockets will be more than a handful.

The problem is that direct support skills for missiles are limited to missiles, while gunnery support skills span three different types of weaponry (projectile, energy, hybrid), so you'd have to start from scratch if cross-training from launchers to turrets, while if you were cross-training from lasers to hybrids, a lot of your support skills would already be done.

On the other hand, let's say you want to fit Tech II torpedo launchers; the only skill you need to take to Level V is Torpedoes. If you want to fit Tech II heavy artillery, you need to take light projectile weapons to V, light artillery specialization to IV, medium projectile weapons to V, medium artillery specialization to IV, and make sure you've got the proper support skills leveled up.

It's a tradeoff. Missiles can be really nasty when used right, but they're kind of isolated; there's a reason they've got an entirely separate branch on the skill tree from gunnery.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt