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Skill Discussions

 
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we need more gunnery and missile skills

Author
Pipa Porto
#201 - 2012-10-13 01:59:05 UTC
Ford Chicago wrote:
It adds an additional spec skill with marginal benefit and longer training time that allows a pilot to continue speccing a certain path with reduced returns.


Yes, that's the mechanical description of the skill. It doesn't answer the question.

Adding bigger numbers doesn't add any gameplay changes. All it does is increase the advantages that older players are likely to hold over younger ones.

EvE: Everyone vs Everyone

-RubyPorto

Kasken
Imperial Academy
Amarr Empire
#202 - 2012-10-13 03:35:30 UTC
I have just under 143m sp atm, and I am basically all specced for PvP. I can fly a ton of ships, extremely well, and I still have YEARS of training to finish maxing what I want for pvp on this toon. Not all pvp skills, just what I want to max. I dont see how people can be running out of things to train, unless you only fly 1 race, 1 shiptype or something. Eve has tons of options for scenarios, allow yourself the fun of flying in different things.

I am at the point where I am mostly maxing stuff, finished most of my weapon specs V and stuff for that extra 2%, but when I can jump into any pvp situation 100% maxed with any ship type... thats where i want to be :) I still have I think 2ish years of training on percep / willpower skills alone... using my +5 set and not HG Slaves/Crystals....
Marcus Harikari
#203 - 2012-10-13 12:10:46 UTC
How about a skill that adds +1 warp core stability to your ship/level? :)

Also make a super Jove skill that takes 5 years to train to V, but then after you do that, it opens a skill that increases your damage and resists by 5%/level

That will motivate people to stick with the game.
digitalwanderer
DW inc
#204 - 2012-10-14 18:44:45 UTC
Kasken wrote:
I have just under 143m sp atm, and I am basically all specced for PvP. I can fly a ton of ships, extremely well, and I still have YEARS of training to finish maxing what I want for pvp on this toon. Not all pvp skills, just what I want to max. I dont see how people can be running out of things to train, unless you only fly 1 race, 1 shiptype or something. Eve has tons of options for scenarios, allow yourself the fun of flying in different things.

I am at the point where I am mostly maxing stuff, finished most of my weapon specs V and stuff for that extra 2%, but when I can jump into any pvp situation 100% maxed with any ship type... thats where i want to be :) I still have I think 2ish years of training on percep / willpower skills alone... using my +5 set and not HG Slaves/Crystals....



With 185 million sp, where you want to be is where i am right now....That's the problem.


Now that we know the content of the next expansion( retribution), and that it basically doesn't add anything for the really old players, and that it continues to focus on the new player experience, rebalances cruisers and adds new destroyers plus the whole crime watch feature( why?), i can see that it'll be a while before any expansion is released that may focus on the old farts of the game, the guys and gals that were with this game from day 1 of it's release( or close to it anyhow).
Kasken
Imperial Academy
Amarr Empire
#205 - 2012-10-19 00:28:48 UTC
Actually that's not true. When I have 185m sp, i still will not have what I want to have trained, and that's obviously not counting anything new they release between now and then. Im not saying you are wrong for wanting new things, but with everything I want maxed at V on Kasken here, I have a good 100m more sp to perfectly fly any ship I could possibly desire for pvp.

Granted I don't entirely specialize in one ship, but when I am done my full pvp skill set, I will be able to jump into any combat ship with max skills. I still have 1-2 years left of percep / willpower alone, then switching over to electronics and those type categories.

That imo is the advantage of an older player. I have most of my gun specs to V, that 2% extra damage by itself doesn't make a big difference, but when I add the 2% more drone damage, then gun damage, that little extra on my speed / tank / penalties for rigs, together the cumulative effect is what I am going for.

http://eveboard.com/pilot/Kasken

There's so much more to do, although atm I'm setting myself up for a year worth of very long skill trains to do while I am deployed. I intend on finishing out gunnery tree, rounding off all my missile specs to V, Black Ops V, the carriers / dreads V (no titan skills, i don't want nor care for it) T3 ships V... Finish off drone skills and those last couple nav skills...

I also got tons in electronics to work on for my recons, mechanics to reduce rigs penalties and cap ship skills, lots left in engineering to do too..

According to EFT, which wont be entirely accurate since I will respec my attribs once I'm done with percep / willpower says I still have 2037 days, 13 hours and 44 minutes to complete my full on spectrum of training I want done on Kasken. Thats with a full set of +5's....

So for the TLDR, I have alot of SP, and I still have a good 6 years or so of training to be maxed maxed maxed out for everything for pvp. This of course doesn't work if someone ONLY wants to fly a few select ships, which i don't do.
digitalwanderer
DW inc
#206 - 2012-10-19 01:21:21 UTC  |  Edited by: digitalwanderer
Kasken wrote:
Actually that's not true. When I have 185m sp, i still will not have what I want to have trained, and that's obviously not counting anything new they release between now and then. Im not saying you are wrong for wanting new things, but with everything I want maxed at V on Kasken here, I have a good 100m more sp to perfectly fly any ship I could possibly desire for pvp.

Granted I don't entirely specialize in one ship, but when I am done my full pvp skill set, I will be able to jump into any combat ship with max skills. I still have 1-2 years left of percep / willpower alone, then switching over to electronics and those type categories.

That imo is the advantage of an older player. I have most of my gun specs to V, that 2% extra damage by itself doesn't make a big difference, but when I add the 2% more drone damage, then gun damage, that little extra on my speed / tank / penalties for rigs, together the cumulative effect is what I am going for.

http://eveboard.com/pilot/Kasken

There's so much more to do, although atm I'm setting myself up for a year worth of very long skill trains to do while I am deployed. I intend on finishing out gunnery tree, rounding off all my missile specs to V, Black Ops V, the carriers / dreads V (no titan skills, i don't want nor care for it) T3 ships V... Finish off drone skills and those last couple nav skills...

I also got tons in electronics to work on for my recons, mechanics to reduce rigs penalties and cap ship skills, lots left in engineering to do too..

According to EFT, which wont be entirely accurate since I will respec my attribs once I'm done with percep / willpower says I still have 2037 days, 13 hours and 44 minutes to complete my full on spectrum of training I want done on Kasken. Thats with a full set of +5's....

So for the TLDR, I have alot of SP, and I still have a good 6 years or so of training to be maxed maxed maxed out for everything for pvp. This of course doesn't work if someone ONLY wants to fly a few select ships, which i don't do.




I did the same calculation for my char recently and top out in skills that interest me and have an influence on PVP at the 260 million sp mark, wich sounds like a lot but with chars being able to train roughly 24 million sp per year with maxed atributes and +5 implants, it comes to maybe 3 years in my case wich sounds like a lot, but with CCP having no immediate plans for the "old" farts of eve( retribution expansion has nothing at least), that means we have to wait until the summer expansion of next year at the minimum, wich by then it comes down to 2 years.


The problem is basically what to do with the older players in the game, that doesn't involve them becoming even more powerfull by flying even better ships or using better weapons wich increases the gap relative to the younger players, and CCP does not have the guts to do it.....They claim repeatedly to HTFC( harden the **** up), even wrote a song with that motto, have a death penalty for those that get podded and lose all hardwirings and implants and have to get a new clone, made ship insurance pay much less if you're flying the larger ships in the game( and a pain in the ass to get them built if we're talking super capitals).


Yet despite all of the above, they contiinue to forget the older player base and keep watering down the game and making it easier to get into, yet never really succeed in terms of players logged on wich the record was done last year already or a larger subscriber base over time......So if EVE ends, it doesn't need a new game like star citizen, it's CCP's screwups like walking in station, or dust( wich is just for 1 console at the end of it's life, since the new one is coming next year) that will do it quite easily....
Typhado3
Peraka
#207 - 2012-10-31 08:48:46 UTC
Let's see if I can put together a list of possible skills picking up ones that have been mentioned in this thread and a few of my own


Mining
- Decrease cap cost
- Decrease crystal damage
- Increase range
- Increase yield of crystals on incorrect targets


Gunning/missile increases
- Reload time
- Ammunition in gun
- decrease sig
- more damage / cap / rof / tracking / range / falloff / fitting
- increase unguided/defender missiles
- Increase chance of wrecking shot
- high speed shooting - some way for fast moving orbiting ships to track better.
- Has a small chance that damage will pass through shield into armour or pass through armour into hull
- Has a chance to increase loot/salvage left by ship by directing fire away from those areas


New skills
- Let you fit other weapon systems ammo at reduced damage
- Let some of a ships weapon bonus apply to other weapon systems (eg. a skill that lets you fit arties to an apoc and receive half the range bonus you would receive if you where fitting beams)
- Lets one weapon system damage mod (gyro's/bcs) also boost other weapon systems with reduced effectiveness
- New skills specializing in one type of t2 ammo (adding new t2 ammo at same time such as a t2 ammo that has a small chance to break lock)
- A chance that the warhead survives the shot and can be picked up when you loot the victim (insert space salvage and retrieval explanation here).
- Adding different weapon systems (t3, sleeper) or fleshing out current ones (such as making angel weapons that are a mix of hybrid/projectile)


digitalwanderer
DW inc
#208 - 2012-10-31 18:35:36 UTC
Typhado3 wrote:
Let's see if I can put together a list of possible skills picking up ones that have been mentioned in this thread and a few of my own


Mining
- Decrease cap cost
- Decrease crystal damage
- Increase range
- Increase yield of crystals on incorrect targets


Gunning/missile increases
- Reload time
- Ammunition in gun
- decrease sig
- more damage / cap / rof / tracking / range / falloff / fitting
- increase unguided/defender missiles
- Increase chance of wrecking shot
- high speed shooting - some way for fast moving orbiting ships to track better.
- Has a small chance that damage will pass through shield into armour or pass through armour into hull
- Has a chance to increase loot/salvage left by ship by directing fire away from those areas


New skills
- Let you fit other weapon systems ammo at reduced damage
- Let some of a ships weapon bonus apply to other weapon systems (eg. a skill that lets you fit arties to an apoc and receive half the range bonus you would receive if you where fitting beams)
- Lets one weapon system damage mod (gyro's/bcs) also boost other weapon systems with reduced effectiveness
- New skills specializing in one type of t2 ammo (adding new t2 ammo at same time such as a t2 ammo that has a small chance to break lock)
- A chance that the warhead survives the shot and can be picked up when you loot the victim (insert space salvage and retrieval explanation here).
- Adding different weapon systems (t3, sleeper) or fleshing out current ones (such as making angel weapons that are a mix of hybrid/projectile)





Nice suggestions for some of them, but now is the question of when( if ever) we'll see them in game...To put it into perspective, look at the amount of time it took to have rendered missile launchers visible on the ship hulls.


Yup, 8+ years after the game was launched....Roll
KLizMaN
Stark Innovations
#209 - 2012-11-08 00:32:56 UTC
That skill list looks like it would add a lot of game imbalance. I wouldn't really want to see more performance based skills but more convience based.

I'd like to see a skill set that allowed users the option of pulling out implants. WIth maybe a chance of the process not being successful to reduce people taking advantage of the feature.

How about a skill that allowed you to reduce the cost of a clone? My clone is 65m. I'm sure there are a lot of vets that would love to get back into small ship combat especially with the new changes coming.