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Gunnery Support Skills... WTF CCP?

Author
Paikis
Vapour Holdings
#21 - 2013-01-31 02:29:02 UTC
Pohbis wrote:
I think the line of thought is that optimal range, while increasing range, still makes the weapon system operate within its intended usage scenarios. Short range are still short range, and long range are still long range.

Trajectory Analysis, because of the falloff mechanics, allows you to fit for unintended "out of the box" fits. Like using autocannons as long range weapons.


Scorch would like a word with you, and it is all optimal. Extra range is extra range. Technically speaking Trajectory Analysis is a very slight damage buff for projectiles, but projectiles are only 1/3 of the weapons affected by this skill, and more optimal is a damage buff for Rails and Lasers.

I see what you're saying, I just happen to disagree. If all your world entails is projectiles, then you'd be right. When you add Railguns and Lasers to the mix though, 25% optimal is much better than 25% falloff.

Pohbis wrote:
Not only are they funky, but unlike their gunnery equivalents; the range skills don't add anything to your damage projection.


What do you mean the missile range skills don't add to your damage projection? Isn't 56.25% more range an increase to projection?
Lucy Starr Delphinus
CreoDron Industries
#22 - 2013-02-04 20:57:56 UTC
Rapid firing increases DPS with a cost, you now burn through more ammo. Surgical strike justs ups your DPS with no drawback. Probably the same reason 9 times out of 10 rigs that increase turret rate of fire increase the DPS more than rigs that just increase a turret's damage.
Zhilia Mann
Tide Way Out Productions
#23 - 2013-02-04 21:00:23 UTC
Lucy Starr Delphinus wrote:
Rapid firing increases DPS with a cost, you now burn through more ammo. Surgical strike justs ups your DPS with no drawback. Probably the same reason 9 times out of 10 rigs that increase turret rate of fire increase the DPS more than rigs that just increase a turret's damage.


Your 10th instance would like a word with you. He also increases DPS more through RoF than pure damage provided the bonuses are equal and equally stacking penalized.
Mocam
Aliastra
Gallente Federation
#24 - 2013-02-05 08:38:34 UTC
Well...

Gunnery: Basic Turret Operation skill. 2% bonus to weapon turrets' rate of fire per skill level.

Rapid Firing: Skill at rapid discharge of weapon turrets. 4% bonus per skill level to weapon turret rate of fire.

Rapid Firing is a second pass upgrade to the RoF.

As for Trajectory Analysis with falloff vs Sharpshooter being optimal:

Falloff is 2 times the value for effect before it fades. Optimal is only a single value increase for its effect.

Beyond that, I always kind of muttered about Weapons Upgrades vs Advanced Weapons Upgrades -- one is CPU, the other is Power grid and I really didn't have issues with CPU early on but PG? Rigs were the answer until AWU was done training, yet they are 4 ranks apart (rank 2 vs rank 6) - and both these skills effect more than just guns.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#25 - 2013-02-09 11:32:10 UTC
Surgical strike - no added cap or ammo cost for the added DPS, more alpha, not so with rapid firing

Trajectory analysis - with few exceptions, your falloff doesn't vary depending on ammo choice - sharpshooting does virtually nothing for autos, and for a weapon like a laser, its bonus using multifreq is half what it is using standard.

Blasters, Autos, arty all benefit much more from trajectory analysis than from sharpshooting

Rails, beams, using close range ammo get about half their range from optimal, half from falloff (maybe pulse as well)

One also need to factor in tracking enhancers, which boost falloff much more than optimal, making the falloff bonus on a ship using multiple TEs better than the optimal bonus
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