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Fix Missile Launcher Skill Training

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Mike Voidstar
Voidstar Free Flight Foundation
#21 - 2013-06-27 18:24:34 UTC
The breakdown comes with specialization.

To specialize in a missle, you need only train that particular missle, and the launcher skill itself to 5.

If you wanted to draw the comparison, the Launcher skill is analogous to a single turret skill, and it gets you every launcher in the game.

To specialize in a Turret you need to get every turret below it to 4, every spec below it to 4, and a support skill to a set level dependent on turret size. Almost none of this training is beneficial to the turret you actually want to use, except for the support skill and the skill and spec of that particular turret size. For battleship guns this is quite a bit of wasted training

Missiles are the opposite. Launcher to 5 benefits any launcher you care to fit. Support skills are optional. The only 'wasted' training is the comparatively trivial requirement to get the lower missile skill to 3, taking up at most a day, maybe 2 but I don't think so.

Being able to use both the short and long range version of a weapon do not make you twice as effective. You still only benefit from what you fit, and the turrets have radically different mechanics concerning damage application.

If you want to use both short and long range missles on a given ship, then suck up your extra couple hours training and fit what you like.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#22 - 2013-06-27 18:39:39 UTC  |  Edited by: Aliventi
ExAstra wrote:
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Yes. 73 days to get Torps to V. Now add in Another 75 days to get Cruise missiles to V and you have achieved the same effectiveness you have earned in 126.5 days. If you can train T2 blasters and add in another ~5-6 days to get small and medium Rail Spec 4. So 130.5 days and you can train large blaster and rail spec. To get that same effectiveness for large missile launchers is 148 days.

Under the proposed new system you could specialize in a large turret 34.5 days (half the training time to V currently due to the skill split). Under the new system you could specialize both large turrets in 75 days. If you want to specialize in all the levels it would be close to the ~130 days which is what you are training currently. Missiles would have the exact same training times. There are no losers in this new system. Turrets will no longer need to train prereqs they don't intend to use and missiles don't have to train 42 days extra to be just as effective.
Mike Voidstar
Voidstar Free Flight Foundation
#23 - 2013-06-27 18:55:01 UTC
It is balanced.


You have a far reduced time to be able to use the weapon of your choice. Turrets take a little less than twice as long, but come with greater variety.

The trade off is clear in the weapon systems themselves too. If your first weapon was the long range variant, you have all the flexibility that the 2 turret types grant the turret user because missiles don't care how far the target is so long as they can reach it. With turrets if you are trying to hit something nearby with a long range turret you better hope you have good support skills and modules to boost the tracking.

You also seem to be ignoring the requirement on battleship guns to get both Motion Prediction and Sharpshooting to 5 to be able to train up both specs. With missiles the support skills are optional, though a stupidly good idea. With turrets those two skills are Mandatory to spec.
Commander Ted
Caldari Provisions
Caldari State
#24 - 2013-06-27 19:14:40 UTC
I always figured that this was balanced by being able to skip small weps immediately and go for the big guns.

This was really helpful for minmatar split weapon ships.

Flying a hurricane and you want a typhoon now? Well just train torpedoes instead of spending 3 months skilling up HAMS and Rockets!

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#25 - 2013-06-27 19:16:57 UTC
You are trying to draw a distinction between missiles and turrets. They are the nearly the exact same thing once you take away the words missile and turret:
Aliventi wrote:
They both have an object that propels the the munition at the target. Both of them have optimal and tracking (flight time/velocity and explosion velocity and explosion radius). Even their support skills can be mapped almost 1 -1 to each other (No missile version of controlled bursts due to missiles not needing cap). Both have short and long rage variants. Once you take away the words missile and turret they are almost EXACTLY the same.

We could go in to long discussions about the finer points of tracking and all that jazz. But that isn't super relevant because at their base they are essentially the same thing.

And support skills are different and not really relevant to this discussion. Gunnery support skills also effect 3 turret systems. That is huge for cross training to a different turret. You would train them anyway because you would be bad at Eve not to. Yes, it isn't mandatory, but it is training you would do anyway for missiles. The news proposed system would also remove these as prereqs.

I suppose if you REALLY wanted everything to be the same you could unify the missile and gunnery skills in to a broad "Weapon Systems" section. You would have to change the names of a lot of the support skills so it would make sense that it would effect both missiles and turrets.
Malcanis
Vanishing Point.
The Initiative.
#26 - 2013-06-27 20:38:06 UTC
Aliventi wrote:
ExAstra wrote:
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Yes. 73 days to get Torps to V. Now add in Another 75 days to get Cruise missiles to V and you have achieved the same effectiveness you have earned in 126.5 days. If you can train T2 blasters and add in another ~5-6 days to get small and medium Rail Spec 4. So 130.5 days and you can train large blaster and rail spec. To get that same effectiveness for large missile launchers is 148 days..


No it isn't, It takes about 20 days to train cruise missile I-V

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

ShahFluffers
Ice Fire Warriors
#27 - 2013-06-28 01:17:40 UTC  |  Edited by: ShahFluffers
Malcanis wrote:
Aliventi wrote:
ExAstra wrote:
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Yes. 73 days to get Torps to V. Now add in Another 75 days to get Cruise missiles to V and you have achieved the same effectiveness you have earned in 126.5 days. If you can train T2 blasters and add in another ~5-6 days to get small and medium Rail Spec 4. So 130.5 days and you can train large blaster and rail spec. To get that same effectiveness for large missile launchers is 148 days..


No it isn't, It takes about 20 days to train cruise missile I-V

Less than that even.
With maxed out Perception and Willpower attributes (and ignoring any support skill prerequisites)...

it takes 15 or 16 days to train up Torpedos from level 1 to level 5. Same applies for Cruise missiles (I haven't trained up either yet so I'm staring at the training times right now). So it takes ~32 days total to get both skills up to level 5 and another ~5 days apiece to get their specializations up to 4... so ~42 days total if you don't train up any support skills.

Guns meanwhile...

~5 days for small turret @ level 5
~9 days for 2x small turret specializations @ level 4
~12 days for medium turret @ level 5
~7 days for 2x medium turret specilzations @ level 4
~20 days for large turret @ level 5
~10 days for 2x large turret specializations @ level 4

= ~94 days total to use both long and short range Tech 2 large turrets.


I think the basic idea behind the skill systems is that;

- with missile skills you can train directly into the weapon system you desire without concerning yourself with anything else... making specialization into a certain weapon system easy and quick. However, to train ALL missiles skills to the same level takes longer.

- the turret skill system takes less time than missiles to train everything to Tech 2 level... however there is no way to specialize (see: get Tech 2) in any of the larger turrets without training and specializing in the smaller turret sizes first.

This is fair.


However I would not be opposed to changing the turret skill system to be like the missile system (longer overall training times but can train larger weapon systems without small weapon prerequisites).
Matuk Grymwal
Collapsed Out
Pandemic Legion
#28 - 2013-06-28 02:22:08 UTC
Personally I think this is a terrible idea. I think turret skills should be restructured to be the same as missile skill training. The great thing about missile skills is that it's really to specialise into a specific class of missile. So you can go and train up T2 cruise without having to train T2 rockets, light, heavy, heavy assault, etc.

In comparison to get T2 large guns I have to train up T2 small and T2 med. Sure there is tradeoff the OP doesn't like where there isn't a single base T1 skill for each size category, but that's fine considering the benefit you get in being able to specialise more easily.
ExAstra
Echoes of Silence
#29 - 2013-06-28 05:16:30 UTC  |  Edited by: ExAstra
Aliventi wrote:
ExAstra wrote:
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Yes. 73 days to get Torps to V. Now add in Another 75 days to get Cruise missiles to V and you have achieved the same effectiveness you have earned in 126.5 days. If you can train T2 blasters and add in another ~5-6 days to get small and medium Rail Spec 4. So 130.5 days and you can train large blaster and rail spec. To get that same effectiveness for large missile launchers is 148 days.

Under the proposed new system you could specialize in a large turret 34.5 days (half the training time to V currently due to the skill split). Under the new system you could specialize both large turrets in 75 days. If you want to specialize in all the levels it would be close to the ~130 days which is what you are training currently. Missiles would have the exact same training times. There are no losers in this new system. Turrets will no longer need to train prereqs they don't intend to use and missiles don't have to train 42 days extra to be just as effective.

Incorrect, because you have to add ~70 days to also get T2 Large Railguns to level 5. Plus, nobody is fitting blasters and railguns on their ship at the same time, in the same way that you're not fitting torpedo and cruise missile launchers on your ship.

Missile skill training time is LOWER, and wastes LESS SP.

Here are the numbers:

Missiles: 73 days for T2 Torpedoes V (+83 days T2 Cruise Missiles V) = 155 Days for both @ (13,140 SP + 19,800SP = ~33k wasted SP for Light missiles and HAMs)
Hybrids: 126.5 days for T2 Large Blasters V (+68 days for T2 Large Railguns V) = 194 Days for both @ (256,000 SP + 135,765(x2)SP + 768,000 SP + 226,275(x2) SP = 1,748,080 wasted SP for Small Hybrid V + 2 specs and Medium Hybrid V + 2 Specs)

Please note this data is assuming no implants, 1,800 SP/hr, on a base character who hasn't trained anything.

Save the drones!

Jen Ann Tonique
Doomheim
#30 - 2013-06-28 06:42:43 UTC
I want to see gunnery changed to be more like missiles rather than the other way around.

They just revamped how many ship skill trees because there was too many special prereqs for certain hulls, and having to specialize into hulls you don't want to just to get to the one you did just plain sucks right?

Why should gunnery be treated any differently? I don't give two rats behinds about small turrets, yet here I am training them (and specializing into them) just to get to what I really want to do. This should be fixed.

Consistent game design makes everybody's lives better.

Jen Ann Tonique does not approve of this product and/or service. Any comments contained herin are to be taken not seriously and no person/s shall hold Jen Ann Tonique responsible for any damage real and/or imagined due to use or misuse of above comment. By reading this statement you agree to the above terms.

Veldaran
The Scope
Gallente Federation
#31 - 2013-06-29 22:40:20 UTC
Missile training needs to shift towards the Gunnery progression path while simultaneously segmenting the S/M/L Specialization paths for both to support the new changes to ship skills. Suggested changes:

MISSILE LAUNCHERS:

Missile Bombardment
REQUIRES: Missile Launcher Operation II

Small Missile Launcher (replaces Rockets + Light Missiles)
REQUIRES: Missile Launcher Operation I

Rocket Specialization
REQUIRES: Small Missile Launcher V + Target Navigation Prediction III

Light Missile Specialization
REQUIRES: Small Missile Launcher V + Missile Bombardment III


Medium Missile Launcher (replaces Heavy Assault Missiles + Heavy Missiles)
REQUIRES: Missile Launcher Operation III + Small Missile Launcher III

Assault Missile Specialization (replaces Heavy Assault Missile Specialization)
REQUIRES: Medium Missile Launcher V + Target Navigation Prediction IV

Heavy Missile Specialization
REQUIRES: Medium Missile Launcher V + Missile Bombardment IV


Large Missile Launcher (replaces Torpedoes + Cruise Missiles)
REQUIRES: Missile Launcher Operation V + Medium Missile Launcher III

Torpedo Specialization
REQUIRES: Large Missile Launcher V + Target Navigation Prediction V

Cruise Missile Specialization
REQUIRES: Large Missile Launcher V + Missile Bombardment V

T2 short range Missile Launchers (Rockets/HAMs/Torps) require Target Navigation Prediction (target velocity) to match Motion Prediction (tracking speed) for short range Turrets (Pulse/Blaster/Autocannon).

T2 long range Missile Launchers (Light/Heavy/Cruise) require Missile Bombardment (flight time) to match Sharpshooting (optimal range) for long range Turrets (Beam/Railgun/Artillery).


Capital Missile Launcher (replaces Citadel Torpedoes + Citadel Cruise Missiles)
REQUIRES: Missile Launcher Operation V + Large Missile Launcher V

Launcher Upgrades (replaces Weapon Upgrades for Missile Launchers)
REQUIRES: Missile Launcher Operation II

Advanced Launcher Upgrades (replaces Advanced Weapon Upgrades for Missile Launchers)
REQUIRES: Launcher Upgrades V + Missile Launcher Operation IV

Brings Capital Missile Launchers in line with Capital Turrets and splits (Advanced) Weapon Upgrades into separate Missile/Turret version.


ENERGY/HYBRID/PROJECTILE TURRETS:

Small (Pulse/Blaster/Autocannon) Specialization
REQUIRES: Small (Pulse/Blaster/Autocannon) Turret V + Motion Prediction III

Small (Beam/Railgun/Artillery) Specialization
REQUIRES: Small (Beam/Railgun/Artillery) Turret V + Sharpshooter III


Medium (Pulse/Blaster/Autocannon) Specialization
REQUIRES: Medium (Pulse/Blaster/Autocannon) Turret V + Motion Prediction IV

Medium (Beam/Railgun/Artillery) Specialization
REQUIRES: Medium (Beam/Railgun/Artillery) Turret V + Sharpshooter IV


Large (Pulse/Blaster/Autocannon) Specialization
REQUIRES: Large (Pulse/Blaster/Autocannon) Turret V + Motion Prediction V

Large (Beam/Railgun/Artillery) Specialization
REQUIRES: Large (Beam/Railgun/Artillery) Turret V + Sharpshooter V

Allows pilots to skip to the specialization that matches their ship rather than wait out earlier specializations they might never use.


Turret Upgrades (replaces Weapon Upgrades for Turrets)
REQUIRES: Gunnery II

Advanced Turret Upgrades (replaces Advanced Weapon Upgrades for Turrets)
REQUIRES: Turret Upgrades V + Gunnery IV

Turret version of (Advanced) Weapon Upgrades)


Time multipliers would likely need to be changed for some skills to equalize training times for the respective paths, but these changes match the mindset CCP has clearly adopted with regards to ship training.
zbaaca
Republic Military Tax Avoiders
#32 - 2013-06-29 23:19:49 UTC  |  Edited by: zbaaca
Veldaran wrote:

Large Missile Launcher (replaces Torpedoes + Cruise Missiles)
REQUIRES: Missile Launcher Operation V + Medium Missile Launcher III

Torpedo Specialization
REQUIRES: Large Missile Launcher V + Target Navigation Prediction V

Cruise Missile Specialization
REQUIRES: Large Missile Launcher V + Missile Bombardment V

T2 short range Missile Launchers (Rockets/HAMs/Torps) require Target Navigation Prediction (target velocity) to match Motion Prediction (tracking speed) for short range Turrets (Pulse/Blaster/Autocannon).

T2 long range Missile Launchers (Light/Heavy/Cruise) require Missile Bombardment (flight time) to match Sharpshooting (optimal range) for long range Turrets (Beam/Railgun/Artillery).


for long range missile prereq Bombardment ? ffs to shoot cruise farther than lock range ? they already do even at skills lvl4 on ships with stupid range bonus

also everybody here forgot how access to t2 ammo affects missiles.it gives them new life like scorches to lazors

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Veldaran
The Scope
Gallente Federation
#33 - 2013-06-30 00:20:47 UTC
zbaaca wrote:
for long range missile prereq Bombardment ? ffs to shoot cruise farther than lock range ? they already do even at skills lvl4 on ships with stupid range bonus

I fail to see how that's a bad thing considering it's for T2 Cruise Missiles. . . not T1. . .

You seem to be forgetting the fact that Missiles don't damage their targets immediately after firing like Turrets. Having a greater velocity/flight time than your targeting is actually a good thing as it decreases the chance that your target will outrun your missiles with speed.

Compare this to something like the Apocalypse that can easily shoot double its targeting distance. There is a reason why I consider them "long range" Missile Launchers and "long range" Turrets.
zbaaca
Republic Military Tax Avoiders
#34 - 2013-06-30 01:05:32 UTC  |  Edited by: zbaaca
Veldaran wrote:
] Having a greater velocity/flight time than your targeting is actually a good thing as it decreases the chance that your target will outrun your missiles with speed.

bombardment skill that adds time. with speed hm... lets say all our skills at lvl 4... cruise's speed will be approx 7-10k depends on ship. i dont see how flight time will help me to shoot hm... i assume frigs in pvp either pve
if u think of adding speed skill instead then it' even worse idea cuz it's multiplier x4 instead x2 and will cost week

btw why some skill multipliers for turrets supports that affects ALL of them , are lesser than missile ones ?

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Sigras
Conglomo
#35 - 2013-06-30 09:13:56 UTC
It's actually my contention that the gunnary skills need to be changed to work the way missiles currently do, not the reverse.

Missiles in their current iteration fit perfectly with the "faster to specialize longer to cross train" idea that CCP is shooting for with the new skill changes.

That being said right now they are currently balanced. If your goal is to train battleship short ranged weapons, youll have T2 torpedoes long before you have T2 large guns, but as you pointed out, if you want all the weapon sizes then guns are shorter.
Zan Shiro
Doomheim
#36 - 2013-06-30 22:20:27 UTC  |  Edited by: Zan Shiro
ExAstra wrote:
Aliventi wrote:
ExAstra wrote:
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Yes. 73 days to get Torps to V. Now add in Another 75 days to get Cruise missiles to V and you have achieved the same effectiveness you have earned in 126.5 days. If you can train T2 blasters and add in another ~5-6 days to get small and medium Rail Spec 4. So 130.5 days and you can train large blaster and rail spec. To get that same effectiveness for large missile launchers is 148 days.

Under the proposed new system you could specialize in a large turret 34.5 days (half the training time to V currently due to the skill split). Under the new system you could specialize both large turrets in 75 days. If you want to specialize in all the levels it would be close to the ~130 days which is what you are training currently. Missiles would have the exact same training times. There are no losers in this new system. Turrets will no longer need to train prereqs they don't intend to use and missiles don't have to train 42 days extra to be just as effective.

Incorrect, because you have to add ~70 days to also get T2 Large Railguns to level 5. Plus, nobody is fitting blasters and railguns on their ship at the same time, in the same way that you're not fitting torpedo and cruise missile launchers on your ship.

Missile skill training time is LOWER, and wastes LESS SP.

Here are the numbers:

Missiles: 73 days for T2 Torpedoes V (+83 days T2 Cruise Missiles V) = 155 Days for both @ (13,140 SP + 19,800SP = ~33k wasted SP for Light missiles and HAMs)
Hybrids: 126.5 days for T2 Large Blasters V (+68 days for T2 Large Railguns V) = 194 Days for both @ (256,000 SP + 135,765(x2)SP + 768,000 SP + 226,275(x2) SP = 1,748,080 wasted SP for Small Hybrid V + 2 specs and Medium Hybrid V + 2 Specs)

Please note this data is assuming no implants, 1,800 SP/hr, on a base character who hasn't trained anything.




training spec 5 is an option not a requirement first off. Not even gun people do this by and large until years down the road when they are training stuff jsut because. If doing spec 5's year 1, you are doing it wrong unless a min/maxer looking build the ultimate say mach pve pilot. Looking to be up for pvp....skip the spec 5's until a bitter going its either this or train for a mommy you don't want anyway basically.


Missile training time is longer...to get the full around training time. Lights + rockets 5 + spec 4 for both is longer than small guns 5. HML + HAM 5 is longer than medium guns 5. the gunnery traines also get you the bene of using both lr and sr during your trainng. You get medium projectiles 5, you train ac and arty spec 1 and voila you can use both whiile grinfing out to spec 4. HML fdoes not give ham, and vice versa. 2 of 3 gun trains also tack on a final cap saving skill as well.

Missiles have been faster over the years only because half the weapons at each level have been broken for years. SO you skipped the duds basically. Rockets and lights sucked for a good while since before I started in Apoc. First they fixed rockets then lights. It took a good while for this too happen. CCP then fixed GMP and such to apply to HAM, they then became a good weapons system. Same with torps. Most gun systems have not had this issues for years. Only gallente (and gun caldari) have a right to complain....medium hybrids suck more than Linda Lovelace. You really do train these only to get large guns....the mediums are not good.
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