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Proposal : Missile Skillpoint rebalancing

Author
Angry Mustache
KarmaFleet
Goonswarm Federation
#1 - 2013-07-24 16:34:30 UTC  |  Edited by: Angry Mustache
Hello CCP

Missiles have been somewhat of a red-headed stepchild among weapon systems, albeit not as much as drones historically. Recently CCP has been making pushes to make drones “viable” in fleet combat by introducing new drone modules and drone weapon bonuses. So far they have succeeded beyond their wildest dreams, with Nullsec Alliances adopting sentry drone ships en masse, and ATXI teams can be sorted into 3 categories; Dominix comps, comps designed to kill Dominix comps, and losing comps. But Missiles have been neglected yet again, and CCP has been hesitant to fix the issues plaguing the weapon system, as missile behavior and damage calculations are a giant unintuitive mess. However, there are other problems plaguing missiles as well, one of which is the way Missile Skills are designed. See the Info below.

Range
Guns
Sharpshooting (2x) + 5% optimal
Trajectory analysis (4x) +5% falloff

Missiles
Missile Bombardment (2x) +10% flight
Missile Projection (4x) +10% velocity

Drones
Drone Sharpshooting (4x) +5% drone optimal

Damage Application
GUns
Motion prediction (2x) +5% tracking

Missiles
Guided Missile precision (4x) -5% sig
Target Navigation Prediction (2x) +5% explosion velocity

Drones
Drone Navigation (1x) +5% drone speed

Damage

Guns
Gunnery (1x) +2% ROF
Rapid Firing (2x) +4% ROF
Surgical strike (4x) +3% damage

Missiles
Missile Launcher Operation (1x) +2% ROF
Rapid Launch (2x) +3% ROF
Warhead Upgrades (5x) +2% damage

Drones
Drones (1x) +5% damage
Drone Interfacing (4x) +20% damage

Total ranks
Guns : 15x Missiles : 21x Drones : 15x

Missile support skills

I frequently stay in chat.E-uni, and whenever a newbie asks “what weapon system should I skill into” I warn them away from a serious commitment to missiles. Which is a shame because missiles are easy for newbies to use and helps get cash in newbie wallets, but putting SP in missiles means the newbies is walking down a dead end. Why? Because missile support skills are more costly in terms of SP, less effective at lower ranks, and apply to a much narrower field. 100million SP Bittervets might scoff “HTFU”, but to newer players, every SP counts, and it’s important to get the most bang for your buck. For example, these are the T1 missile ships in the game.

Kestrel, Condor, Breacher, Hookbill, Talwar, Corax, Caracal, Bellicose, Drake, Cyclone, Raven, Typhoon

Every SP put into missiles would only affect a handful of ships, whereas gunnery and drone support skills would help literally every turret ship and ship with a drone bay. Added to this is the fact that there are more missile support skills and some are more expensive, this means missiles are a poor investment in SP.

T2 missile skills

Missiles also differ from turrets in the way that Tech 2 Weapons are unlocked. In turrets, T2 weapons require that weapon system to 5, as well as the previous weapon spec to 4. For example, T2 large artillery requires large projectile 5, and medium artillery spec 4, which itself requires medium projectile 5, small arty spec 4, and small projectile 5. Missile one the other hand, have no such hierarchy, but short and long range missiles are split into different skills. For example, to get T2 HMLs (medium long range missiles), you only need HML 5, but to have the short range weapon, you also require HAM 5.
There are merits to both systems; it’s faster to get a specific T2 missile system, but getting all T2 weapons takes much shorter on turrets, as you only have half the number of skills to train to 5. The problem here is that if a pilot wants to get his money’s worth out of his missile support skills, he needs to train multiple T2 missiles, and that takes monstrous amounts of SP.

Conculsion

As it stands, Missiles are extremely inefficient in SP, and presents a “newbie trap” where drake/HML is decent for missions, but puts them on a route that is terrible for actual PVP usage. If CCP’s intent is to keep missiles SP inefficient, then they should just state it and add a warning to players. If CCP wants missiles to be the equal of turrets, then they should start fixing the problems of the missile tree, and cleaning up the mess that is the missile SP system would be a good start.

Exact Proposals

-Reduce the ranks of missile support skills to better reflect the narrow nature of these skills, for example, Warhead upgrades and Missile Projection could stand to lose a few rank, and the damage application skills should have their ranks dramatically lowered to match Motion Prediction in Turrets.

-Reduce the effects of Missile Projection and Missile Bombardment to 5%, instead roll the difference into missile base stats. With the all or nothing nature of missiles, having these skills at 4 makes a huge difference to the range of missiles, far more than leaving the analogous skills at 4 for turrets (ex, leaving MP and MB at 4 gives HML’s 55km range, vs 63 for all V, giving the all V character an 8 km buffer zone where the unskilled character can literally do nothing in return)

-As much as this reduces “flavor” and makes things “cookie cutter”, Missiles should be changed to the gun system of T2 skills, with small, medium, and large missile skills in hierarchy. Either this or drop the ranks of individual missile systems to make skilling into long/short range weapons less painful.

Comments? Concerns? Feedback?

edit: the point i'm arguing is not the mechanics of missiles, which is a mess but not the one being discussed here. The point is that it's dumb for missile support skills to cost more SP than turret support skills considering the narrower use and viability of certain missile systems. The situation with missile support right now would be like if gun support skills were also branched by type, so instead of having motion prediction you would have Hybrid, Laser and Projectile motion prediction.

An official Member of the Goonswarm Federation Complaints Department.

Kirtar Makanen
State War Academy
Caldari State
#2 - 2013-07-24 17:33:43 UTC
Missile projection looks fine as projection/bombardment match up in rank with sharpshooting/trajectory analysis. Furthermore, the rank difference on missile projection is in part because velocity is of course, more desirable than flight time. Warhead upgrades does stand out as it is a rank above the drone and turret generic damage skills while having a smaller bonus percent than surgical strike while rapid launch also has a lower bonus effect than rapid firing. As for Guided Missile Precision, I'd have to do some charts to see exactly how much this does (in part due to the missile damage formula being the minimum of three things). Using the most basic non-constant part of that equation, it would directly increase damage by about 33% at level V, while the effect of tracking... I don't feel like dealing with the tracking formula or the last term in the missile formula right now.
Doddy
Excidium.
#3 - 2013-07-24 17:39:05 UTC
Some oversimplification here tbh. Range and damage application should really be under one heading since fall-off and missile velocity (and even flight time in certain circumstances) can both effect damage application. Scout drone operation and EWDI obviously effect drone range as well and you have ignored those for some reason and drone dura effects application in many cases. Really its equivelent for drones and missiles, but both have a massive advantage vs guns overall in that a turret user has to skill up each turret type individually while missile users get only two different weapons at each size level and drones are only specialised by a single racial spec skill.

The only thing i could see being done that wouldn't require a huge reworking of everything would be merging rockets and lights into "small missiles", heavies and HAM into "medium missiles,", cruise and torps into "large missiles" and capital cruise and citadel torps into "extra large missiles. This would remove the short term advantage of turret user being able to use say beams and pulse where missile users need two differrent skills. The specialisations could continue as they are now.

The usefulness of skills in terms of ships they are relevant on is already being changed by ccp who are changing the balance away from turrets. Support skills are fine, though if you wnat to add some to the turret tree that say reduces the sig res of my guns to keep it in line with launchers go right ahaead :).
Warcalibre
NovaTech Holdings
#4 - 2013-07-24 17:45:51 UTC
I don't mind that the skill trees have some differences, but I do mind how missiles require a lot of SP to get good returns, unlike guns. The "Exact proposals" section seems like a good solution to this.
Kirtar Makanen
State War Academy
Caldari State
#5 - 2013-07-24 17:48:51 UTC
Doddy wrote:
Some oversimplification here tbh. Range and damage application should really be under one heading since fall-off and missile velocity (and even flight time in certain circumstances) can both effect damage application. Scout drone operation and EWDI obviously effect drone range as well and you have ignored those for some reason and drone dura effects application in many cases. Really its equivelent for drones and missiles, but both have a massive advantage vs guns overall in that a turret user has to skill up each turret type individually while missile users get only two different weapons at each size level and drones are only specialised by a single racial spec skill.

The only thing i could see being done that wouldn't require a huge reworking of everything would be merging rockets and lights into "small missiles", heavies and HAM into "medium missiles,", cruise and torps into "large missiles" and capital cruise and citadel torps into "extra large missiles. This would remove the short term advantage of turret user being able to use say beams and pulse where missile users need two differrent skills. The specialisations could continue as they are now.

The usefulness of skills in terms of ships they are relevant on is already being changed by ccp who are changing the balance away from turrets. Support skills are fine, though if you wnat to add some to the turret tree that say reduces the sig res of my guns to keep it in line with launchers go right ahaead :).

The problem is that signature has different effects on missiles and turrets. While for turrets, signature affects the tracking value and thus damage application, it does not form a mathematical limit like it does for missiles. In an extreme case scenario, take a completely stationary target and shooter. While a turret should be dealing full damage (within the limits of the RNG), the missiles would be hard capped at signature/explosion or full damage, whichever is less. Obviously this is just a fringe case, but with say a target that has several webs on it, it's likely guns can track it just fine, but missiles would still be limited by signature (needs target painters).
Doddy
Excidium.
#6 - 2013-07-24 18:33:00 UTC
Kirtar Makanen wrote:
Doddy wrote:
Some oversimplification here tbh. Range and damage application should really be under one heading since fall-off and missile velocity (and even flight time in certain circumstances) can both effect damage application. Scout drone operation and EWDI obviously effect drone range as well and you have ignored those for some reason and drone dura effects application in many cases. Really its equivelent for drones and missiles, but both have a massive advantage vs guns overall in that a turret user has to skill up each turret type individually while missile users get only two different weapons at each size level and drones are only specialised by a single racial spec skill.

The only thing i could see being done that wouldn't require a huge reworking of everything would be merging rockets and lights into "small missiles", heavies and HAM into "medium missiles,", cruise and torps into "large missiles" and capital cruise and citadel torps into "extra large missiles. This would remove the short term advantage of turret user being able to use say beams and pulse where missile users need two differrent skills. The specialisations could continue as they are now.

The usefulness of skills in terms of ships they are relevant on is already being changed by ccp who are changing the balance away from turrets. Support skills are fine, though if you wnat to add some to the turret tree that say reduces the sig res of my guns to keep it in line with launchers go right ahaead :).

The problem is that signature has different effects on missiles and turrets. While for turrets, signature affects the tracking value and thus damage application, it does not form a mathematical limit like it does for missiles. In an extreme case scenario, take a completely stationary target and shooter. While a turret should be dealing full damage (within the limits of the RNG), the missiles would be hard capped at signature/explosion or full damage, whichever is less. Obviously this is just a fringe case, but with say a target that has several webs on it, it's likely guns can track it just fine, but missiles would still be limited by signature (needs target painters).


Yeah i know, but it just goes to show missiles and turrets (and drones) are very different and lumping the skills together as if they are analogous is not very helpfull. Don't get me wrong it is dumb that missiles require two skills per weapon size to even use but at the same time there is no race specialism in missiles, your hml on a sac are the same as those on a bellicose or a drake. The newbie cant move his rails from his moa to his Omen in the same way his pal can move his hmls from caracal to bellicose.
zbaaca
Republic Military Tax Avoiders
#7 - 2013-07-24 22:16:01 UTC
Doddy wrote:

The only thing i could see being done that wouldn't require a huge reworking of everything would be merging rockets and lights into "small missiles", heavies and HAM into "medium missiles,", cruise and torps into "large missiles" and capital cruise and citadel torps into "extra large missiles..

if merging missile skills that means sp refound.like true caldarian i have almost all missile skills at 5 that means 256k sp from small, btw light missile have rank 2 that means 512k, that woud be about 384k + 768k from med + 1.28kk from large. total 2.4kk sp free
i like that idea

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

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#8 - 2013-07-24 22:24:40 UTC
Balancing against tournaments is a bad idea. The domi isn't winning for the drones so much as the utility. Caldari missile ships are also doing well this year which works against this idea.
zbaaca
Republic Military Tax Avoiders
#9 - 2013-07-24 22:35:06 UTC  |  Edited by: zbaaca
HiddenPorpoise wrote:
Balancing against tournaments is a bad idea. The domi isn't winning for the drones so much as the utility. Caldari missile ships are also doing well this year which works against this idea.

Shocked
u mean that only 1 cap transfer ? or maybe drone link augmentors ?
it is old standart buffer\active drone setup with neuts

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

Kirtar Makanen
State War Academy
Caldari State
#10 - 2013-07-24 22:36:58 UTC  |  Edited by: Kirtar Makanen
HiddenPorpoise wrote:
Balancing against tournaments is a bad idea. The domi isn't winning for the drones so much as the utility. Caldari missile ships are also doing well this year which works against this idea.

I'm not sure if I'm watching a different tournament or if you have a different definition of utility than I do. Furthermore, it's not like Dominixes and Prophecies aren't being used in fleets. Several of the caldari missile comps are winning due to recent buffs specific missiles (namely cruises) and ships (namely raven hulls and navy scorps) along with the ability of these particular ships to tinker tank. While the drone advantage (drone assist coordinating damage) scales well, tinker tanks do not.

You should take your own advice about balancing around tournaments because I have yet to see a major alliance field a cruise missile doctrine (looks like it's being considered), but there have been people running drone doctrines.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#11 - 2013-07-25 10:59:19 UTC
Cruise missile doctrine would be an interesting thing to see. You're only really scaling up from the old drake. I see raven fleets being used to kill capital ships and maybe enemy battleship fleets, can't really say much else though
Kitty Bear
Deep Core Mining Inc.
Caldari State
#12 - 2013-07-25 13:55:53 UTC  |  Edited by: Kitty Bear
Angry Mustache wrote:
Hello CCP

Missiles have been somewhat of a red-headed stepchild among weapon systems, albeit not as much as drones historically. Recently CCP has been making pushes to make drones “viable” in fleet combat by introducing new drone modules and drone weapon bonuses. So far they have succeeded beyond their wildest dreams, with Nullsec Alliances adopting sentry drone ships en masse, and ATXI teams can be sorted into 3 categories; Dominix comps, comps designed to kill Dominix comps, and losing comps. But Missiles have been neglected yet again, and CCP has been hesitant to fix the issues plaguing the weapon system, as missile behavior and damage calculations are a giant unintuitive mess. However, there are other problems plaguing missiles as well, one of which is the way Missile Skills are designed.


your missing out the key factor in training costs of missiles vs turrets

to train [xyz] Turret skill requires :-
Gunnery 1 :- Small [xyz] Turret 1
Gunnery 3 + Small [xyz] Turret 3 :- Medium [xyz] Turret 1
Gunnery 5 + Small [xyz] Turret 3 + Medium [xyz] Turret 3 :- Large [xyz] Turret 1

to train [xyz] Adv Turret skill requires :-
Adv Small Turret 1 -- Gunnery 2 + Small Turret 5 + Support Skill 3
Adv Medium Turret 1 -- Gunnery 3 + Small Turret 5 + Medium Turret 5 + Adv Small Turret 4 + Support Skill 4
Adv Large Turret 1 -- Gunnery 5 + Small Turret 5 + Medium Turret 5 + Large Turret 5 + Small Adv Turret 4 + Medium Adv Turret 4 + Support Skill 5

Now compare the above to missiles
Missile Launcher Op 2 :- Light Missiles 1
Missile Launcher Op 3 + Light Missile 3 :- Heavy Missile 1
Missile launcher Op 5 + Light Missile 3 + heavy Missile 3 :- Cruise Missile 1

Light Missile Spec 1 -- Missile Launcher Op 2 + Light missiles 5
Heavy Missile Spec 1 -- Missile Launcher Op 3 + Light Missiles 3 + Heavy Missiles 5
Cruise Missile Spec 1 -- Missile Launcher Op 5 + Light Missiles 3 + Heavy Missiles 3 + Cruise Missiles 5
Kirtar Makanen
State War Academy
Caldari State
#13 - 2013-07-25 15:02:31 UTC  |  Edited by: Kirtar Makanen
Kitty Bear wrote:
Angry Mustache wrote:
Hello CCP

Missiles have been somewhat of a red-headed stepchild among weapon systems, albeit not as much as drones historically. Recently CCP has been making pushes to make drones “viable” in fleet combat by introducing new drone modules and drone weapon bonuses. So far they have succeeded beyond their wildest dreams, with Nullsec Alliances adopting sentry drone ships en masse, and ATXI teams can be sorted into 3 categories; Dominix comps, comps designed to kill Dominix comps, and losing comps. But Missiles have been neglected yet again, and CCP has been hesitant to fix the issues plaguing the weapon system, as missile behavior and damage calculations are a giant unintuitive mess. However, there are other problems plaguing missiles as well, one of which is the way Missile Skills are designed.


your missing out the key factor in training costs of missiles vs turrets

to train [xyz] Turret skill requires :-
Gunnery 1 :- Small [xyz] Turret 1
Gunnery 3 + Small [xyz] Turret 3 :- Medium [xyz] Turret 1
Gunnery 5 + Small [xyz] Turret 3 + Medium [xyz] Turret 3 :- Large [xyz] Turret 1

to train [xyz] Adv Turret skill requires :-
Adv Small Turret 1 -- Gunnery 2 + Small Turret 5 + Support Skill 3
Adv Medium Turret 1 -- Gunnery 3 + Small Turret 5 + Medium Turret 5 + Adv Small Turret 4 + Support Skill 4
Adv Large Turret 1 -- Gunnery 5 + Small Turret 5 + Medium Turret 5 + Large Turret 5 + Small Adv Turret 4 + Medium Adv Turret 4 + Support Skill 5

Now compare the above to missiles
Missile Launcher Op 2 :- Light Missiles 1
Missile Launcher Op 3 + Light Missile 3 :- Heavy Missile 1
Missile launcher Op 5 + Light Missile 3 + heavy Missile 3 :- Cruise Missile 1

Light Missile Spec 1 -- Missile Launcher Op 2 + Light missiles 5
Heavy Missile Spec 1 -- Missile Launcher Op 3 + Light Missiles 3 + Heavy Missiles 5
Cruise Missile Spec 1 -- Missile Launcher Op 5 + Light Missiles 3 + Heavy Missiles 3 + Cruise Missiles 5

Why don't you take a look at the short range missiles in addition to the long range missiles? To get rocket specialization and light missile specialization you have to train both rockets and light missiles to V while for turrets you just train small turret + whatever levels of the specialization (and the support skill prereqs). Simply put, it's a different model and is not necessarily problematic. Even going to mediums, last time I checked, training two 3x skills to V it takes close to, if not more time than training a 1x skill to V, a 3x skill to V, and a 3x skill to IV. The trend may deviate on large missiles (I imagine it might), but until recently large missiles were pretty terrible which is why nobody used them.

While the support skill prereqs increase the training time, they also increase the effectiveness of the platform (tracking for short range, range for long range).
Kitty Bear
Deep Core Mining Inc.
Caldari State
#14 - 2013-07-25 23:36:03 UTC  |  Edited by: Kitty Bear
Kirtar Makanen wrote:

Why don't you take a look at the short range missiles in addition to the long range missiles? To get rocket specialization and light missile specialization you have to train both rockets and light missiles to V while for turrets you just train small turret + whatever levels of the specialization (and the support skill prereqs). Simply put, it's a different model and is not necessarily problematic. Even going to mediums, last time I checked, training two 3x skills to V it takes close to, if not more time than training a 1x skill to V, a 3x skill to V, and a 3x skill to IV. The trend may deviate on large missiles (I imagine it might), but until recently large missiles were pretty terrible which is why nobody used them.

While the support skill prereqs increase the training time, they also increase the effectiveness of the platform (tracking for short range, range for long range).


OK here are the SP Totals to train

Torpedo Specialisation AND Cruise Missile Specialisation to L1
v's
Large Blaster Specialisation AND Large Railgun Specialisation to L1



Torpedo & Cruise Spec L1: Total SP investment required is 2,604,000
Blaster & Railgun Spec L1: Total SP investment required is 4,312,080

and that's why gunnery support skills are cheaper to train than missile support skills.
Goldensaver
Maraque Enterprises
Just let it happen
#15 - 2013-07-26 00:28:01 UTC
Kitty Bear wrote:
Kirtar Makanen wrote:

Why don't you take a look at the short range missiles in addition to the long range missiles? To get rocket specialization and light missile specialization you have to train both rockets and light missiles to V while for turrets you just train small turret + whatever levels of the specialization (and the support skill prereqs). Simply put, it's a different model and is not necessarily problematic. Even going to mediums, last time I checked, training two 3x skills to V it takes close to, if not more time than training a 1x skill to V, a 3x skill to V, and a 3x skill to IV. The trend may deviate on large missiles (I imagine it might), but until recently large missiles were pretty terrible which is why nobody used them.

While the support skill prereqs increase the training time, they also increase the effectiveness of the platform (tracking for short range, range for long range).


OK here are the SP Totals to train

Torpedo Specialisation AND Cruise Missile Specialisation to L1
v's
Large Blaster Specialisation AND Large Railgun Specialisation to L1



Torpedo & Cruise Spec L1: Total SP investment required is 2,604,000
Blaster & Railgun Spec L1: Total SP investment required is 4,312,080

and that's why gunnery support skills are cheaper to train than missile support skills.


I'd agree with that, if, you know, you didn't get a free ride when training up another type of guns... and also compared complete mastery of a weapon system branch. All missile weapon skills alone to V? All Hybrid skills to V?

How come gunnery support skills have a lower total rank while also being worth 3x as much (except for controlled bursts which is only worth 2x).
I figure the tradeoff for having easier weapon specialization in missiles is longer training for all missile systems. The support skills are totally out of whack in gunnery, being worth 3x more than both missile and drone supports.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#16 - 2013-07-26 00:46:21 UTC  |  Edited by: Aliventi
AS far as skill SP/skill tree rebalancing you can look at a the two sides of the arguments here: link

The tl;dr is:
Gunnery skills allow for better generalization. Missile skills allow for quicker specialization. To train basic missile skills, no specializations, it takes a little over 2.3 mil SP more than it takes to train the basic gunnery skills (quicker specialization, longer generalization). However if you wish to train a specific skill to V it takes less time with missiles because gunnery needs the smaller skills to be trained before you can train the larger size turret (longer specialization, quicker generalization).

Gunnery people wish to train like missiles so they wouldn't need to train the smaller turret skills. Missile people want to train like gunnery because it take 2.3 mil fewer SP to train all the skills.

Personally I would love to see this system which is a compromise to both sides. Gunnery can specialize and it won't take 2.3 mil additional SP to train all the basic missile skills to V:
Quote:
SR = short ranged = Rockets, HAMs, torps, autocannons, pulse and blasters
LR = long ranged = light missiles, heavy missiles, artillery, beams and rails

This is a three part solution: First split the gunnery skill in to two skills. For example take Large Projectile Turret and split it in to Large Autocannon and Large Artillery skills.
The second part of the solution is to change most of the smaller sized prereqs from the larger sized turrets to make them similar to how missiles currently work (with a small tweak).
The third part of the solution is to set the SP it takes to train missile skills to the same it takes to train gunnery skills.

How the solution would play out:
Small SR 5 -> small SR spec
Small SR 3 -> medium SR 5 -> medium SR spec
Small SR 3 -> medium SR 3 -> large SR 5 -> large SR spec


No need to train the all smaller basic skills to V and train all the smaller spec to IV to get the larger spec. Unifying the SP missiles and turrets take the same amount of time to train. WIn-win solution (same specialization and generalization).
Chris Winter
Science and Trade Institute
Caldari State
#17 - 2013-07-26 00:58:41 UTC
Kitty Bear wrote:

OK here are the SP Totals to train

Torpedo Specialisation AND Cruise Missile Specialisation to L1
v's
Large Blaster Specialisation AND Large Railgun Specialisation to L1



Torpedo & Cruise Spec L1: Total SP investment required is 2,604,000
Blaster & Railgun Spec L1: Total SP investment required is 4,312,080

and that's why gunnery support skills are cheaper to train than missile support skills.

And for that 4.3mil SP you also get two support skills to 5 and all of the lower level gunnery specs to 4.

Now add up what it would take to do that for missiles.

Yeah, gunnery training is WAY better unless you're making a specialized alt to only ever fire one specific size and type of weapon.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#18 - 2013-07-26 01:29:56 UTC  |  Edited by: Kitty Bear
Its not much of a free ride
there's a 2 skill overlap between each turret type
gunnery 5 and motion prediction 5 or gunnery 5 and sharpshooter 5

trained to L5 the SP investment for torpedo & cruise missile specialisations is 6,696,000

trained to L5 the SP investment for large hybrid turrets is 8,404,080
trained to L5 the SP investment for large energy turrets requires an additional 7,124,080
trained to L5 the SP investment for large projectile turrets requires an additional 7,124,080
taking the total required for 6 large turret specialisations to 22,652,240 SP

now you can start to factor in weapon support costs
Weapon Upgrades & Advanced Weapon Upgrades are applicable to both, so they can be ignored

Missile Support Skill SP total trained to L5 is 5,120,000
Turret Support Skill SP total trained to L5 is 3,328,000 (Motion Prediction & Sharpshooter not included as already factored into above costs as training requirements)

WU & AWU add 2,048,000 SP to both groups if you want to include them

taking the grand totals to

Missiles :- 13,864,000 SP investment (2 Large Specialisations)
Turrets :- 13,780,080 SP investment (2 Large Specialisations)
Turrets :- 20,904,160 SP investment (4 Large Specialisations)
Turrets :- 28,028,240 SP investment (6 Large Specialisations)

where exactly are missile users getting a short deal ??
which is the ops complaint.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#19 - 2013-07-26 02:27:21 UTC  |  Edited by: Aliventi
Kitty Bear wrote:
Its not much of a free ride
there's a 2 skill overlap between each turret type
gunnery 5 and motion prediction 5 or gunnery 5 and sharpshooter 5

trained to L5 the SP investment for torpedo & cruise missile specialisations is 6,696,000

trained to L5 the SP investment for large hybrid turrets is 8,404,080
trained to L5 the SP investment for large energy turrets requires an additional 7,124,080
trained to L5 the SP investment for large projectile turrets requires an additional 7,124,080
taking the total required for 6 large turret specialisations to 22,652,240 SP

now you can start to factor in weapon support costs
Weapon Upgrades & Advanced Weapon Upgrades are applicable to both, so they can be ignored

Missile Support Skill SP total trained to L5 is 5,120,000
Turret Support Skill SP total trained to L5 is 3,328,000 (Motion Prediction & Sharpshooter not included as already factored into above costs as training requirements)

WU & AWU add 2,048,000 SP to both groups if you want to include them

taking the grand totals to

Missiles :- 13,864,000 SP investment (2 Large Specialisations)
Turrets :- 13,780,080 SP investment (2 Large Specialisations)
Turrets :- 20,904,160 SP investment (4 Large Specialisations)
Turrets :- 28,028,240 SP investment (6 Large Specialisations)

where exactly are missile users getting a short deal ??
which is the ops complaint.

Spin baby spin!

You are trying to factor in specializations to cloud what is really going on. You miss that if you were to train Small, medium, and large projectiles to V, with no specs, it takes 2.304 mil SP and gives you access to 6 weapons (S/M/L Autos and arties). If you were to train rockets, lights, heavies, HAMs, torps and cruises all to V it takes 4.608 mil SP. So I train for twice as long to have equivalent effectiveness.

Now what you are trying to push is the fact that Gunnery requires the previous sized turrets to V and the previous sized turrets to IV to train the size you want's spec. Missiles do not have to deal with that. That is how things work in Eve. I think we can both agree that is a big pain if you want to just use Large Autocannons. In that case missile training is more more beneficial as you don't have to train those prereqs. But once you get beyond two or so types of missile systems you actually begin to accrue more SP to try to get equivalent effectiveness. In the end if you train all 6 systems you have spent the time to train 2.304 mil SP to be equivalently effective.

The simplest solution is the one I detailed in my previous post in this thread: Split gunnery from generalized skills in to specialized skills and cut the training time for each one to be half of the generalized skill (go from Large Projectile Turret to Large Autos and Large Arties and from ~20 days training time to ~10 each), Remove a majority of the prereqs from gunnery skills, and the bring missiles SP down to be equivalent to gunnery SP. This allows turrets to specialize like missiles do without making missiles train an additional 2.304 SP to be equivalently effective. Both sides win.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#20 - 2013-07-26 06:18:24 UTC
Have trained gunnery top skills and missiles in different characters, why do I have the feeling it was a pain in the butt training gunnery and not missiles?

Because guns you have no choice at all, you have to train from smaller to bigger then spec in SR and LR otherwise you're stuck with T1's faction.

Missiles once support skills up all I needed is to spec the only missiles worth, no smaller missiles specialization required to get the higher ones, no need to have spec 4 rockets/lights to train specs HAMs or HMs, and this is a huge advantage.

removed inappropriate ASCII art signature - CCP Eterne

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