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EVE New Citizens Q&A

 
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Ultimately more satisfying/useful -- Missiles or Projectiles?

Author
Shrike Arghast
Aliastra
Gallente Federation
#1 - 2013-10-30 18:00:36 UTC
Obviously, this is a question seeking -- to an extent -- opinion rather than outright fact. Different things are going to appeal to different people. However, were someone going to start a combat character from scratch, hoping to be helpful/successful in both PvE and, ultimately, PvP, would you encourage them to go Caldari with missiles, or Minmatar with projectiles? Yes, of course anyone can crosstrain other stuff later, but we're talking about months of work to get missiles or projectiles up to tech 2 standards with all the associated support/range skills at 4/5. Which direction would you suggest?
Lia Danna
Perkone
Caldari State
#2 - 2013-10-30 18:38:23 UTC  |  Edited by: Lia Danna
Obligatory: "Fly what you want to fly it's all good"

Projectiles, for a couple of reasons:

It's more efficient to go projectiles as you're actually training support skills for two other races while you're doing it. Yes, both Amarr and Minmatar have Missile ship lines, but for the most part, there are three gunnery races and one missile race. Once you have you're gunnery supports to V (You will get them to V eventually), it will be trivial to cross train Amarr or Gallente guns.

Incursions, some of the most lucrative high-sec PvE in the game at the moment, really punish missile usage, so you will find no one running them with missiles and no one who will take you if you have missiles.

This of course speaks nothing to what is most "satisfying"; that is completely subjective, and the end of the day you should fly what you like rather than what the current meta deems best.
Paul Panala
School of Applied Knowledge
Caldari State
#3 - 2013-10-30 19:02:39 UTC
Projectiles are very popular for the reasons Lia Danna listed. I started the game with missiles and don't regret that decision. Unguided missiles tend to have a little better range than auto-cannons and you don't have to worry about tracking.

A few reasons you may not want to go with missiles:

You are stuck with Caldari and a handful of other ships. The missile support skills only benefit missiles, where as turret support skills will benefit all turrets.

Because you are stuck with Caldari, that means you are shield tanking, and shields generally take more skill points to get to the same level of competency as armor (this is a temporary issue until you get it trained up)

Missiles are typically not welcome in large null sec blob fleets, if that is what you want to get into.
Talyn Sagald
Federal Navy Academy
Gallente Federation
#4 - 2013-10-30 19:25:02 UTC
What about drones? Not much extra training time necessary since you will have the lights at V and Support Skills at IV anyway to make your life easier in most cases, just around 1 month for T2 Sentries or heavies, whatever you prefer - maybe both.

But in the end it's a self answering question, since the ship you want to fly dictates the weapon type. Flying around in a ugly ship is far more worse then not being the top-notch supporter/damage dealer imho.
Schmata Bastanold
In Boobiez We Trust
#5 - 2013-10-30 20:30:06 UTC
For my first year I was exclusively minnie/projectile pilot, than I trained into missiles, then into drones. Meantime I trained all four races in various levels for ships I needed or wanted to fly. Thing is that even though I may have that little edge of level V in supports for those weapons I won't win fight simply because I suck at Eve and pvp especially. People are killing BS in t1 frigs not because they trained projectiles or missiles but because they are good at it. Ships and weapons and modules are just tools, anybody from my beloved R1FTA could kill me with civil guns just because they know what they are doing.

So I would say train little into different weapons, just enough to fit and use t1 equipment and try it in level 1 missions or duels with your corpies/friends. It is very possible you will simply fall in love with missiles and their trails leading to fireworks or you will discover touch of pride when your little t1 drones will viciously chase and kill those who dared to point their guns at you.

Play how you like and with toys you like.

Invalid signature format

Shrike Arghast
Aliastra
Gallente Federation
#6 - 2013-10-30 20:50:54 UTC  |  Edited by: Shrike Arghast
Schmata Bastanold wrote:
Play how you like and with toys you like.


Yeah, but I'm kinda on the fence, so this sort of debate really helps. I like the Minnie ships, and I like the Caldari ships -- particularly the Maelstrom/Tornado vs. the Scorp Navy Issue (if you want to really get into the nitty-gritty of it, I think guns are more interesting than missiles, but prefer the Scorp hull. Yes, I am that neurotic). I've been waffling back and forth on this matter regarding purely aesthetics for almost a week and am still undecided. So to hear one is more desired than the other does help matters.
Mara Rinn
Cosmic Goo Convertor
#7 - 2013-10-30 21:31:41 UTC
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2013-10-30 23:30:18 UTC
Without implants, and without a remap:

* Time to train all races of frigate / destroyer / cruiser / battlecruiser / battleship to level 3: 17d 20h 52s

* Time to train small / medium / large / hybrid / laser / projectile turrets & support skills to level 3: 13d 11h 39m 30s

* Time to train rockets / heavy assault / torpedoes / light / heavy / cruise missiles & support skills to level 3: 12d 23h 6m 40s

Of course you'll want other skills to fit rigs, defences, drones, and such.
Iria Ahrens
Space Perverts and Forum Pirates
#9 - 2013-11-03 08:56:34 UTC  |  Edited by: Iria Ahrens
Shrike Arghast wrote:
Schmata Bastanold wrote:
Play how you like and with toys you like.


Yeah, but I'm kinda on the fence, so this sort of debate really helps. I like the Minnie ships, and I like the Caldari ships -- particularly the Maelstrom/Tornado vs. the Scorp Navy Issue (if you want to really get into the nitty-gritty of it, I think guns are more interesting than missiles, but prefer the Scorp hull. Yes, I am that neurotic). I've been waffling back and forth on this matter regarding purely aesthetics for almost a week and am still undecided. So to hear one is more desired than the other does help matters.


Nothing at all wrong with choosing a ship you want to fly and training up for that based Purely on looks!. Of course it can backfire. My main was originally a Caldari, but after playing for a bit I decided I didn't want to ever fly a drake and I hated the paint scheme--Everything was black then with ugly red stripe. So I went Amarr because I liked GOLD!...Many of the ships seemed beautiful. But everyone swore Amarr were the red headed stepchild of CCP and would always be the worst race.

Then Trinity came out and they changed the paint and some of the models. Scorpion looks cool now, Only the Onyx has the old style paint, but it still looks better on the Onyx because of the improved textures.

Like the above poster said, don't fly based on today's meta. It is all subject to change. A few months from now they might nerf turrets to obsolesce for a year or so. Just make sure you like the ships you're training for and go from there.

Unfortunately, whatever corp you join might require you fly a ship you don't like. That seems to happen to me a lot. Each alliance has a doctrine, and if you fly outside that doctrine, they don't reim your ships at BEST, they might penalize you for flying out of doctrine at worst :(

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Riel Saigo
Facta.Non.Verba
#10 - 2013-11-03 19:43:49 UTC
Fence sitters can easily-enough train all weapon systems to III. The problem is after level III. At that point it becomes time-consuming enough that you'll really just want to pick one.