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Missile skills, devourer of SPs?

Author
Marcus Walkuris
Aww yeahhh
#21 - 2013-12-19 20:18:19 UTC
Bump, getting some likes here and there but no replies. Not dead entirely but no bumpage.
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#22 - 2013-12-20 14:44:30 UTC
You dont need the same level of training in missiles as you do in gunnery.
Marcus Walkuris
Aww yeahhh
#23 - 2013-12-20 14:57:43 UTC
Lilan Kahn wrote:
You dont need the same level of training in missiles as you do in gunnery.


Ok, how do you mean? Your analyses is a bit short :P..
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#24 - 2013-12-20 17:10:22 UTC
Marcus Walkuris wrote:
Lilan Kahn wrote:
You dont need the same level of training in missiles as you do in gunnery.


Ok, how do you mean? Your analyses is a bit short :P..


in order to get large t2 guns you need ALL the previous levels at 5, then specs at 4.

missiles you just skip to what ever "size" of missiles you want train that to the previous sizes to 3 then that 5 and then go yoink plug in the spec book.
Marcus Walkuris
Aww yeahhh
#25 - 2013-12-20 18:59:14 UTC  |  Edited by: Marcus Walkuris
Lilan Kahn wrote:
Marcus Walkuris wrote:
Lilan Kahn wrote:
You dont need the same level of training in missiles as you do in gunnery.


Ok, how do you mean? Your analyses is a bit short :P..


in order to get large t2 guns you need ALL the previous levels at 5, then specs at 4.

missiles you just skip to what ever "size" of missiles you want train that to the previous sizes to 3 then that 5 and then go yoink plug in the spec book.


Respectfully though, I just did the math showing how you will spend more SP under just about any circumstance for equivalent launcher sizes. For example if you take your exact scenario, and this has all been explained in my primary post.
If you decide to go for cruise missiles, a missile skill that would not suffer from not maxing missile speed+flight time like 'short ranged missile systems all do' which saves SP.
That put aside, you can not realistically claim anyone will seriously fly techII cruise missiles with no other skills then 'missile launcher operations' at lvl1. You may rebut saying you can fly with lvl 3 support skills. But the tracking issues inherent to missiles require you to max out on 'guided missile precision&target navigation prediction' 5x&2x multipliers, do this and you can start on cruise missiles. You need target painting skills at 4, that alone would be a 5x multiplier. Total plus the 'cruise missile launcher' skill 12+5=17x multiplier. You want to duct tape and soldered wire through target painting(lvl 3) its 13x but it would make an unfair comparison.

With the same leniency towards gunnery you would have to train 'gunnery lvl5=1x, motion prediction lvl5=2x, medium hybrid lvl5=3x, small hybrid lvl5=1x, controlled bursts lvl4=0.4x' and you can tackle large blaster training. Total of 7.4+5 for large hybrids=12.4. You can't argue a minimalist skillset for BS hulls for all the obvious reasons so if you imagine every other skill at lvl 4 for each you will still come up short with missiles since they have a 21x multiplier total for support skills while you have only 1 techII weapon-type unlocked. For gunnery that number is 6 as well as support skills for 12 more not counting capital weapons. 12,4= a month 2 weeks and 1,2 or so days at optimal SP acquisition, a long range weapon system would add a 2x multiplier 14,4 against 17x for missile, furthermore for fairness sake I didn't compare to projectile weapons which are closest to missiles (capless, good damage selection), which happen to be far more SP efficient then both lasers and blasters. Edit: Looking over the numbers as shown in the bottom edit it is actually even less for gunnery).


This COMPLETELY ignores a natural progression for a newbie missile user who would train probably light missiles first, possibly HAML. Meanwhile essentially assuming they come into the game being FULLY aware of how to use their SP in the most efficient manner. While gunnery has a natural progression of small>medium>large, a missile beginner can completely screw himself getting lost in the woods, trying out different weapon systems that are a GIVEN for gunnery. NO possible way to be more SP efficient by skipping a launcher size. Also, if you opt to try a different weapon system you start all over. With gunnery you can go to other gunnery lines. This has all been spelled out tbh. But even at this minimalist comparison there is no comparison.

P.S. You don't need specs at 4 anymore, but any sane person would want them for missiles and gunnery in order to fly a BS. So I deem it to be irrelevant and returning us to the same overall issue of having more support skills and missile skills to train for astronomically less gain as gunnery. Edit: Looking at http://community.eveonline.com/news/dev-blogs/license-to-kill-certificate-overhaul/?_ga=1.67599057.1736666949.1378305995
The large turrets actually only need lvl3 previous size turret basic skills, so medium and small hybrid 3 for blaster specialization. I should not be trying ot do this with kid aggro. But the I hope you get the picture.
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#26 - 2013-12-20 20:16:00 UTC
get over it already, gunnery used to be the hardest to train for almost 10 years
Marcus Walkuris
Aww yeahhh
#27 - 2013-12-20 20:23:08 UTC
Lilan Kahn wrote:
get over it already, gunnery used to be the hardest to train for almost 10 years


It has always been easier as I have demonstrated in my initial post. Would you fly large blasters with nothing but 'gunnery' at lvl1 just because you can if you could do so tomorrow?

It is an absolute ridiculous argument and the fact it has never been blown out of the water in the first place is just a lack of basic mathematic understanding. As in 1+1=2. This one liner debate you are starting which I thought would be a rational comparative discussion is unbecoming.
IIshira
School of Applied Knowledge
Caldari State
#28 - 2013-12-20 21:40:59 UTC
Mashie Saldana wrote:
As a new Gallente player you can go pure drones all the way from frig to BS without touching gunnery or missiles.

Hence the interest to see the SP investment required in comparision to guns and missiles.

I cooked a dedicatd bomber alt a few years ago, it was rather painless to get into T2 torps with max support. After all the pre-requisite missile skills were only needed at base level 3. Had it been a tree similar to the current gunnery one it would have taken a few more months.

The reason the missile skill tree looks like it does is because missiles were supposed to be support weapons just like drones in the original design.


I did exactly this on one of my pilots. Had almost perfect drone skills but no guns.


I don't think missiles are too SP intensive. The problem is now that all the tears about having to work your way up from small to large T2 guns caused CCP to remove this requirement. People said "It's not fair because missile pilots don't have to do this". What they didn't look at was missile pilots have to train an entire separate base skill to 5 in order to use both short and long range T2 launchers. This isn't the case with gunnery since one skill covers both. You don't need "Large Railguns" to 5 then train "Large Blasters" to 5 to use both.

Well now that CCP did this it balanced the scale towards gunnery being easier to train. Now let's make missiles easier... You'll have people complaining "Missiles are too easy to train... It's not fair!" So what then reduce the SP needed for gunnery??
Lilan Kahn
The Littlest Hobos
The Whale Hunters Association
#29 - 2013-12-20 21:51:05 UTC
IIshira wrote:
Mashie Saldana wrote:
As a new Gallente player you can go pure drones all the way from frig to BS without touching gunnery or missiles.

Hence the interest to see the SP investment required in comparision to guns and missiles.

I cooked a dedicatd bomber alt a few years ago, it was rather painless to get into T2 torps with max support. After all the pre-requisite missile skills were only needed at base level 3. Had it been a tree similar to the current gunnery one it would have taken a few more months.

The reason the missile skill tree looks like it does is because missiles were supposed to be support weapons just like drones in the original design.


I did exactly this on one of my pilots. Had almost perfect drone skills but no guns.


I don't think missiles are too SP intensive. The problem is now that all the tears about having to work your way up from small to large T2 guns caused CCP to remove this requirement. People said "It's not fair because missile pilots don't have to do this". What they didn't look at was missile pilots have to train an entire separate base skill to 5 in order to use both short and long range T2 launchers. This isn't the case with gunnery since one skill covers both. You don't need "Large Railguns" to 5 then train "Large Blasters" to 5 to use both.

Well now that CCP did this it balanced the scale towards gunnery being easier to train. Now let's make missiles easier... You'll have people complaining "Missiles are too easy to train... It's not fair!" So what then reduce the SP needed for gunnery??


http://www.youtube.com/watch?v=S5xvkAPXB9c
Marcus Walkuris
Aww yeahhh
#30 - 2013-12-20 22:46:12 UTC  |  Edited by: Marcus Walkuris
IIshira wrote:

I did exactly this on one of my pilots. Had almost perfect drone skills but no guns.


I don't think missiles are too SP intensive. The problem is now that all the tears about having to work your way up from small to large T2 guns caused CCP to remove this requirement. People said "It's not fair because missile pilots don't have to do this". What they didn't look at was missile pilots have to train an entire separate base skill to 5 in order to use both short and long range T2 launchers. This isn't the case with gunnery since one skill covers both. You don't need "Large Railguns" to 5 then train "Large Blasters" to 5 to use both.

Well now that CCP did this it balanced the scale towards gunnery being easier to train. Now let's make missiles easier... You'll have people complaining "Missiles are too easy to train... It's not fair!" So what then reduce the SP needed for gunnery??


Well my post actually stipulated the fact that missile skills have never been "easier to train". Simply due to the overinflation of actual SP needed from the reliance on target painting and as you mentioned earlier needing 2-3 skills to level 5 to have 2-3 sorts of techII launchers in a size group. But this still leaves higher SP support skills+target painting for anything over light missiles. This leaves you with missiles only and not 2 other gun systems like gunnery. IT is all around poor design, and it should be changed.

This is not a whine for ez SP, just equality and a crusade against stupidity. It is working because I don't seem to be getting any kind of pretend arguments in the light of the undeniable SP disparity. My personal preference would go out to see missile and gunnery support skills merged together. With certain support skills adding a double function while retaining certain missile skills. So rapid firing and rapid launch one skill higher training multiplier for example. Other skills like 'target navigation prediction&guided missile precision' stay the same but fall under the joined support skills. Edit: Just examples, thinking about it tracking skill merger might be better with separate rate of fire skills, any case just an idea there.
I think the phoenix is like the most beautiful example of what kind of mutant red headed stepchild the missile tree has become under its current mismanagement.

So I agree with your statement missile skills are not too SP intensive, except for the undeniable reliance on target painting being a form of hidden SP cost that I think needs fixed through proper modules for missile users. And I'll go as far as having never understood the incessant whining about gunnery somehow taking too much SP, and missiles are ez-mode. What they meant is missiles are for PvE where they work so you are a bear, or skilling missiles will turn you into a bear cause PvP tends to suck that way. I miss the old gunnery progression and wish that model would've came to the missile skill tree in a copy paste fashion. I see this cherry-pick nonsense as immersion breaking and view it to be bad for player retention in the long run.
Katran Luftschreck
Royal Ammatar Engineering Corps
#31 - 2013-12-21 16:54:02 UTC
How often do missiles miss?

http://youtu.be/t0q2F8NsYQ0

Marcus Walkuris
Aww yeahhh
#32 - 2013-12-21 17:04:15 UTC
Katran Luftschreck wrote:
How often do missiles miss?


If a tree falls in the forest and no one is there to hear it? Is that person in space?
IIshira
School of Applied Knowledge
Caldari State
#33 - 2013-12-21 19:29:27 UTC  |  Edited by: IIshira
It's not really fair to bunch target painting with missile skills since it isn't an absolute requirement for missiles. Yes some ships use them but not many. Most PVP and mission ships do not. There are a few exceptions such as the stealth bomber, Navy Scorpion, and Golem. Even with those examples only on the Golem would they be considered "required". On a stealth bomber some chose sensor damps.

I do agree with having to train a separate skill for the short and long range launchers is a disadvantage over gunnery but I don't think that's so huge to cause someone to pick guns over missiles.

Okay so I planned both out in Evemon. I planned all support skills to 5 and specializations to 4. Obviously the base skills were at 5 to train the specializations. I didn't plan the FOF, defender, or bomb launcher skills. Neither one relates to any of the gunnery skills, the first two are broken, and the last well really isn't a missile. It's just in that category since there's no other place to put it.


This is with a Per/WP remap and no implants.

Gunnery 186d 18h 46s

Missiles 211d 16h 57m 32s

Difference about 24 days
(Too lazy to do the exact math)

Edit: This is for subcap skills only. Most pilots don't fly dreadnoughts so I wan't to keep it relevant.



So means missiles take about 24 days longer to train over gunnery for a skill plan that lasts 7 months. Yes there is a difference but it's not huge or overwhelming.

Everything in Eve doesn't have to be exactly the same. It's okay if one ship is slightly faster, one slightly tankier or one skill set to take slightly longer. Yes if missiles took twice as long you would have a serious gripe but you're talking about 24 days for skills that will last the life of your pilot.
Marcus Walkuris
Aww yeahhh
#34 - 2013-12-21 20:16:02 UTC  |  Edited by: Marcus Walkuris
IIshira wrote:
It's not really fair to bunch target painting with missile skills since it isn't an absolute requirement for missiles. Yes some ships use them but not many. Most PVP and mission ships do not. There are a few exceptions such as the stealth bomber, Navy Scorpion, and Golem. Even with those examples only on the Golem would they be considered "required". On a stealth bomber some chose sensor damps.

I do agree with having to train a separate skill for the short and long range launchers is a disadvantage over gunnery but I don't think that's so huge to cause someone to pick guns over missiles.

Okay so I planned both out in Evemon. I planned all support skills to 5 and specializations to 4. Obviously the base skills were at 5 to train the specializations. I didn't plan the FOF, defender, or bomb launcher skills. Neither one relates to any of the gunnery skills, the first two are broken, and the last well really isn't a missile. It's just in that category since there's no other place to put it.


This is with a Per/WP remap and no implants.

Gunnery 186d 18h 46s

Missiles 211d 16h 57m 32s

Difference about 24 days
(Too lazy to do the exact math)

Edit: This is for subcap skills only. Most pilots don't fly dreadnoughts so I wan't to keep it relevant.



So means missiles take about 24 days longer to train over gunnery for a skill plan that lasts 7 months. Yes there is a difference but it's not huge or overwhelming.

Everything in Eve doesn't have to be exactly the same. It's okay if one ship is slightly faster, one slightly tankier or one skill set to take slightly longer. Yes if missiles took twice as long you would have a serious gripe but you're talking about 24 days for skills that will last the life of your pilot.


First, thank you for a serious reply. Second, I didn't add FOF, defender or bomb deployment either. Same here too specialization to 4 everything else 5.

Regarding target painting though I cannot agree, as soon as you enter medium sized missile launchers you need target painting. HAM, HML, Cruises, Torps, this should not be controversial imho as it is the literal equivalent of tracking computers&low slot modules 'in function'.. PvE is famously tracking friendly for missiles and the only ship you don't fit with painters are ships that don't use them as their primary source of damage. As my original post illustrates though even without target painting you are at an effective double SP required for missile skills considering gunnery support skills are used for 3 lines of gunnery systems, which means you effectively should divide by 3. I assume you took one line of sub-capital gunnery turrets and support skills for your comparison with missile skills? My division of 3 doesn't even do justice to the reality of starting in missile skills illustrated below.

You start in missiles: You finish missiles, now you climb gunnery mountain instead of: You finish lasers+support, now you train projectile turrets. Meaning combined with the double investment you mentioned earlier for long and short ranged missile systems. obtaining techII capability the largest damage per SP investment you can make besides ship skills, your initial investment with missile skills is astronomically higher compared to turrets without being better in the long run, they're worse on SP. So that 24 days difference you illustrate, will manifest itself early in character development where it matters most as options are limited due to SP hunger. And then you have nowhere to go but gunnery meaning a double grind, It is a massive comparative disadvantage to start in missiles.
IIshira
School of Applied Knowledge
Caldari State
#35 - 2013-12-21 21:26:19 UTC
Marcus Walkuris wrote:

First, thank you for a serious reply. Second, I didn't add FOF, defender or bomb deployment either. Same here too specialization to 4 everything else 5.

Regarding target painting though I cannot agree, as soon as you enter medium sized missile launchers you need target painting. HAM, HML, Cruises, Torps, this should not be controversial imho as it is the literal equivalent of tracking computers&low slot modules 'in function'.. PvE is famously tracking friendly for missiles and the only ship you don't fit with painters are ships that don't use them as their primary source of damage. As my original post illustrates though even without target painting you are at an effective double SP required for missile skills considering gunnery support skills are used for 3 lines of gunnery systems, which means you effectively should divide by 3. I assume you took one line of sub-capital gunnery turrets and support skills for your comparison with missile skills? My division of 3 doesn't even do justice to the reality of starting in missile skills illustrated below.

You start in missiles: You finish missiles, now you climb gunnery mountain instead of: You finish lasers+support, now you train projectile turrets. Meaning combined with the double investment you mentioned earlier for long and short ranged missile systems. obtaining techII capability the largest damage per SP investment you can make besides ship skills, your initial investment with missile skills is astronomically higher compared to turrets without being better in the long run, they're worse on SP. So that 24 days difference you illustrate, will manifest itself early in character development where it matters most as options are limited due to SP hunger. And then you have nowhere to go but gunnery meaning a double grind, It is a massive comparative disadvantage to start in missiles.


Okay we're going to have to agree to disagree on target painting. I've run level 4 missions for years with the CNR and never used a target painter other than playing around to test it. I tested it and it didn't seem to help much at all. Of course my CNR was properly fit with rigor rigs and I have missile implants. I didn't want one when I flew my standard Raven because that would have cut into my tank. I didn't use them on my Drake or Caracal but I've never tried them back then either. Now I'm in a Golem with 3 painters and so far this is the only ship I can see that it makes a difference in. Of course it could be because it's the only one I've flown that has bonuses to target painting.


Okay to your second argument you're saying because there are three races of turrets and only one of missiles that missile support skills should be a third of the SP? That is about as reasonable as saying since there are three races of guns so the actual gun skills should be 1/3 so I could train all of them in the same time it takes to train all of the missile skills.

I don't see missile support skills being cut in 1/3 since they only support one race instead of three.

Bottom line is it takes about the 24 extra days to train missiles than guns. Over 7 months of training I don't see that as a huge difference. If you want to include target painting as a missile skill of course that number goes up.
GreenSeed
#36 - 2013-12-22 00:53:12 UTC
i have T2 HMLS, HAMS , Lights and Torps. and i regret each and everyone of them.

but this being eve, i have to deal with it.
Marcus Walkuris
Aww yeahhh
#37 - 2013-12-24 20:34:17 UTC
IIshira wrote:

Okay we're going to have to agree to disagree on target painting. I've run level 4 missions for years with the CNR and never used a target painter other than playing around to test it. I tested it and it didn't seem to help much at all. Of course my CNR was properly fit with rigor rigs and I have missile implants. I didn't want one when I flew my standard Raven because that would have cut into my tank. I didn't use them on my Drake or Caracal but I've never tried them back then either. Now I'm in a Golem with 3 painters and so far this is the only ship I can see that it makes a difference in. Of course it could be because it's the only one I've flown that has bonuses to target painting.


Okay to your second argument you're saying because there are three races of turrets and only one of missiles that missile support skills should be a third of the SP? That is about as reasonable as saying since there are three races of guns so the actual gun skills should be 1/3 so I could train all of them in the same time it takes to train all of the missile skills.

I don't see missile support skills being cut in 1/3 since they only support one race instead of three.

Bottom line is it takes about the 24 extra days to train missiles than guns. Over 7 months of training I don't see that as a huge difference. If you want to include target painting as a missile skill of course that number goes up.


Yes, I agree to disagree. I firmly believe target painting is an integral part of proper missile ship fitting for medium/large hulls. However I won't dismiss what works for you, maybe you feel like EFT'ing it or trying some painting action or maybe you won't, all up to you. That out of the way, I don't believe there should be a 1/3rd cost to missiles because of the Caldari theme. I believe it should be that way based on the amount of weapon-systems it unlocks. Which comes down to 1/3 of the amount all of gunnery unlocks (sub-capital that is). I don't know if you would argue that missiles are cross faction, but in case you would in that sense so are all gunnery systems. Hybrids more so, and lasers and projectiles on pirate faction hulls. Point being that investment is in the hull skills, not that you argued otherwise, just elaborating because I like reading my own words 'THAT' much ^^.
ExcalibursTemplar
CANZUK
#38 - 2013-12-27 12:35:16 UTC  |  Edited by: ExcalibursTemplar
Marcus Walkuris wrote:
Heyall,
Wall of text incoming, lazy eyes scroll down for summary.

So here we are close to a new expansion and the glorious news of weapon turrets no longer fitting into a tree is brought to us.
Now someone can go straight to medium large or whatever turret size they please (no sarcasm intended).
More flexibility in gunnery, while ship skills were put into more rigid skill-trees opposite to the upcoming gunnery remake.
Little confusing this swap when a desire for more linear progression was expressed by CCP...
Is this odd to anyone but me??


Do you look at missile skills and see one weapon system that has over *-3x the investment vs profit ratio of gunnery, more so now then ever with much less versatility?

Currently missile support skills combined have a total multiplier of 21x vs gunneries 18x. (obviously not adding capital specific support skill; Tactical Weapons Configuration or smart-bombs under missiles).
Before specialization: Missile skills add up to a total of 18x excluding auto targeting and defender which in a sense fall under E-war and are a combined 5x.
Capital missile skills add up to 14x double any gunnery capital turret type, and are still a joke.
One should add the need for target painting as an extra support skill necessary for a complete missile support picture which add up to 12x multiplier with little pressure to MAX out but not to be scuffed at since it is vastly more SP effective then 6 individual weapon specialization at lvl4/5.
Disregarding target painting would be a close equivalent of gunnery without tracking computers.
Your bill at check out may vary: 21+18+14+15=68 or 21+18+15=54 for the most realistic representation of SP spent.
Capital missiles are fubar leaving a most realistic 54x multiplier for sub capital missile skills or -15x for those that can't accept the reality of target painting which would make 39x.

Gunnery support skills add up to 18x multiplier while opening up 3 weapon systems, all its damage/tracking modules are passively gained through universal/basic support skills.
Another point of attention is that gunnery support skills have lower multipliers then missile support meaning maxing out skills does less then maxing missile support and is thus less needed.
(this does not mean "OMG gunnery support skills need buffed" since the final damage numbers aren't magically reduced").
Before specialization's; Sub Capital Turret skills add up to 27x multiplication, which is 3 weapon systems.
Capital turrets add 21x.
Total at check out: 18+27+21=66
Or a more realistic -14 for one capital gunnery skill or -21=45 for sub-capital gunnery.
A functional sub-capital equivalent of missile skills; one gunnery line which comes down to 9+18=27 a 27x multiplier compared to 51x with target painting or 39x without for missiles.

Why mention SP invested before specialization skills?
Simple, because those are very iffy numbers considering they are rarely trained to lvl5 and at lvl4 are still at 1/5th SP cost of lvl5 a beginning player will have specialization at lvl3 which again is 1/5th of lvl4.
Gunnery takes much more SP in this regard small weapons 18x, medium 30x, heavy 48x. 18+30+48=96.
Missiles:Small 6x, medium 10X, heavy 16x. Here you see exact 1/3 ratio akin to one turret type skill tree 6+10+16= 32 perfect sense.
With all these skills at lvl 4 though you end up with 19.2x for gunnery and 6.4x for missiles, or 6.4 for any weapon system.
Why not include capital gunnery or missiles, well they are horribly dominated by the ship skills the turret skills just follow ship choice.
Maybe someone out there collects titans but from a serious SP comparison perspective this can't be factored let alone capital missiles as they are silly bad.

Edit:I overlooked something, target painting is actually a total of 15x multiplier correcting in a dead thread just to be correct.


Has the gunnery tree been changed yet or is that coming in the new year ?
Marcus Walkuris
Aww yeahhh
#39 - 2013-12-27 15:10:51 UTC
ExcalibursTemplar wrote:
Has the gunnery tree been changed yet or is that coming in the new year ?


Yes it was changed, you can check the skill books in the market menu.
IIshira
School of Applied Knowledge
Caldari State
#40 - 2013-12-28 00:06:49 UTC  |  Edited by: IIshira
Marcus Walkuris wrote:
IIshira wrote:

Okay we're going to have to agree to disagree on target painting. I've run level 4 missions for years with the CNR and never used a target painter other than playing around to test it. I tested it and it didn't seem to help much at all. Of course my CNR was properly fit with rigor rigs and I have missile implants. I didn't want one when I flew my standard Raven because that would have cut into my tank. I didn't use them on my Drake or Caracal but I've never tried them back then either. Now I'm in a Golem with 3 painters and so far this is the only ship I can see that it makes a difference in. Of course it could be because it's the only one I've flown that has bonuses to target painting.


Okay to your second argument you're saying because there are three races of turrets and only one of missiles that missile support skills should be a third of the SP? That is about as reasonable as saying since there are three races of guns so the actual gun skills should be 1/3 so I could train all of them in the same time it takes to train all of the missile skills.

I don't see missile support skills being cut in 1/3 since they only support one race instead of three.

Bottom line is it takes about the 24 extra days to train missiles than guns. Over 7 months of training I don't see that as a huge difference. If you want to include target painting as a missile skill of course that number goes up.


Yes, I agree to disagree. I firmly believe target painting is an integral part of proper missile ship fitting for medium/large hulls. However I won't dismiss what works for you, maybe you feel like EFT'ing it or trying some painting action or maybe you won't, all up to you. That out of the way, I don't believe there should be a 1/3rd cost to missiles because of the Caldari theme. I believe it should be that way based on the amount of weapon-systems it unlocks. Which comes down to 1/3 of the amount all of gunnery unlocks (sub-capital that is). I don't know if you would argue that missiles are cross faction, but in case you would in that sense so are all gunnery systems. Hybrids more so, and lasers and projectiles on pirate faction hulls. Point being that investment is in the hull skills, not that you argued otherwise, just elaborating because I like reading my own words 'THAT' much ^^.


Sorry the notification that you replied got lost in my list so I just noticed it.

When I get time I'll try target painting NPC's and see the damage with and without. I don't think it would be a huge difference with heavy missiles hitting cruisers and cruise missiles hitting battleships but I could be wrong. Heavy missiles hitting frigates and cruise missiles hitting cruisers I would expect target painting to make a difference. I like EFT to see if everything fits and look at cap time but I'd rather test this in game.

I didn't say you thought it should be 1/3 because of the "Caldari theme". Maybe that's how my post came across so sorry for the confusion. As much as you want it to be cut by 1/3 because it only supports one weapon variation vs guns support three variations it's not going to happen. Making missile support skills take 1/3 the time would mean a Raven pilot would be fully capable long before a pilot that chose a gun ship like the Apocalypse. I understand that the Apocalypse pilot can use those skills down the line but this isn't helping him when he has to spend months of extra training just because he picked guns. Also some gunnery pilots never train another race of guns and are fully content with the race they picked. Why should they be penalized because they chose guns over missiles?

Lets look at this from a different perspective. If I'm a Gallente gunnery pilot and want to use EM damage I have to train a whole different race of guns and ships! With missiles all you have to do is a 10 second reload!

How about this to make it fair. Divide each missile skill into 4 groups. For example you could have "EM Cruise missile launcher operation" and "Thermal Cruise missile launcher operation" etc. You would have to train each skill to use the type of launcher. This way it would be fair and there would be different variations of launcher skills that the support skills would support. Yes it might still be a little unfair that missile support skills would be for 4 variations of weapons and gunnery would only have 3 but I think it would be better than what we have now Big smile
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