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Interdictor skill prerequisites

Author
Ayara Itris
Iron.Guard
Fraternity.
#1 - 2015-08-06 05:26:35 UTC
Don't the prereqs for the Interdictor skill seem a little odd? None of them are really related to the piloting of Interdictors except the racial destroyer skill. Plus, 3/4 of the skills are off remap for most combat pilots.

We've got:

1. Propulsion Jamming V. Not only is it a massively long train for a person who flies without implants/non-intmem remapped (i.e. people that live in null who would be flying a dictor), it also doesn't really apply at all for what an Interdictor does--that is, AoE tackling. Bubble launchers don't use cap.

2. Science V. It's used for blueprint copying. What?! That's not even about flying spaceships!

3. Graviton Physics. This one matters less simply because it's a pretty short train on it's own, but it only tangentially fits flavor wise and is not at all practical. It also requires Science V as a prereq, which is something subcap pilots are not going to train.

4. Spaceship Command IV. This is the only reasonable one because it increases a ship's agility, which is important for a dictor who needs to turn on a dime to control the grid.

This totals to ~30 days of training + a week for racial destroyer skill V, most of which is wasted on skills that don't even affect an Interdictor pilot.

Some will say "so what, other ships have dumb prereqs too." Two wrongs does not make a right. There is no reason for the training to be like this. It's silly.
Baali Tekitsu
AQUILA INC
#2 - 2015-08-06 05:52:14 UTC
All the prerequs are related to their role as bubblers as they are simultaneously required to online a interdiction probe launcher.
This is one of few classes where the prerequs make total sense.

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Rawketsled
Generic Corp Name
#3 - 2015-08-06 05:57:20 UTC
Armour and shield skills have the same mapping as Science. Your argument that they're off-remap for combat pilots is bunk...

And if you think Prop. Jamming V is a long train, I positively can't wait for you to become a triage carrier pilot.


30 days of training for a T2 ship is fine.
Ayara Itris
Iron.Guard
Fraternity.
#4 - 2015-08-06 06:03:24 UTC
Baali Tekitsu wrote:
All the prerequs are related to their role as bubblers as they are simultaneously required to online a interdiction probe launcher.
This is one of few classes where the prerequs make total sense.

Well, effectively, there are no prereqs for dictor probe launchers, since the only thing they fit onto are dictors. I'd imagine that the prereqs for the launcher would change if CCP altered the requirements for the Interdictor skill.
Ayara Itris
Iron.Guard
Fraternity.
#5 - 2015-08-06 06:08:00 UTC
Rawketsled wrote:
Armour and shield skills have the same mapping as Science. Your argument that they're off-remap for combat pilots is bunk...

And if you think Prop. Jamming V is a long train, I positively can't wait for you to become a triage carrier pilot.


30 days of training for a T2 ship is fine.


A pilot isn't training most of the armor and shield skills past their first few months when they're getting core stuff out of the way anyways (most of which has an int/mem map). Advanced pilots that would be flying dictors would likely have a per/will map, as all gunnery, missile, and spaceship command skills are per/will mapped.

Long trains are relative. This is a destroyer were talking about, the second smallest class of ship in the game. And for a pilot's first Interdictor, they also need the racial command skill, which brings the total to around 40 days to start interdicting.

It seems pretty overkill for a ship whose main purpose is lost in highsec and lowsec. It also cuts off the decently useful combat abilities of these ships behind this skill wall, limiting the amount of people who can really use these ships for their non-bubbling secondary applications (i.e. killing stuff).
Mike Voidstar
Voidstar Free Flight Foundation
#6 - 2015-08-06 06:22:01 UTC
I tend to agree that it's a long train for a ship that is useless to a vast swath of players. That's why I didn't train for it.

As much as I dislike the hard tackle mechanics that promote the predator/victim mentality of EVE PvP, I think the class should have some bonuses to regular webs, scrams and disruptors to go with their disruption probes. Something along the lines of double strength (capped at 90% for webs) for those modules, making them capable of stopping those ships with hull bonuses to warp core stabilization with a single scram or disruptor.
FireFrenzy
Cynosural Samurai
#7 - 2015-08-06 06:56:57 UTC
also its not like "prop jamming 5" is an annoying skill to have... Its really usefull and you're mostly qualified as a HIC pilot at the same time
Specia1 K
State Protectorate
Caldari State
#8 - 2015-08-06 07:04:59 UTC
FireFrenzy wrote:
also its not like "prop jamming 5" is an annoying skill to have... Its really usefull and you're mostly qualified as a HIC pilot at the same time


It is a logical progression to HIC.

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afkalt
Republic Military School
Minmatar Republic
#9 - 2015-08-06 07:06:16 UTC
A bunch of ships have weird, annoying and obviously timesink-only requirements. These really are not an example of that though.

Although most people couldn't look beyond the bubbles, they are were really good even without the bubbles - but T3D happened....
Yun Kuai
Garoun Investment Bank
Gallente Federation
#10 - 2015-08-06 09:02:41 UTC
Rawketsled wrote:
Armour and shield skills have the same mapping as Science. Your argument that they're off-remap for combat pilots is bunk...

And if you think Prop. Jamming V is a long train, I positively can't wait for you to become a triage carrier pilot.


30 days of training for a T2 ship is fine.



I'll add my two cents to this as well. 30 days before plugging in implants for a T2 ship is more than fineIdea

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Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2015-08-06 09:38:02 UTC
And it has begun. Roll Next thing subject to skill shortening demands will be HAC, Logis, and CS.

Science and Graviton Physics sure have a place in that queue because you use highly sophisticated, area-of-effect modules and charges that require you to understand basics of science in general and the science behind gravitational manipulation to incapacitate several untargeted warpdrives at once in particular.

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Nevyn Auscent
Broke Sauce
#12 - 2015-08-06 10:08:41 UTC
So this is a vote in favour of removing attributes to avoid the issues of having to train off map right? Since no matter what your map you have to train something off map.
However Dictors make a great way for science characters to contribute to fleets and as said their pre reqs make sense.
Celthric Kanerian
Viziam
Amarr Empire
#13 - 2015-08-06 10:16:49 UTC
Ayara Itris wrote:

2. Science V. It's used for blueprint copying. What?! That's not even about flying spaceships!


*sigh*
afkalt
Republic Military School
Minmatar Republic
#14 - 2015-08-06 10:18:03 UTC
I think my favourite part of this is "I want to fly T2 tackle, why do I need tackle skill to V???!??!?!?!?!"
Ayara Itris
Iron.Guard
Fraternity.
#15 - 2015-08-06 11:12:04 UTC  |  Edited by: Ayara Itris
afkalt wrote:
I think my favourite part of this is "I want to fly T2 tackle, why do I need tackle skill to V???!??!?!?!?!"
The "tackle skill" has no effect on dictor bubbles so it makes no sense for it to be a requirement.
Ayara Itris
Iron.Guard
Fraternity.
#16 - 2015-08-06 11:12:55 UTC
FireFrenzy wrote:
also its not like "prop jamming 5" is an annoying skill to have... Its really usefull and you're mostly qualified as a HIC pilot at the same time
It's not a bad skill, but it's not really necessary at all for a dictor pilot, nor worth it at all for most people to train otherwise.


Specia1 K wrote:
It is a logical progression to HIC.
Maybe so. Not every dictor pilot intends on becoming a HIC pilot, though; the ships also fly very differently and are used for different purposes. It shouldn't be mandatory for someone to train something they might not ever actually need.


afkalt wrote:
A bunch of ships have weird, annoying and obviously timesink-only requirements. These really are not an example of that though.

Although most people couldn't look beyond the bubbles, they are were really good even without the bubbles - but T3D happened....
These seem pretty obvious as timesinks. A dictor pilot does not need these skills.

I agree with your second point.

Yun Kuai wrote:
30 days before plugging in implants for a T2 ship is more than fineIdea
First of all, it's more like 40 days including a racial destroyer skill. Note that these ships are destroyers--you know, the second smallest ship class in the entire game? Not to mention that Tech 3 destroyers have NO requirements aside from the command skill when they are much more powerful in a combat application. I don't think interdiction bubbles are worthy of a pointless 30 days when you can't use them in half of the game world.

Rivr Luzade wrote:
And it has begun. Roll Next thing subject to skill shortening demands will be HAC, Logis, and CS.

Science and Graviton Physics sure have a place in that queue because you use highly sophisticated, area-of-effect modules and charges that require you to understand basics of science in general and the science behind gravitational manipulation to incapacitate several untargeted warpdrives at once in particular.
HACs and Logi are okayish, CSes are pretty bad because you need to train non-bonused Leadership skills, but I digress.

Lore reasons should not influence gameplay reasons ever. That's stupid and leads to dumb, arbitrary requirements like these.



afkalt
Republic Military School
Minmatar Republic
#17 - 2015-08-06 11:18:22 UTC
Ayara Itris wrote:
afkalt wrote:
I think my favourite part of this is "I want to fly T2 tackle, why do I need tackle skill to V???!??!?!?!?!"
The "tackle skill" has no effect on dictor bubbles so it makes no sense for it to be a requirement.


Well I don't know about you, but I use a web/scram on my sabres, otherwise people just moonwalk out the bubbles. You know how fast a frigate can cover the 20km radius unless you've hard tackled it?
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#18 - 2015-08-06 14:13:33 UTC
What I find strange is how a tech 3 destroyer has insanely lower skill requirements from a tech 2 destroyer.

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Lady Rift
His Majesty's Privateers
#19 - 2015-08-06 15:26:04 UTC
Ayara Itris wrote:
Baali Tekitsu wrote:
All the prerequs are related to their role as bubblers as they are simultaneously required to online a interdiction probe launcher.
This is one of few classes where the prerequs make total sense.

Well, effectively, there are no prereqs for dictor probe launchers, since the only thing they fit onto are dictors. I'd imagine that the prereqs for the launcher would change if CCP altered the requirements for the Interdictor skill.




I wouldn't count on ccp to change both the ship pre req and the item pre req at the same time. The launcher pre reqs make sense. Whats going to happen is that it will take less time to sit in the ship but longer to actually use them with the probe launcher.
Frostys Virpio
State War Academy
Caldari State
#20 - 2015-08-06 15:54:33 UTC
How can pro jamming V not make sense when the ship is entirely designed to jam propulsion...

Science and graviton physics makes sense since you are piloting a ship that use probe to modify space in order to prevent warps.

If you remove any of those from the pre-req, CCP will just add other pre-req that will also be of-remap.
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