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Player Features and Ideas Discussion

 
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Condense citadel cruise missiles and torpedoes into 1 skill

Author
Dunkle Lars
Viziam
Amarr Empire
#1 - 2016-04-19 11:34:27 UTC
Condense citadel cruise missiles and torpedoes into 1 skill. E.g Capital missiles.

Why? Why do you need to train 2x capital weapons skills when every other capital weapon only needs one?

E.g Capital energy turret covers both pulse- and beamlasers.

No practical reason to have 2 skills for missils and only 1 for the others
sci0gon
Kaira Innovations
#2 - 2016-04-19 11:40:05 UTC
Dunkle Lars wrote:
Why? Why do you need to train 2x capital weapons skills when every other capital weapon only needs one?


the reason for this is due to them adding another launcher for capitals, in the past it only used to be for torpedo's and they most likely threw in the second skill to go with the cruise launcher.
Dunkle Lars
Viziam
Amarr Empire
#3 - 2016-04-19 11:44:32 UTC
sci0gon wrote:
Dunkle Lars wrote:
Why? Why do you need to train 2x capital weapons skills when every other capital weapon only needs one?


the reason for this is due to them adding another launcher for capitals, in the past it only used to be for torpedo's and they most likely threw in the second skill to go with the cruise launcher.



Seems likely :) But still doesn't make any sense. Otherwise they should spilt the other capital weapons too
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2016-04-19 11:53:31 UTC
But this is how missile and gun skills work at every other level, why change it for caps?
Donnachadh
United Allegiance of Undesirables
#5 - 2016-04-19 13:20:04 UTC
Danika Princip wrote:
But this is how missile and gun skills work at every other level, why change it for caps?

My thoughts precisely.

You get a no way in hell because you only want this for your precious capital ships but do not care that the rest of EvE would still have to deal with the muti skills thing.

I would counter that what needs to change is the laser skills since they are the only ones where 2 distinct weapons systems are trained with a single skill. Yes I know both beam and pulse are laser weapons, and my counter there is that blasters and rail guns are both hybrid weapons and yet they require different skills, auto canon and artillery are both projectile weapons but they require separate skills, missiles, rockets and torpedo are all basically forms of missiles but they require separate skills.
Corvald Tyrska
Valknetra
#6 - 2016-04-19 14:10:42 UTC
Agree with the others, the torp and cruise skills match with all other types of weapons. It is the other capital weapons that should be split out into two skills where they are currently covered by one.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#7 - 2016-04-19 14:27:40 UTC
Corvald Tyrska wrote:
Agree with the others, the torp and cruise skills match with all other types of weapons. It is the other capital weapons that should be split out into two skills where they are currently covered by one.

No, they should not. The capital weapons until now are all T1. For tech 1 weapons, we have the gunnery weapons with 1 skill and missiles with 2 for sub cap missiles. With T2, all weapons split into 2 different specializations for long and short range.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

FT Diomedes
The Graduates
#8 - 2016-04-19 15:18:04 UTC
Rivr Luzade wrote:
Corvald Tyrska wrote:
Agree with the others, the torp and cruise skills match with all other types of weapons. It is the other capital weapons that should be split out into two skills where they are currently covered by one.

No, they should not. The capital weapons until now are all T1. For tech 1 weapons, we have the gunnery weapons with 1 skill and missiles with 2 for sub cap missiles. With T2, all weapons split into 2 different specializations for long and short range.


Exactly.

As someone who trained them all to V, it doesn't really matter to me at this point. Can't you people just accept that missiles and guns are different systems with different training paths?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Nevyn Auscent
Broke Sauce
#9 - 2016-04-19 21:17:30 UTC
This is a long argued issue with missiles getting the short end of the stick every time. Since the SP required to train missiles is vastly more than the SP required to train a single turret type. It used to be balanced by the fact missiles you only had to train to 3 along the way and could train Tech 2 in just Cruise for example. However then they gave the ability to do that to turrets, yet left missiles with split T1 training trees and more SP required.

However Capital missiles are consistent with other missiles. So this is more a question of missile training in general.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#10 - 2016-04-20 05:39:30 UTC
Nevyn Auscent wrote:
This is a long argued issue with missiles getting the short end of the stick every time. Since the SP required to train missiles is vastly more than the SP required to train a single turret type. It used to be balanced by the fact missiles you only had to train to 3 along the way and could train Tech 2 in just Cruise for example. However then they gave the ability to do that to turrets, yet left missiles with split T1 training trees and more SP required.

However Capital missiles are consistent with other missiles. So this is more a question of missile training in general.

The fact that you can use missiles on ships of more than one faction in contrast to all gunnery weapons makes the argument for a shorter, less skill intensive missile training unreasonable.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Dolorous Tremmens
The Scope
Gallente Federation
#11 - 2016-04-20 05:55:48 UTC  |  Edited by: Dolorous Tremmens
Just because missiles aren't used for the majority of dps doesn't mean they shouldn't be just as irritating to train towards. Gunnery skills work across the board because each gun has different to-hit stats, based of falloff, optimal range, tracking etc.

Missiles always hit provided they are in range. the extra skills are just there to give more damage, or range. Yes I'm dropping alot of things and keeping it simple, but each gun has its own separate t2 variants, at all levels and I'm pretty sure a Citadel is a bit larger and different than a cap ship.

More skills to soak up sub time and keep the field slightly level from inception. Don't make these things easy on people as soon as they're released, put some time/work into it.

Get some Eve. Make it yours.