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Citadel Cruise Missiles and Citadel Torpedoes... why two skills?

Author
Modal Noki
Doomheim
#1 - 2012-03-24 07:01:37 UTC
This has bugged me for quite some time even though I don't fly capital ships just yet.

Why do capital missile launchers have two separate x7 skills to train while all the capital turrets only have one that allows for both short and long range variants?
Luba Cibre
Global Song Setup
#2 - 2012-03-24 07:46:12 UTC
Because the Missile Skilltree is dumb as fck.

"Nothing essential happens in the absence of noise." 

Vito Antonio
Doomheim
#3 - 2012-03-24 10:14:21 UTC
Luba Cibre wrote:
Because the Missile Skilltree is dumb as fck.

And the worst thing is that nothing is going to change about it in foreseeable future.
CCP is so freaking afraid to make balance changes like it got no balls at all.
Should HTFU already and get on with balancing.
Luba Cibre
Global Song Setup
#4 - 2012-03-24 10:39:45 UTC
Vito Antonio wrote:
Luba Cibre wrote:
Because the Missile Skilltree is dumb as fck.

And the worst thing is that nothing is going to change about it in foreseeable future.
CCP is so freaking afraid to make balance changes like it got no balls at all.
Should HTFU already and get on with balancing.

I would love to have the same Skilltree in Missiles we have in Turrets now.

"Nothing essential happens in the absence of noise." 

Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2012-03-24 22:55:13 UTC  |  Edited by: Tau Cabalander
Answer: because there was only one type of citadel missile originally.

CCP Nozh: Capital Ships In Dominion

I think this lead to the infamous target painting capitals debacle (you can't paint sieged dreads, triaged carriers, or supers).

CCP Nozh wrote:
Citadel Cruise / Torpedoes

A second capital missile weapon system is being introduced in Dominion, the Citadel Cruise Missile Launcher. The Citadel Cruise Missiles will not differ greatly from the Citadel Torpedoes that currently exist on Tranquility, offering the long-range choice for damage. We adjusted the Citadel Torpedoes to fill the role of a close range bombardment weapon better.

The new version of the Citadel Torpedo follows the same trend as other unguided missiles. The explosion velocity is slightly higher than that of the Citadel Cruise Missiles (or 2250) which means target painters will have to be utilized in many situations to achieve full damage potential. They do considerably more damage than their missile counterparts, with reduced range and velocity.

The explosion radius of Citadel Cruise Missiles will be set to 1500, which differs from the current 1000 explosion radius of Citadel Torpedoes on Tranquility. This value has remained the same throughout many capital ship changes since capital ships were introduced with a signature radius of 1000, causing imbalances with the weapon system.

The increased explosion radius also affects starbase structure hit quality, to counter that we're increasing the signature radius of the larger structures.
OfBalance
Caldari State
#6 - 2012-03-25 03:27:02 UTC
Citadel cruise might as well not exist so it's not too bad at the moment. If CCP ever gets around to balancing again i would assume they'll fix this issue too. Hahaha, yeah right.