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Skill Discussions

 
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we need more gunnery and missile skills

Author
digitalwanderer
DW inc
#41 - 2012-08-20 17:23:00 UTC
IVeige wrote:
i believe we need more skills yes, including gunnery. Many high sp characters are running out of usefull things to train.

I just wish they would add some skills for them, with lots of requirements as well.




Indeed, since those that are getting up there skill point wise are losing the usefullness of even needing atribute implants or hardwires since the bulk of the skills they needed to train are done( they become really optional to be honest), so even if they get blown up, all they really need is a new clone and that's it.....Like i said in my last post, the death penalty is less severe when we start having much less skills to train up in the first place, even if the cost of the clones is pretty high.
Dracan02
I N E X T R E M I S
Tactical Narcotics Team
#42 - 2012-08-21 06:23:26 UTC
maybe something like
Extended Magazines: increases the capacity of all Missile launchers and hybrid and projectile turrets by 5% per level
Prerequisites:- gunnery 5, Weapon upgrades 5, missile launcher operation 5.

the RP note could be something along the lines of "with extensive experience at handling and loading ordnance the pilot has been able to devise more efficient storage for ammunition with in his weapons magazines with minimal modification to the overall structure."

it would be great for big fights or pos bashing and not OP in small scale combat.
Haleuth
Peoples Liberation Army
Goonswarm Federation
#43 - 2012-08-21 21:04:23 UTC
digitalwanderer wrote:
IVeige wrote:
i believe we need more skills yes, including gunnery. Many high sp characters are running out of usefull things to train.

I just wish they would add some skills for them, with lots of requirements as well.




Indeed, since those that are getting up there skill point wise are losing the usefullness of even needing atribute implants or hardwires since the bulk of the skills they needed to train are done( they become really optional to be honest), so even if they get blown up, all they really need is a new clone and that's it.....Like i said in my last post, the death penalty is less severe when we start having much less skills to train up in the first place, even if the cost of the clones is pretty high.


The game dosn't need more ships or skills imo, that will only make new players feel more left behind.

The only idea that i see being workable is to allow everyone the option of taking one/or more of the specialisation skills beyond level 5.

That way nobody can say "there is nothing left to train" and it wont throw up a load of balancing issues because it's weapon based not ship skill based.

Its easy to implement.

It will also allow people to really specilse in their chosen race of ships, something we were told by CCP in 2004 was the thing to do.

It also fits in with the new game plan of new players only needing to specialise in one race of ship.
digitalwanderer
DW inc
#44 - 2012-08-22 05:13:32 UTC
Haleuth wrote:


The game dosn't need more ships or skills imo, that will only make new players feel more left behind.

The only idea that i see being workable is to allow everyone the option of taking one/or more of the specialisation skills beyond level 5.

That way nobody can say "there is nothing left to train" and it wont throw up a load of balancing issues because it's weapon based not ship skill based.

Its easy to implement.

It will also allow people to really specilse in their chosen race of ships, something we were told by CCP in 2004 was the thing to do.

It also fits in with the new game plan of new players only needing to specialise in one race of ship.




I don't see how that would be even remotely interesting considering that the specialisations as they currently are, only offer a 2% bonus for every level trained, and some of them are already rank 8 skills, so they take about 25 days to get that extra 2% when going from level 4 to lvl 5.


So you can imagine how long it would take from lvl 5 to lvl 6, if it's still a rank 8 skill and the bonus is still 2% per level.....100+ days of training that one skill for that extra 2% over it being at level 5, i don't think so and i can think of far better skills that can give a 5% or even a 7.5 % bonus and takes far less time to train up.


That final bonus would have to be far larger than 2% to even remotely interest me putting that much time training it, and newer players are still left behind if CCP takes this aproach too, so it's still the same problem and there's no way to reduce the skill point gap and not **** off a lot of subscribers.......Us old farts have been with the game since it was born, and put up with a lot of imbalances and exploits and even the server routinely crashing 2~3 times a day back in 2003, so we've put up with a lot and it took years to get to where we are, now that we're there, we're somehow supposed to be slowed down so that newer players don't feel the skill point gap as much?....I don't think so and they have to be patient just like we did all these years.


This whole skill point gap argument goes as far back as 2004 to be honest, and at the time i only had 11 million sp and people were already complaining that 2003 players had too much of a lead over 2004 players....It's basically one of the oldest arguments in the game...Blink
ArmyOfMe
Stay Frosty.
A Band Apart.
#45 - 2012-08-22 07:53:33 UTC
digitalwanderer wrote:

This whole skill point gap argument goes as far back as 2004 to be honest, and at the time i only had 11 million sp and people were already complaining that 2003 players had too much of a lead over 2004 players....It's basically one of the oldest arguments in the game...Blink
Ah yeah, i can still remember how unfair it was when i started in 04, and a lot of ppl could fly battleships.
Specially since implants cost a fortune back then, and there were no jumpclones.

To be honest the argument that new players will never catch up, has allways existed. And you know what, its true, they never will.
Until we quit, cause there is nothing left worth training.
Hell, ive remapped to int/mem just to max out electronics now, even though i dont fly ew ships (cause i cant stand ew)

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Radius Prime
Tax Evading Ass.
#46 - 2012-08-22 09:53:58 UTC
No, we don't.

Reopen the EVE gate so we can invade Serenity. Goons can go first.

CorInaXeraL
The Dresdeneers
#47 - 2012-08-22 13:16:14 UTC
Radius Prime wrote:
No, we don't.


The arguments presented here are so unbelievably spot-on. I can't believe I would have ever thought otherwise. I hereby withdraw any support in the venture to create more high-end specialization skills due to the nature of this singular, detailed, thorough rebuttal.


So long 'Kitchen Sink' and 'Ramming Speed'. I hardly knew ye.


digitalwanderer
DW inc
#48 - 2012-08-22 19:19:17 UTC  |  Edited by: digitalwanderer
ArmyOfMe wrote:
Ah yeah, i can still remember how unfair it was when i started in 04, and a lot of ppl could fly battleships.
Specially since implants cost a fortune back then, and there were no jumpclones.

To be honest the argument that new players will never catch up, has allways existed. And you know what, its true, they never will.
Until we quit, cause there is nothing left worth training.
Hell, ive remapped to int/mem just to max out electronics now, even though i dont fly ew ships (cause i cant stand ew)




It's hard to say what is CCP's plan for the old players and if they simply want us to quit the game, as they can't be bothered to create content for the old player base that's actually challenging enough and worth our while, especially considering we're a relatively small minority of their customer base, and since we've have been playing this long, CCP might be under the impression that they're in no obligation to create content for us, as they take old players for granted as customers that will continue to play the game for years to come, not those that will get bored of it after a few months and CCP needs to add content all the time to keep them hooked.



Enough with the new player experience to be honest, as people either like the game or they don't, and adding even more content isn't going to change this simple fact, but the old farts of the game are in need of attention for once....
Obsidiana
Atrament Inc.
#49 - 2012-08-23 00:39:45 UTC
Crystal stability would make sense to me. Not much else. The skill sets are pretty complete.

Wait... thought of one:

Increase cargo/charge/ammo capacity of guns/missiles.

That goes right along with the other crystal damage. Make it a per weapon skill. One for hybrids, missiles, and projecties. Lasers get the damage reduction one. It only helps T2/faction crystals, but it still would be more effective than the charge number bonus.

Only things that skills currently cannot improve should get a boost. That leave charge/ammo capacity, crystal damage, and reload times.

Reloads are currently the buff to hybrids and the draw back to capless weapons. No skill for them without increasing the reload times. It also should be 5% per level, like most things, and weapon dependant. No more one skill to boost all guns. Hybrids should get a better boost than projectiles at this point.
Elsbeth Taron
Brutor Tribe
Minmatar Republic
#50 - 2012-08-26 13:44:15 UTC
While not exactly a weapon skill it would be handy to have the ability to modify a weapon to oncrease its capacity for charges. Maybe a bpo that takes the weapon as one of the mats and produces the same weapon but modified as stated.

One of the requirements of the bpo would be the skill that allows the user to run it. Something like "Increase ammunition capacity - projectile". Each level trained would increase the capacity by 10%, with level 5 upgrading the weapon to hold 50% more ammunition than before.
Sati Ishtar
Center for Advanced Studies
Gallente Federation
#51 - 2012-09-04 01:51:54 UTC
digitalwanderer wrote:
I don't see how that would be even remotely interesting considering that the specialisations as they currently are, only offer a 2% bonus for every level trained, and some of them are already rank 8 skills, so they take about 25 days to get that extra 2% when going from level 4 to lvl 5.


So you can imagine how long it would take from lvl 5 to lvl 6, if it's still a rank 8 skill and the bonus is still 2% per level.....100+ days of training that one skill for that extra 2% over it being at level 5, i don't think so and i can think of far better skills that can give a 5% or even a 7.5 % bonus and takes far less time to train up.


That final bonus would have to be far larger than 2% to even remotely interest me putting that much time training it, and newer players are still left behind if CCP takes this aproach too, so it's still the same problem and there's no way to reduce the skill point gap and not **** off a lot of subscribers.......Us old farts have been with the game since it was born, and put up with a lot of imbalances and exploits and even the server routinely crashing 2~3 times a day back in 2003, so we've put up with a lot and it took years to get to where we are, now that we're there, we're somehow supposed to be slowed down so that newer players don't feel the skill point gap as much?....I don't think so and they have to be patient just like we did all these years.


This whole skill point gap argument goes as far back as 2004 to be honest, and at the time i only had 11 million sp and people were already complaining that 2003 players had too much of a lead over 2004 players....It's basically one of the oldest arguments in the game...Blink


So, let me sum this up....
1 - You're complaining that you don't know how to spend the training time anymore, essentially that your queue is empty/filled with skills you don't really want to train
2 - You (hopefully) agree that any skill more powerful than the current ones would severely unbalance things
3 - You're complaining that a (relatviely) moderate gain from a skill that would take a lot of time wouldn't be worth it

Ummm.. anyone else see the discrepancy?
digitalwanderer
DW inc
#52 - 2012-09-05 00:31:05 UTC
Sati Ishtar wrote:


So, let me sum this up....
1 - You're complaining that you don't know how to spend the training time anymore, essentially that your queue is empty/filled with skills you don't really want to train
2 - You (hopefully) agree that any skill more powerful than the current ones would severely unbalance things
3 - You're complaining that a (relatviely) moderate gain from a skill that would take a lot of time wouldn't be worth it

Ummm.. anyone else see the discrepancy?


Correct on number 1, since in 2 odd years from now, i'll have every ship related skill, for every race and every ship class, completely maxed out.....I do not care for research, manufacturing, trade, corporation skills and social skills at all, and that removes about 130+ million skill points i'll never bother with.


Wrong on number 2, i actually want much more powerfull skills for ships~modules that are quite a bit better than anything available right now, but so expensive and time consuming to train up, that only veterans with the determination and long term vision to play the game for the next several years, would even consider training for them.


War is never meant to be fair and old players who in a matter of months, will have been playing for 10 years straight, are tired of being held back while CCP continues to concentrate on the new player experience pretty much exclusively, and CCP stating that it's the players that create the content only goes so far( wars, back room deals, etc...)


On number 3, you're right and there are skills right now i'd never bother with, speciafically those that only offer a 2% bonus and are rank 8 skills.....I can live with 98% of the max a given module can provide, and can think of other skills where the bonus is at least 5%, and shorter to train to boot.....
Sati Kerensky
Perkone
Caldari State
#53 - 2012-09-05 00:51:33 UTC  |  Edited by: Sati Kerensky
digitalwanderer wrote:
Correct on number 1, since in 2 odd years from now, i'll have every ship related skill, for every race and every ship class, completely maxed out.....I do not care for research, manufacturing, trade, corporation skills and social skills at all, and that removes about 130+ million skill points i'll never bother with.


Wrong on number 2, i actually want much more powerfull skills for ships~modules that are quite a bit better than anything available right now, but so expensive and time consuming to train up, that only veterans with the determination and long term vision to play the game for the next several years, would even consider training for them.


War is never meant to be fair and old players who in a matter of months, will have been playing for 10 years straight, are tired of being held back while CCP continues to concentrate on the new player experience pretty much exclusively, and CCP stating that it's the players that create the content only goes so far( wars, back room deals, etc...)


On number 3, you're right and there are skills right now i'd never bother with, speciafically those that only offer a 2% bonus and are rank 8 skills.....I can live with 98% of the max a given module can provide, and can think of other skills where the bonus is at least 5%, and shorter to train to boot.....

Well, I seriously hope it'll never come to this. I like EVE for a couple of reasons, but I really love it for just a handful, and the cap on skills is one of those. EVE has that aspect of paying horrendously (time and ISK) for the last tiny increases, so if you want uber-super-duper-modules and skills, EVE isn't the game for you. (<- Yeah, I've read that rebuff a few too many times from hardcore PvPers who apparently hate even miners for playing one major aspect of the game... And it fits just as well here.)
digitalwanderer
DW inc
#54 - 2012-09-05 02:34:50 UTC
Sati Kerensky wrote:

Well, I seriously hope it'll never come to this. I like EVE for a couple of reasons, but I really love it for just a handful, and the cap on skills is one of those. EVE has that aspect of paying horrendously (time and ISK) for the last tiny increases, so if you want uber-super-duper-modules and skills, EVE isn't the game for you. (<- Yeah, I've read that rebuff a few too many times from hardcore PvPers who apparently hate even miners for playing one major aspect of the game... And it fits just as well here.)




Just so you know, according to the original game developers way back in 2003( i think it was oveur that mentioned it), the game was supposed to have 5 tech levels, and we already see the mess they're doing with Tech 3 ships, since only cruisers have been released so far in the past 18+ months......Where are the other classes of tech 3 ships? ( frigates, destroyers, battlecruisers and yes even battleships)...At the rate they're going, i'll be dead in real life before i see them in game.



CCP once mentioned a few years ago in a survey they made that the average eve pilot, plays the game for 9 months then usually quits, but that's not the case for all players and the most veteran players in the game are aproaching an entire decade of playing( and paying) for the game, and yes there are only so many skills in the game precisely because CCP pays more attention to the short term player, wich constitutes the majority of the player base fair enough, at the expense of holding back game development for those that take the challenge to play the game for years, wich i'm sure CCP sees them as customers they don't have to worry about since they believe we'll never leave, so they don't really have to do anything for us and that's not cool...



KLizMaN
Stark Innovations
#55 - 2012-09-05 03:57:19 UTC
tbh I'd be perfectly happy with additional spec skills that only add 2%. as long as I can continue to train the skills that relate to my gameplay. I don't really see the need to have massive advantages over lower sp players. Christ I'm training ORE skills now and that's a giant wtf moment for me.
Soldarius
Dreddit
Test Alliance Please Ignore
#56 - 2012-09-05 04:47:06 UTC
Christ, no! Train something else. There's more to pvp than dps.

http://youtu.be/YVkUvmDQ3HY

KLizMaN
Stark Innovations
#57 - 2012-09-05 05:33:16 UTC
Soldarius wrote:
Christ, no! Train something else. There's more to pvp than dps.


...and what do you train when all of the "something" else has been trained? I've got 180 lvl 5 skills and probably half of them are bullshit skills that I'II never use.
Elsbeth Taron
Brutor Tribe
Minmatar Republic
#58 - 2012-09-05 08:19:14 UTC
KLizMaN wrote:
Soldarius wrote:
Christ, no! Train something else. There's more to pvp than dps.


...and what do you train when all of the "something" else has been trained? I've got 180 lvl 5 skills and probably half of them are bullshit skills that I'II never use.


You could always hand over the skill queue to another character on the same account, maybe create a trade-only character and sit him in Jita. Or start training a mining character for sale in the future. No need to waste the skill queue training what you perceive to be rubbish.
KLizMaN
Stark Innovations
#59 - 2012-09-05 09:37:30 UTC
Elsbeth Taron wrote:
KLizMaN wrote:
Soldarius wrote:
Christ, no! Train something else. There's more to pvp than dps.


...and what do you train when all of the "something" else has been trained? I've got 180 lvl 5 skills and probably half of them are bullshit skills that I'II never use.


You could always hand over the skill queue to another character on the same account, maybe create a trade-only character and sit him in Jita. Or start training a mining character for sale in the future. No need to waste the skill queue training what you perceive to be rubbish.


Yes there is a bit of truth to that. I guess the problem is I've played this character for such a long time that it's difficult to see his development stop. Ultimately what you suggest is what I'II probably end up doing.
Sati Kerensky
Perkone
Caldari State
#60 - 2012-09-05 13:23:13 UTC
I'd be all for a broadening of the available skills, I just hate a one-dimensional power curve. For example, not that you can get a little more general DPS out of your turrets, but maybe that you'd be able to pierce through shields with a certain chance (sort of the opposite skill to Tactical Shield Manipulation), same with armour - and that structural damage would actually start to affect the ship's performance in some ways.
Or how about a 'cover that area in bullets/beams/...' skill (requiring Rapid Fire V), where you don't aim at a specific target, but the rough area, sort of a suppression fire - most shots will be wasted (so maybe it's a burst at 2-5x normal firing speed), but whatever ships are in the area have a certain chance of getting hit (depending mostly on sig, not speed)? It would obviously alter big vs. small ship combat, lotf of testing and balancing required, but that's what SiSi is for afterall.