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gun vs missile skills, 4.608.000sp more for missiles?

Author
Ryshca
Viziam
Amarr Empire
#1 - 2012-09-27 10:20:35 UTC  |  Edited by: Ryshca
tl;dr: I am not sure, if this topic has been discussed already tousands of times, since it is so obvious. It is about the fact that you need 18 ranks, 4.608.000sp more for missiles skills than for a gun system.

Walloftext:
All numbers are the rank of the skill. The rank says how much total sp you need for a skill, i.e.:
rank 1 = 256k sp
rank 2 = 2*256k sp = 256k sp
rank 5 = 5*256k sp = 1280k sp


support

missile lau. operation 1
target navi prediction 2
rapid launch 2
missile bombardment 2
missile projection 4
warhead upgrades 5
guided missile prec 5
total 20

gunnery 1
controlled bursts 2
motion prediction 2
rapid firing 2
sharpshooter 2
surgical strike 4
trajectory analysis 5
total 18

In the support skills we got already a gap of 2 ranks, but while you can use the missile support skills only for one weapon system, you can use the gunnery support skills for three weapon system.
Let's continue to have a look at weapons at all, as example i choosed projectile as gunnery skill. It can be replaced with lasers or hybrids, the ranks are the same:

small

Rocket 1
________ spec 3
Light Missiles 2
________ spec 3
total 9

s projectile 1
________ spec 3
________ spec 3
total 7



medium

heavy missile 3
________ spec 5
assault missile 3
________ spec 5
total 16

m projectile 3
________ spec 5
________ spec 5
total 13



large

cruise missile 5
________ spec 8
torpedos 4
________ spec 8
total 25

l projectile 5
________ spec 8
________ spec 8
total 21



capital

citadel cruise 7
citadel torpedos 7
total 14

capital projectiles 7
total 7

Here we got a total gap of 16 ranks (4.096.000sp).
small 2
medium 3
large 4
capital 7
total 16
The specialization skills are inline with the gunnery skills again. But on the standard missile skills you need for each range, class a extra skill. If you look at the gunnery skills you need for each class one skill, which enables the long and short range gun. It ends threwith that you need to train twice so many standard missile skills as for the guns. Which ends in a gap of 16 total ranks which are still 4.096.000sp.
Just a random sidenote, if you train for something like a matar dread you will end with using 21 ranks of skills for your weapons, 14ranks for missile and 7 for the gun. While the Caldari dread pilots need only 14 ranks while amarr and gallente dread pilots (the best dreads btw) only need 7 ranks to train for their weapons.

We also have total useless missile skills like the fof and defender missile with a total of 5 ranks, just on a site note.

History, how the missiles skilltree evolved: In the first days of eve missiles skills were different to guns. You just had the standard missile skill, which were more ranks to train but you had just a few support skills like missile launcher operation and rapid firing. So far so good.
Back then missiles used to do always max damage on targets, but torpedos i.e. were to slow to catch fast ships like ceptors. They were just imba in pve, always max damage even with torps vs fr orbiting you ^^.
Well that got changed with the implementing of explosion velocity. They gave us more support skills, which increased the explosion velocity and missile velocity at all. With these new support skills, missiles were almost inline with the gunnery support skills considering the ranks, only a gab of 2 ranks. But the negative aspect of missiles that you always had to train a skill for short and long range never got changed. I assume it just got forgotten that you have so much more to train and never got questioned again.
How about fixing the ranks of missile skills, so it is balanced again to the gunnery skills?

PS: There are some unmentioned gunnery skills, but these are not being used exclusive for guns so i didn't list them.
Mars Theran
Foreign Interloper
#2 - 2012-09-27 10:43:07 UTC  |  Edited by: Mars Theran
Controlled Bursts is only applicable to Cap. using Turrets. Missiles don't use Capacitor, and neither do Projectiles. Guided Missile Precision only applies to Guided missiles, and has no effect on dumbfire varieties.

Missiles can also be trained semi-randomly; for instance, I had Bomb Launchers practically at the start of training missiles. I'm one level 5 training period from having Tech 2 Bomb Launchers, and yet I still only have Light Missiles 3 . ofc, I also have Heavy Missiles 3, and Torpedoes 2 iirc, and only because an SB just isn't really an SB without Torps.

I think this, (the OP), has been argued before; not saying you don't have a good and relevant argument. I never bother trying to calculate all that stuff any more, or even worry about it for that matter.
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Mark Hadden
Imperial Academy
Amarr Empire
#3 - 2012-09-27 10:50:06 UTC
so what? why you expect missiles having the same SP amount as guns?
Missiles arent guns.
Ryshca
Viziam
Amarr Empire
#4 - 2012-09-27 11:38:04 UTC  |  Edited by: Ryshca
Mars Theran wrote:
Controlled Bursts is only applicable to Cap. using Turrets. Missiles don't use Capacitor, and neither do Projectiles. Guided Missile Precision only applies to Guided missiles, and has no effect on dumbfire varieties.

Missiles can also be trained semi-randomly; for instance, I had Bomb Launchers practically at the start of training missiles. I'm one level 5 training period from having Tech 2 Bomb Launchers, and yet I still only have Light Missiles 3 . ofc, I also have Heavy Missiles 3, and Torpedoes 2 iirc, and only because an SB just isn't really an SB without Torps.

I think this, (the OP), has been argued before; not saying you don't have a good and relevant argument. I never bother trying to calculate all that stuff any more, or even worry about it for that matter.


Controlled Bursts, true today, in the past projectils used cap too. But what do you mean with "applied only to guided missiles", we don't have unguided missiles in eve.

Mark Hadden wrote:
so what? why you expect missiles having the same SP amount as guns?
Missiles arent guns.

Why do have laser, hybrid and projectile weapons all the same ranks?
I would understand if gunnery skills takes more sp, since you can use the support skills for three kind of weapons but the missile support skills only for missiles, and a few less for the bomb launcher. But leave the support skills as they are, the main point i want to point out is that you need much more sp for the small/medium/large/capital missile launcher skills than for guns.

Also are missiles not so much used as guns. The only race which rely on missiles is caldari, which has also to train hybrids. Other races rely on missile less than gallente does on drones. That is why i think missiles should be in the training time at least equal to guns.
Mark Hadden
Imperial Academy
Amarr Empire
#5 - 2012-09-27 11:55:35 UTC
advantage of missiles you dont need to train T2 lights and mediums, you can straight go for heavy BS sized class weapons, while you have to train all gun classes below to get the big ones.
Gypsio III
State War Academy
Caldari State
#6 - 2012-09-27 12:08:35 UTC
Yeah, it's well known that the missile skill tree is considerably longer than each turret one. But in exchange, missile users are able to join the missile tree at different points - if you want to train torps then it's a lot quicker than training large turrets. A good example of "different but balanced".

The only place where it's kinda screwed up is for capital missiles, where you have the worse of both worlds - having two separate capital missile skills that still require rank V in their large missile precursor.
Mark Hadden
Imperial Academy
Amarr Empire
#7 - 2012-09-27 12:19:54 UTC
Gypsio III wrote:
The only place where it's kinda screwed up is for capital missiles, where you have the worse of both worlds - having two separate capital missile skills that still require rank V in their large missile precursor.

theoretically, practically, noone uses citadel cruise.
Lallante
Blue Republic
RvB - BLUE Republic
#8 - 2012-09-27 12:21:37 UTC
The skillpath from noob -> t2 large beam lasers (for example) is MUCH longer than the skillpath from noob -> t2 cruise launchers.


There are more TOTAL skillpoints in the missle tree than any ONE turret tree, but to train a specific weapon or launcher is MUCH less skillpoints for missles than turrets.
Ryshca
Viziam
Amarr Empire
#9 - 2012-09-27 12:40:30 UTC  |  Edited by: Ryshca
Once you trained 3 missile spec the advantages is gone. It is a good thing for such races as amarr and gallente which got a random ship with missiles. But still caldari and matar got to train all or most of them. It could be used as argument that you got equal sp, but still not more.

@Lallante: Don't tell me it is an advantages that you can skill t2 cruise without support skills, since you might be able to train it but you still have to train the support skills to use them.

@Mark Hadden: Don't levis use citadel cruise? Citadel cruise were also used the most of the time for dreads.
Nnamuachs
Kiith Paktu
Reeloaded.
#10 - 2012-09-27 12:44:59 UTC
Quote:
Controlled Bursts, true today, in the past projectils used cap too. But what do you mean with "applied only to guided missiles", we don't have unguided missiles in eve.


Rockets, Heavy Assault Missiles and Torpedos are considered "dumbfire" missiles. They are not effected by the guided missiles skill.
Gypsio III
State War Academy
Caldari State
#11 - 2012-09-27 13:48:23 UTC
Mark Hadden wrote:
Gypsio III wrote:
The only place where it's kinda screwed up is for capital missiles, where you have the worse of both worlds - having two separate capital missile skills that still require rank V in their large missile precursor.

theoretically, practically, noone uses citadel cruise.


Which is convenient because no-one uses normal cruise either. P
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#12 - 2012-09-27 14:22:28 UTC
missiles skills arn't too bad though it looks like a lot many of the skills are not needed for much.
Callic Veratar
#13 - 2012-09-27 16:30:43 UTC
You have to train small, medium, and large projectiles to 5 and all of the specializations to 4 to use T2 autocannons. You only have to train torpedoes or cruise missiles to 5 to use T2 torpedoes or cruise.
Ryshca
Viziam
Amarr Empire
#14 - 2012-09-27 16:47:36 UTC
It has been said already.
But if you want to train torps and cruise spec, you need trops and cruise to lvl5, a rank5 and rank4 skill.
For guns you have to bring a rank1, rank3 and a rank 5 skill to lvl5, spec skills only to lvl4 which is like nothing.

Beside that if you train cruise or torps you have to train medium and small missiles skills too, since you are most likely caldari. So you gain absolute nothing from the missing prerequirements, as showed above is this advantage gone as soon you train both anyway.
Elisa Fir
Luminoctis
#15 - 2012-09-27 17:20:10 UTC  |  Edited by: Elisa Fir
I suggest adding the calculation on total training time for training both Large Autocannon Specialization and Large Artillery Specialization to Lvl IV.
Lallante
Blue Republic
RvB - BLUE Republic
#16 - 2012-09-27 17:42:31 UTC
Ryshca wrote:
Once you trained 3 missile spec the advantages is gone. It is a good thing for such races as amarr and gallente which got a random ship with missiles. But still caldari and matar got to train all or most of them. It could be used as argument that you got equal sp, but still not more.

@Lallante: Don't tell me it is an advantages that you can skill t2 cruise without support skills, since you might be able to train it but you still have to train the support skills to use them.

@Mark Hadden: Don't levis use citadel cruise? Citadel cruise were also used the most of the time for dreads.



I dont think you understand how t2 turret training works.

Small Energy Turret (V), Medium Energy Turret (V), Small Beam Laser specialisation (IV) and Medium Beam Laser Specialisation (IV) are NOT support skill for Large Beam Laser specialisation, but they are pre-reqs!
Xolve
GoonWaffe
Goonswarm Federation
#17 - 2012-09-28 17:40:25 UTC
Missile and Guns are not the same, and thus have different training requirements.

Its actually easier to get T2 Launchers than T2 Guns.
Doddy
Excidium.
#18 - 2012-09-28 17:52:24 UTC
Missiles - Can train to a specific launcher quicker.
Gunnery - More transferable once you get there.

You can get into t2 launchers much quicker than guns, especially at large sizes. Then of course you can cross-train into the other turret types, but thats not really an advantage is it, you don't need to cross train at all to use your missile skills on a sacreleige, ham legion, any bomber or the new bellicose. Nor to use auxilliary launchers at all.
Ryshca
Viziam
Amarr Empire
#19 - 2012-09-28 18:57:39 UTC
Thats the point, missiles are a minor weapon system and yet they still need more than major weapon systems.

Archon Rhade
University of Caille
Gallente Federation
#20 - 2012-10-03 02:53:29 UTC
Ryshca wrote:
tl;dr: I am not sure, if this topic has been discussed already tousands of times, since it is so obvious. It is about the fact that you need 18 ranks, 4.608.000sp more for missiles skills than for a gun system.

Walloftext:
All numbers are the rank of the skill. The rank says how much total sp you need for a skill, i.e.:
rank 1 = 256k sp
rank 2 = 2*256k sp = 256k sp
rank 5 = 5*256k sp = 1280k sp


support

missile lau. operation 1
target navi prediction 2
rapid launch 2
missile bombardment 2
missile projection 4
warhead upgrades 5
guided missile prec 5
total 20

gunnery 1
controlled bursts 2
motion prediction 2
rapid firing 2
sharpshooter 2
surgical strike 4
trajectory analysis 5
total 18

In the support skills we got already a gap of 2 ranks, but while you can use the missile support skills only for one weapon system, you can use the gunnery support skills for three weapon system.
Let's continue to have a look at weapons at all, as example i choosed projectile as gunnery skill. It can be replaced with lasers or hybrids, the ranks are the same:

small

Rocket 1
________ spec 3
Light Missiles 2
________ spec 3
total 9

s projectile 1
________ spec 3
________ spec 3
total 7



medium

heavy missile 3
________ spec 5
assault missile 3
________ spec 5
total 16

m projectile 3
________ spec 5
________ spec 5
total 13



large

cruise missile 5
________ spec 8
torpedos 4
________ spec 8
total 25

l projectile 5
________ spec 8
________ spec 8
total 21



capital

citadel cruise 7
citadel torpedos 7
total 14

capital projectiles 7
total 7

Here we got a total gap of 16 ranks (4.096.000sp).
small 2
medium 3
large 4
capital 7
total 16
The specialization skills are inline with the gunnery skills again. But on the standard missile skills you need for each range, class a extra skill. If you look at the gunnery skills you need for each class one skill, which enables the long and short range gun. It ends threwith that you need to train twice so many standard missile skills as for the guns. Which ends in a gap of 16 total ranks which are still 4.096.000sp.
Just a random sidenote, if you train for something like a matar dread you will end with using 21 ranks of skills for your weapons, 14ranks for missile and 7 for the gun. While the Caldari dread pilots need only 14 ranks while amarr and gallente dread pilots (the best dreads btw) only need 7 ranks to train for their weapons.

We also have total useless missile skills like the fof and defender missile with a total of 5 ranks, just on a site note.

History, how the missiles skilltree evolved: In the first days of eve missiles skills were different to guns. You just had the standard missile skill, which were more ranks to train but you had just a few support skills like missile launcher operation and rapid firing. So far so good.
Back then missiles used to do always max damage on targets, but torpedos i.e. were to slow to catch fast ships like ceptors. They were just imba in pve, always max damage even with torps vs fr orbiting you ^^.
Well that got changed with the implementing of explosion velocity. They gave us more support skills, which increased the explosion velocity and missile velocity at all. With these new support skills, missiles were almost inline with the gunnery support skills considering the ranks, only a gab of 2 ranks. But the negative aspect of missiles that you always had to train a skill for short and long range never got changed. I assume it just got forgotten that you have so much more to train and never got questioned again.
How about fixing the ranks of missile skills, so it is balanced again to the gunnery skills?

PS: There are some unmentioned gunnery skills, but these are not being used exclusive for guns so i didn't list them.


First of all Capital projectiles arent really useful unless your in a Rag as the nag still needs to have missiles skills as well.

Second, Missile skills are used in every race. Turrets are race specific for the most part.
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