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Player Features and Ideas Discussion

 
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Balance Missile Training Time

Author
Hopelesshobo
Hoboland
#1 - 2014-04-29 16:20:40 UTC  |  Edited by: Hopelesshobo
CCP has reduced the training time significantly on training T2 large guns. CCP has not done any major work on changing training times on missiles. I propose that CCP mirrors the training requirements that missiles have for guns.

Currently when you train large projectile turrets, you have the ability to use either Autocannons or Artillery. Furthermore once you train that skill to 5, you can train both Autocannon and Artillery Specialization skills allowing you to use both long and short range weapons with a very short training time. Missiles do not allow this awesome training setup.

Large Turret: 1,280,000 SP
Large Autocannon Specialization: 2,048,000 SP
Large Artillery Specialization: 2,048,000 SP
Total: 5,376,000 SP

Torpedoes: 1,280,000 SP
Cruise Missile: 1,280,000 SP
Torpedo Specialization: 2,048,000 SP
Cruise Missile Specialization: 2,048,000 SP
Total: 6,656,000 SP

Difference: 1,280,000 SP

This difference is present at every level of missile tier.
Capital: 1,792,000 SP
Large: 1,280,000 SP
Medium: 768,000 SP
Small: 256,000 SP
Total Difference: 4,096,000 SP

I propose that we combine missiles into the following skillbooks.

Small Missiles 1x (Formerly Rockets and Light Missiles)
Medium Missiles 3x (Formerly Heavy Assault and Heavy Missiles)
Large Missiles 5x (Formerly Torpedoes and Cruise Missiles)
Capital Missiles 7x (Formerly Citadel Torpedoes and Citadel Cruise Missiles)

With these changes, we would also have to add some new prerequisites

Torpedo Spec: Target Navigation 5
Heavy Assault Missile Spec: Target Navigation 4
Rocket Spec: Target Navigation 3

Cruise Missile Spec: Missile Bombardment 5
Heavy Missile Spec: Missile Bombardment 4
Light Missile Spec: Missile Bombardment 3

This would help bring missiles from being a second class weapon system when compared to turret based systems in terms of training time.

Lowering the average to make you look better since 2012.

Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#2 - 2014-04-29 16:29:15 UTC
I do understand what you're proposing, but I'm pretty sure the difference is intentional. More variety and meaningful differences is good for the game. If we do what you're proposing, we may as well remove the missiles category, roll up the existing skills into gunnery and call it a day.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#3 - 2014-04-29 16:55:29 UTC
New character training Large AC spec V, standard map, no implants - 95 days.
New character training Cruise Missile spec V, standard map, no implants - 84 days.
Last Wolf
Umbra Wing
#4 - 2014-04-29 17:10:28 UTC
Who trains Spec V? Leave it at IV and spend the 20-25 days training something useful.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Joe Boirele
The Scope
Gallente Federation
#5 - 2014-04-29 17:17:07 UTC
Riot Girl wrote:
New character training Large AC spec V, standard map, no implants - 95 days.
New character training Cruise Missile spec V, standard map, no implants - 84 days.


I think he means total weapon spec V at one specific weapon size.

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"

Hopelesshobo
Hoboland
#6 - 2014-04-29 17:47:31 UTC
Riot Girl wrote:
New character training Large AC spec V, standard map, no implants - 95 days.
New character training Cruise Missile spec V, standard map, no implants - 84 days.


However how fast is it to train AC spec 5 AND Arty spec 5 compared to Cruise Missile spec 5 AND Torpedo spec 5?

I'll be adding the prerequisites for the specialization skills as follows to the OP

Torpedo Spec: Target Navigation 5
Heavy Assault Missile Spec: Target Navigation 4
Rocket Spec: Target Navigation 3

Cruise Missile Spec: Missile Bombardment 5
Heavy Missile Spec: Missile Bombardment 4
Light Missile Spec: Missile Bombardment 3

To mirror the gunnery setup better

Lowering the average to make you look better since 2012.

Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#7 - 2014-04-29 17:48:11 UTC
Last Wolf wrote:
Who trains Spec V? Leave it at IV and spend the 20-25 days training something useful.


Confirming that Spec V is usually "doing it wrong".
Riot Girl
You'll Cowards Don't Even Smoke Crack
#8 - 2014-04-29 18:12:26 UTC  |  Edited by: Riot Girl
Hopelesshobo wrote:
Riot Girl wrote:
New character training Large AC spec V, standard map, no implants - 95 days.
New character training Cruise Missile spec V, standard map, no implants - 84 days.


However how fast is it to train AC spec 5 AND Arty spec 5 compared to Cruise Missile spec 5 AND Torpedo spec 5.

I already looked when I checked earlier. It was 155 days for missiles and 154 days, 18 hours for guns.

To be fair, as you go down the size scale, the gap does become larger, with missiles taking significantly longer to train at smaller sizes than guns. Also missile support skills generally take a lot longer to specialise than gun skills.

That doesn't mean the 2 schools need to be balanced though. All it means is HTFU.
Hopelesshobo
Hoboland
#9 - 2014-04-29 18:31:54 UTC  |  Edited by: Hopelesshobo
Riot Girl wrote:
Hopelesshobo wrote:
Riot Girl wrote:
New character training Large AC spec V, standard map, no implants - 95 days.
New character training Cruise Missile spec V, standard map, no implants - 84 days.


However how fast is it to train AC spec 5 AND Arty spec 5 compared to Cruise Missile spec 5 AND Torpedo spec 5.

I already looked when I checked earlier. It was 155 days for missiles and 154 days, 18 hours for guns.

To be fair, as you go down the size scale, the gap does become larger, with missiles taking significantly longer to train at smaller sizes than guns. Also missile support skills generally take a lot longer to specialise than gun skills.

That doesn't mean the 2 schools need to be balanced though. All it means is HTFU.


But why should someone be tied down to either short range or long range weapon system for their raven when they are first skilling up, while when their are skillling up for a maelstrom or an abaddon, their can swap out long or short range guns at will?

EDIT: Also the training time with T2 guns has some of the support skills wrapped up into them which you really need to maximize the T2 weapon system anyways, which you would have to train regardless for your T2 missiles.

Lowering the average to make you look better since 2012.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#10 - 2014-04-29 18:47:28 UTC
Because missiles aren't racially exclusive, I guess.
Hopelesshobo
Hoboland
#11 - 2014-04-29 19:05:33 UTC
Riot Girl wrote:
Because missiles aren't racially exclusive, I guess.


Torpedoes are not racially exclusive, they are found on every race of stealthbomber.
The typhoon also has bonuses to large missiles.
Also hybrid weapons are found on both caldari and gallente ships.

Lowering the average to make you look better since 2012.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#12 - 2014-04-29 19:13:01 UTC
Yeah I know. Training missiles allows a player to train into Caldari, and then allows them to cross-train into Minmatar and Amarr. Guns don't do that, unless you're training into Hybrids which allow limited, but not absolute training into either Caldari or Gallente.
Last Wolf
Umbra Wing
#13 - 2014-04-29 19:16:10 UTC
Missiles
2% damage/level rank 5
3% ROF/level rank 2


Guns
3% damage/level rank 4
4% ROF/level rank 2

:(

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Arthur Aihaken
CODE.d
#14 - 2014-04-29 19:18:00 UTC
Last Wolf wrote:
Missiles
2% damage/level rank 5
3% ROF/level rank 2

Guns
3% damage/level rank 4
4% ROF/level rank 2

:(

No kidding. It would be nice to see some parity here, ie: 3% damage and 4% ROF for missiles as well.

I am currently away, traveling through time and will be returning last week.

Hopelesshobo
Hoboland
#15 - 2014-04-29 19:27:23 UTC
Last Wolf wrote:
Missiles
2% damage/level rank 5
3% ROF/level rank 2


Guns
3% damage/level rank 4
4% ROF/level rank 2

:(


Yeah, when you look at the breakdown of support skills between missiles and turrets you have a total of 18 ranks for turrets and 21 for missiles.

Turrets
Rate of Fire: Rank 3
Tracking: Rank 2
Optimal: Rank 2
Falloff: Rank 5
Capacitor: Rank 2
Damage: Rank 4
Total: Rank 18

Missiles
Rate of Fire: Rank 3
Tracking: Rank 7
Optimal: Rank 4
Falloff: Rank 2
Capacitor: N/A
Damage: Rank 5
Total: Rank 21

So there are some other imbalances in the turret vs missile skill structure that could still be worked on. I would like to see both the support skills balanced in the number of ranks, but one thing at a time.

Lowering the average to make you look better since 2012.

Frostys Virpio
State War Academy
Caldari State
#16 - 2014-04-29 20:32:49 UTC
Hopelesshobo wrote:
Last Wolf wrote:
Missiles
2% damage/level rank 5
3% ROF/level rank 2


Guns
3% damage/level rank 4
4% ROF/level rank 2

:(


Yeah, when you look at the breakdown of support skills between missiles and turrets you have a total of 18 ranks for turrets and 21 for missiles.

Turrets
Rate of Fire: Rank 3
Tracking: Rank 2
Optimal: Rank 2
Falloff: Rank 5
Capacitor: Rank 2
Damage: Rank 4
Total: Rank 18

Missiles
Rate of Fire: Rank 3
Tracking: Rank 7
Optimal: Rank 4
Falloff: Rank 2
Capacitor: N/A
Damage: Rank 5
Total: Rank 21

So there are some other imbalances in the turret vs missile skill structure that could still be worked on. I would like to see both the support skills balanced in the number of ranks, but one thing at a time.


And those 18 ranks apply to 3 weapon system while the 21 for missile apply to one.
Domanique Altares
Rifterlings
#17 - 2014-04-29 21:12:32 UTC
Last Wolf wrote:
Missiles
2% damage/level rank 5
3% ROF/level rank 2


Guns
3% damage/level rank 4
4% ROF/level rank 2

:(


You forgot some things:

Missile Launcher Operation - Rank 1 - 2% ROF per skill level

Gunnery - Rank 1 - 2% ROF per skill level

Also that T2 spec skills for missiles add even more ROF bonuses, which are generally the more powerful of the two, while gunnery spec skills add damage.
Hopelesshobo
Hoboland
#18 - 2014-05-18 20:09:44 UTC
Bump

Lowering the average to make you look better since 2012.