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blankseplocked Gunnery Skill Question
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Quantum Industries Inc.
Posted - 2003.07.24 17:55:00 - [1]

This may seeem like a silly question to veteran players, but after thinking about it myself for a while...I can't seem to make heads or tails of it.

The Gunnery skill is the core skill around which all your other skills depend. For example, Surgical Strike requires level IV in Gunnery, and Trajectory Analysis requires level V.

But what about the skill itself? What exactly does a "5% Bonus to turret speed per level" really mean. Is it turret tracking speed? I didn't think so, because Motion Prediction affects that with a "5% Bonus per level to tracking speed." I also doesn't think it refers to the speed of the bullet, because the modifer says -5%! SO how would that help you? What does "turret speed" refer to, and is that different from "tracking speed"?

Thanks in advance...

Posted - 2003.07.24 19:48:00 - [2]

I've often wondered this myself. I started a newbie, noted the stats of his weapon, trained up the Gunnery skill, and didn't see ANY change at all. I'm not sure what Gunnery's supposed to do, but I'm not sure that it's doing it.

Imperium Signal Corps
Underworld Excavators
Posted - 2003.07.24 20:01:00 - [3]

Turret Speed is how fast teh turret itself moves. How fast you can move the gun to get "lock". This works hand in hand with tracking speed. One object tacks the target, the turret moves to keep the target locked.

I hope this answered your questions.


Posted - 2003.07.24 21:32:00 - [4]

Nice explination, but wrong.

Gunnery skill is badly worded and actually wrong in it's modifier description.

What gunnery skill actually is, is a RoF bonus. 2% per level.

You can demonstrate this easily for yourself. Delve a gun in your vault, now equip that gun and delve it again. The RoF will be modified by your Gunnery skil and then Rapid Fire skill and then any RoF mods you have equipped.

Republic University
Posted - 2003.07.24 23:18:00 - [5]

I agree, it seems to be badly worded. It used to be that gunnery and rapid firing both gave a Rate of fire bonus. I suspect gunnery still does, even though it is mislabled now.

Posted - 2003.07.27 05:24:00 - [6]

It isn't just mislabled NOW it always has been this way.

Subject of many a debate as to just what it does.

It used to be 5% but thanks to the great gods (pffft) it is now 2% to Rate Of Fire as pointed out above.

I suspect we will see many skills get pulled down in the future as the fabled higher skills are implemented.

I can see it now, what was 5%/lvl x 5 = 25% will be 2%/lvl first level and 3%/lvl 2nd level thereby giving us what we had in the first place 25%. Brilliant isn't it?

What happens when and if a third level is implemented? 1%, 2%, 3% ?

Will McBlack
McBlack Tech
Posted - 2003.07.28 09:47:00 - [7]

Nono, currently you can gain a total of 30% on your RoF. First Gunnery to lvl 5 giving you 10% increase (at a 2% increment). Then Rapid Firing which allows for 20% increase (at a 4% increment). Its like Refinery and Adv Refinery. I dont really see the problem? If you want to fire faster, find yourself some modules which allow for that.

Posted - 2003.07.28 15:19:00 - [8]


I think you missed a small point in Nono's post.

When the devs realize skills and modules are overpowered they pull everything down to the level (or very close) they were to begin with.

So what happens when higher skill levels and tech are released? With the introduction of tech two modules we will be where we were when tech one was deamed to powerful. Therefore tech two will be dragged back to current levels and current levels will be dropped further.

Then with that being done the statement of "as intended" gets pasted to it until the next time.

In the end it's still better to have the skills trained up, as your going to anyway. But when you train two skills to lvl 5 only to realize your back where you started at the first skill (or close to it) it makes you wonder if there is a third skill coming that will send your others back the same way.

Perpetual time sink I think they call it.

Posted - 2003.07.29 00:03:00 - [9]

I think you fail to understand the significance of that small skill! RoF basically multiplies your damage. With lvl4 bin both RoF skills, which can be done without training ages (while you will get gunnery 5 sooner or later to be able to use large guns) you will use 24& less time - that's an increase in damge of 31.5%!

The other general damage+ skill is surgical strike, which gives "only" 3%. Just because a skills only give a little bonus it doesn't means that bonus is not significant.

As for the modules - the improve it, right, but they also take slots you could use with other things. And the good ones are quite rare...

Posted - 2003.07.29 05:33:00 - [10]

Edited by: Pyroe on 29/07/2003 05:34:27
Quote: "I think you fail to understand the significance"

I think you fail to see it's called raising the bar, or chase the carrot.

There is no question having any amount of skill better then stock is better. Not the arguement or the statement here.

Quote: "Just because a skills only give a little bonus it doesn't means that bonus is not significant."

And when it's reduced to a lesser % and you have to train another to get back to where you were?

Your whole arguement says it's ok because your happy with your little bonus and you will continue to be happy retraining to acheive that very same little bonus over and over again.

And don't count on your 31.5%. It might not be there when you wake up one day.

Posted - 2003.07.29 11:08:00 - [11]

So, basically, you are *****ing because it was reduced? My heart bleeds RazzWink

It was somewhat overpowered before, you could get ridiculously fast RoF's..

Posted - 2003.07.29 14:51:00 - [12]

"So, basically, you are *****ing because it was reduced? My heart bleeds

It was somewhat overpowered before, you could get ridiculously fast RoF's.."

Yea that's it I'm *****ing because IT got reduced. Rolling Eyes

Another that can't read the point. You pick one line out of several posts and figure it's *****ing about one skill being reduced. You read only what you want to reply to, looking for posts to reply WAHHHH another whiny *****y post.

At some point you can surmise that all skills, modules, weapons etc. are overpowered somewhat and should be reduced right?

The bar, carrot, Time sink, applies to all skills as long as another advanced level is introduced and the original is diminished, resulting in retraining to obtain what you already had.
And of course since that was overpowered in the first place it should then also be reduced further.Rolling Eyes

P.S. The term overpowered can be applied to anything in this game endlessly. As long as someone loses to someone with something better. Would it be better if we all had noob ships with the same one gun?

Posted - 2003.07.30 11:47:00 - [13]

Won't waste time discussing with you if gunnery was overpower or about the term overpowered, but one thing.

It's by no means sure if new skill levels are introduced - and for new tech levels - those will also boost the defence of ships. So you don't need to decrease gunnery (or other) skills...


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