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Okane Kudasai
Posted - 2009.01.01 01:20:00 - [1]
 

Looking at the Char Bazaar, noticed a char being touted as a Missile or Gunnery God solely down the fact that they had 20mil SP in a particular category.


But is this right?


If you look at missiles, then the "must have" skills are:

Guided missile Precision
Missile Bombardment
Missile Projection
Rapid Launch
Target Navigation Prediction
Warhead upgrades

because these skills affect the other classes of missiles that are in the category. So these are essential and should be 4 or 5.


Gunnery has the same basic concept. There are core elements that affect the operation of the gun and ammo, then there are the different classes of turret.


So what makes a PvP God in Gunnery or Missiles?

Looks like to me it is the choice to go laser, rail or artillery that ppl focus on - so here is my question ....

If you are a high specced char and can fly several (4) races ships - do you have a fully fitted BS/BC/Cruiser from each race in ur hanger?

If yes - do you use one in particular for all situations or chop and change ...

Discuss ....

MotherMoon
Huang Yinglong
Posted - 2009.01.01 01:24:00 - [2]
 

Edited by: MotherMoon on 01/01/2009 01:24:38
Quote:
So what makes a PvP God in Gunnery or Missiles?


the player using them

sry too busy to post more

Vaal Erit
Science and Trade Institute
Posted - 2009.01.01 01:26:00 - [3]
 

You don't keep a ship of each that you can fly because you frequently have to move and moving ships is a pita.

Captain Pompous
Is Right Even When He's Wrong So Deal With It
Posted - 2009.01.01 01:54:00 - [4]
 

lol having a character called "Give me money" is a great start ugh

Digital Solaris
Posted - 2009.01.01 03:02:00 - [5]
 

What makes a good character? How about a smart player?

Surfin's PlunderBunny
Minmatar
Sebiestor Tribe
Posted - 2009.01.01 03:10:00 - [6]
 

Originally by: Digital Solaris
What makes a good character? How about a smart player?


Also the price on ebay Razz

Fujiko MaXjolt
Caldari
ACME HARDWARE
Fade 2 Black
Posted - 2009.01.01 03:12:00 - [7]
 

First off, love the name - there's something about people asking for money Very Happy (To those not in the know, Okane means money, Kudasai please in japanese)

I would have to go with Attributes matched to your main field of study.
Perception/Willpower for the blowey-shippey-uppey types, Intelligence/Memory for the buildey-shippey types.

With good attributes you can train for FOTM so much faster Razz

Digital Solaris
Posted - 2009.01.01 03:14:00 - [8]
 

Originally by: Surfin's PlunderBunny
Originally by: Digital Solaris
What makes a good character? How about a smart player?


Also the price on ebay Razz


You would know, butt monkey! YARRRR!!

Crackzilla
The Shadow Order
Posted - 2009.01.01 03:22:00 - [9]
 

Originally by: Okane Kudasai
So what makes a PvP God in Gunnery or Missiles?


t2 weapons for the ships used + weapon and ship support skills


Originally by: Okane Kudasai

If you are a high specced char and can fly several (4) races ships - do you have a fully fitted BS/BC/Cruiser from each race in ur hanger?



Generally it'll be by niche. For example a mega for a fleet ship, scimitar for roaming, sabre for fleet/roaming, maybe a drake for low sec gankage. Pull out the ship for the situation and what you feel like.

Not much reason to have one ship of each type. Most people cross train for just a ship or two.

Ivana Drake
Caldari
Posted - 2009.01.01 03:30:00 - [10]
 

how pretty they are

it's why Achuras always go cheap

Franga
NQX Innovations
Posted - 2009.01.01 03:38:00 - [11]
 

Originally by: Okane Kudasai

If you are a high specced char and can fly several (4) races ships - do you have a fully fitted BS/BC/Cruiser from each race in ur hanger?

If yes - do you use one in particular for all situations or chop and change ...

Discuss ....


If there anything like me, they actually have about a few of each class ready to go for different situations, some spares and fittings for anything so that they can change at the drop of a hat.

Some ships are pretty good all-rounders and as such, are used heavily in PVP situations by solo players (hurricane, harbinger, thorax, vexor, etc, etc). They have fits that can handle a range of things, none of them fantastically, but most pretty well.

Franga
NQX Innovations
Posted - 2009.01.01 03:39:00 - [12]
 

Originally by: Crackzilla
maybe a drake for low sec gankage.


You aren't generally able to 'gank' anything in a drake.

Cambarus
Malicious Destruction
War Against the Manifest
Posted - 2009.01.01 04:15:00 - [13]
 

I personally am able to fly all 4 races, with support skills at about 4 all around with the exception of gallente and a some amarr stuff I got to 5.(Oh and I can fly a hulk/rorq >_< )

The way it works for me is this:
I tend to spend maybe a week in 1 ship, killing things.
I lose said ship.
I pick another ship.
Repeat as often as you want.

That's when I'm in 0.0
When I'm in highsec it really depends on what I need for where I am. If I'm running amarr missions (as I do now when in highsec) I'll hop into a geddon, if it's gallente space, I'll get a domi/mega etc. Rarely do I have ships from different races in my hangars, it's usually a matter of "what do I feel like flying this week?"

Digital Solaris
Posted - 2009.01.01 04:54:00 - [14]
 

Originally by: Cambarus
I personally am able to fly all 4 races, with support skills at about 4 all around with the exception of gallente and a some amarr stuff I got to 5.(Oh and I can fly a hulk/rorq >_< )

The way it works for me is this:
I tend to spend maybe a week in 1 ship, killing things.
I lose said ship.
I pick another ship.
Repeat as often as you want.

That's when I'm in 0.0
When I'm in highsec it really depends on what I need for where I am. If I'm running amarr missions (as I do now when in highsec) I'll hop into a geddon, if it's gallente space, I'll get a domi/mega etc. Rarely do I have ships from different races in my hangars, it's usually a matter of "what do I feel like flying this week?"


You sound as if you have lost the capability to touch yourself...Crying or Very sad

Cambarus
Malicious Destruction
War Against the Manifest
Posted - 2009.01.01 05:49:00 - [15]
 

Originally by: Digital Solaris
Originally by: Cambarus
...


You sound as if you have lost the capability to touch yourself...Crying or Very sad

Huh?

Okane Kudasai
Posted - 2009.01.01 13:21:00 - [16]
 

This thread nearly got de-railed ....

This is not about me or my name (yes, it is a great play on words as it is a trade alt Laughing) it also is not about what I want to train or am thinking of training, it IS about those that class themselves as gods in a particular category down to the amount of SP that I want to discuss.

What makes a character cost so much if the skills to make him uber are so very limited. e.g. if you isolate what makes a uber miner (not production or refiner) then the list is very limited

So - I think it must be the capability of choice that makes it expensive and I was testing out that theory

pls - stay on track ppl ...

Laah T'Sin
Caldari
S.A.S
Pandemic Legion
Posted - 2009.01.01 14:25:00 - [17]
 

Edited by: Laah T''Sin on 01/01/2009 14:26:19
Imo a "missile god" does not only need SP in missile skills. He needs great missile skills but also all important fitting and tanking skills to be able to fit at least one missile boat to be able to use said "godlike skills". That means Gunnery (WU/AWU), electronics for CPU/fitting, Propulsion so his missile ship doesn't take ages to align and move around, skills to use boosters (science), skills to overload mods (engineering) etc.etc.pp.

In other words: a well played character with 7mil SP in missiles or gunnery and 10mil SP in support/ship/fitting skills will most likely win against an equally skilled player with 13mil SP in gunnery but only 4mil in support/ship/fitting skills.

But in the end it comes down to player skill, practice, coordination with the team and tactics.

Digital Solaris
Posted - 2009.01.01 15:49:00 - [18]
 

Edited by: Digital Solaris on 01/01/2009 15:53:28
Not really on topic, but still I find it relevant enough to your question; I find the whole "Must Have Skills" concept to be a subjective question, as the real question is about what role(s) you want your character to take as you develop the character.

But back to your question, I have always looked at the missile tree as a type of support of sorts with very specialized tools, unlike the gunnery tree where you have the three weapon types which breaks into two categories over the board, long range and close range.

So, personal preference in picking the skills, if you fly with others and you like being in the back, pick missiles or specialize in long range gunnery. But, if you favor a more aggressive playstyle, specialize in blasters, pulse or autocannons in the gunnery tree.

When it comes to what rank to have the skills at, I get the skills that increases my DPS over the entire skill tree with either higher damage, ROF or whatever to 5. Then I pick something that I favor over the others, e.g. heavy missiles or energy weapons because I can only fly a Drake or fly Amarr ships.

As Laah wrote, having skills that adds to ship stats or performance would be the definite must over weapon skills, if anything. And while my preference in ships are, while I can fly all four, I stick to ships I can actually use.

edit: clarified it a bit, but tell me if you need a better formulated reply. Smile

Wendat Huron
Stellar Solutions
Posted - 2009.01.01 16:52:00 - [19]
 

My name on it.

Beet Head
Gallente
Posted - 2009.01.01 16:56:00 - [20]
 

Things to care about when purchasing a character, in order of relevance:

- attributes
- general specialization: industry or combat?
- racial specialization: 1 race? 2 races? 3?..
- skillpoints per isk: value for your money
- efficiency: how many important skills you'd have to train vs how many stupid skills you wish weren't

Ivana Drake
Caldari
Posted - 2009.01.01 19:54:00 - [21]
 

Originally by: Digital Solaris
You sound as if you have lost the capability to touch yourself...Crying or Very sad


So sad Crying or Very sad


 

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