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High Explosive Skill Nodes : Why?


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#1 Jun Watarase

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Posted 02 August 2017 - 11:40 AM

What is the point of these? Last i checked, missles didnt even have any crit chance or damage bonuses, not that critting matters since most people take the survival tree anyway, and you can usually destroy a location with the next alpha anyway.

#2 FupDup

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Posted 02 August 2017 - 11:42 AM

I guess it's for flavor/filler, to help missile boats feel like they actually get something out of the firepower tree.

Would be better if both the spread and HE nodes had higher values though. -5% missile spread is useless.

Edited by FupDup, 02 August 2017 - 11:54 AM.


#3 Metus regem

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Posted 02 August 2017 - 11:43 AM

View PostJun Watarase, on 02 August 2017 - 11:40 AM, said:

What is the point of these? Last i checked, missles didnt even have any crit chance or damage bonuses, not that critting matters since most people take the survival tree anyway, and you can usually destroy a location with the next alpha anyway.



I made that point months ago, when it first came out... Let the good Admiral Ackbar use his own words:



#4 Khobai

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Posted 02 August 2017 - 12:28 PM

HE and spread skill nodes need their benefits doubled.

Artemis should also increase the crit chance of SRMs and LRMs and ATMs (which have built-in artemis) by 5%-10%, because artemis doesnt do enough to justify its tonnage. Targeting computer increases crit chance on energy and ballistics so artemis should increase crit chance on missiles.

Then maybe HE would actually matter.

Edited by Khobai, 02 August 2017 - 12:29 PM.


#5 Wildstreak

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Posted 02 August 2017 - 12:33 PM

View PostJun Watarase, on 02 August 2017 - 11:40 AM, said:

What is the point of these? Last i checked, missles didnt even have any crit chance or damage bonuses, not that critting matters since most people take the survival tree anyway, and you can usually destroy a location with the next alpha anyway.

Because PGI could not think of another beneficial Missile node after Ammo and Spread?

#6 Khobai

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Posted 02 August 2017 - 12:41 PM

Quote

Because PGI could not think of another beneficial Missile node after Ammo and Spread?


its still better than the node that increases how long you can hold your gauss charge for

#7 Athom83

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Posted 02 August 2017 - 12:43 PM

I mean, there are occasions that is the difference between death and getting another kill.

#8 davoodoo

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Posted 02 August 2017 - 12:43 PM

View PostKhobai, on 02 August 2017 - 12:41 PM, said:


its still better than the node that increases how long you can hold your gauss charge for

That was removed functionality, ofc itll be horrible...

This is just filler node because missiles had to have some unique bonuses.

View PostAthom83, on 02 August 2017 - 12:43 PM, said:

I mean, there are occasions that is the difference between death and getting another kill.

yes but so are 2 structure/armor nodes or even range nodes...

Edited by davoodoo, 02 August 2017 - 01:12 PM.


#9 Athom83

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Posted 02 August 2017 - 01:01 PM

View Postdavoodoo, on 02 August 2017 - 12:43 PM, said:

yes but so are 2 structure/armor nodes or even range nodes...

But when you already have every generic firepower node and every survival node, with 4 missile hardpoints filled with SRMas... why not?

#10 davoodoo

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Posted 02 August 2017 - 01:12 PM

View PostAthom83, on 02 August 2017 - 01:01 PM, said:

But when you already have every generic firepower node and every survival node, with 4 missile hardpoints filled with SRMas... why not?

Because other trees exist.

#11 Alexander of Macedon

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Posted 02 August 2017 - 01:18 PM

View Postdavoodoo, on 02 August 2017 - 01:12 PM, said:

Because other trees exist.

And what benefit are you going to get from a two-node dip, unless you're a strike spammer?

#12 davoodoo

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Posted 02 August 2017 - 01:20 PM

View PostAlexander of Macedon, on 02 August 2017 - 01:18 PM, said:

And what benefit are you going to get from a two-node dip, unless you're a strike spammer?

I can put lets say 2 structure nodes like i said already...

#13 Angel of Annihilation

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Posted 02 August 2017 - 02:09 PM

View PostKhobai, on 02 August 2017 - 12:41 PM, said:


its still better than the node that increases how long you can hold your gauss charge for


Disagree. I actually feel the Gauss Charge Hold is vital if your using Gauss Rifles. I can't count the times where I have started charging my Gauss on had the target move or a friendly walk in front of me at the wrong time or I needed just a bit more time to line up the killing CT shot, etc and ended up holding my charge too long and losing the shot all together. An extra second of hold time often means the difference of being able to make your shot or not, at least for me.

As for the Missile damage nodes, yeah I am not sure what they hell they do either. I guess I always assumed there was some hidden stat that PGI doesn't tell us about that effects the amount of damage an item takes when it is critically hit. I mean we know that something like a Large Laser has a health amount so it just stands to reason that this health amount has to mean something. My assumption is that when a crit is rolled, there is another role for damage to determine how much health damage is transferred to the weapon, Heat Sink, Etc, Etc and if the damage value of the hit is higher than the health of the component then and only then is that component destroyed. My guess is that these nodes actually increase that damage number which would translate into missiles using those nodes having a higher change of destroying a component outright. This is only a guess though.

#14 davoodoo

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Posted 02 August 2017 - 02:24 PM

Thing is that gauss rifles could actually hold charge before skill tree, but now since we have skill tree **** you charge hold is nerfed and given back in skill tree...

#15 Quicksilver Aberration

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Posted 02 August 2017 - 02:32 PM

View Postdavoodoo, on 02 August 2017 - 02:24 PM, said:

Thing is that gauss rifles could actually hold charge before skill tree, but now since we have skill tree **** you charge hold is nerfed and given back in skill tree...

Lolwut, I noticed no difference between before and after the skill tree and the skill tree definitely gives you much more than you EVER had. That said you will probably find most avoiding it because it impacts your muscle memory pretty hard.

#16 Gas Guzzler

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Posted 02 August 2017 - 02:59 PM

View PostQuicksilver Kalasa, on 02 August 2017 - 02:32 PM, said:

Lolwut, I noticed no difference between before and after the skill tree and the skill tree definitely gives you much more than you EVER had. That said you will probably find most avoiding it because it impacts your muscle memory pretty hard.


Yeah, I did use one node on the heavy Gauss so I wouldn't have to adapt to such a short window, but not on anything else.

#17 ocular tb

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Posted 02 August 2017 - 04:06 PM

View PostQuicksilver Kalasa, on 02 August 2017 - 02:32 PM, said:

Lolwut, I noticed no difference between before and after the skill tree and the skill tree definitely gives you much more than you EVER had. That said you will probably find most avoiding it because it impacts your muscle memory pretty hard.


I agree, standard gauss charge without skills is still what it was previously. I did try standard gauss with the longer charge hold and didn't like it. I'm so accustomed to the charging sound that it just seems wrong to me with the extended charging sound. And if my target goes away while charging I have to be conscientious about not letting go of the fire button too quick. It's just not what I'm used to and so I don't use it except for the heavy version.


View PostGas Guzzler, on 02 August 2017 - 02:59 PM, said:


Yeah, I did use one node on the heavy Gauss so I wouldn't have to adapt to such a short window, but not on anything else.


Exactly what I did.

#18 davoodoo

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Posted 02 August 2017 - 04:08 PM

Im rarely using gauss but even i noticed half of charge time hold after skill tree...

#19 Athom83

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Posted 02 August 2017 - 04:33 PM

View Postdavoodoo, on 02 August 2017 - 01:20 PM, said:

I can put lets say 2 structure nodes like i said already...

Like I said, already full survival... including both AMS skills.

Edited by Athom83, 02 August 2017 - 04:35 PM.


#20 davoodoo

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Posted 02 August 2017 - 04:39 PM

View PostAthom83, on 02 August 2017 - 04:33 PM, said:

Like I said, already full survival... including both AMS skills.

extra rangein firepower, cooling and heat management in operations.

My cplt a1 with mrm80 runs 20 operations 22 survival and 49 firepower and im missing 5 range nodes, 1 armor hardening and 6 skeletal density.





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