[19:52] <selto_black> @suitonia: is there a comprehensive comparison if the pros and cons of each small weapons systems somewhere out there?
[19:53] <selto_black> Or even a generalized comparison of each weapon category as a whole?
[19:55] <suitonia> blasters have the best all in at 0km and usually more mild fitting requirements compared to higher tier lasers. 5 second ammo.
[19:56] <suitonia> Pulse have 0 second reloads and scorch allowing for very little dps drop as they can swap instantly to take account of range
[19:57] <suitonia> And win at kiting the other 2 close range turrets with scorch dps the highest at scram edge for frigs, disruptors edge for cruisers
[19:57] <suitonia> Acs use no cap and have average tracking with lower grid required
[19:57] <suitonia> They have more strategic ammo selection with different damage types and bonuses tracking ammo
[19:58] <suitonia> But lower tactical flexibility with 10s reload
[19:58] <suitonia> I'll write something more comprehensive when I get home
[19:58] <suitonia> At work with 9% battery
[19:59] <selto_black> Cool. Thank you!
[20:05] <selto_black> @ccp_fozzie: I've seen something on Reddit recently that the tracking formula is being altered in citadel, is that only for cap weapons?
[20:06] <ccp_fozzie> all turrets, although it has no functional difference
[20:06] <ccp_fozzie> numbers are changing to make comparing turrets easier without changing the end results
[20:08] <selto_black> So the tracking formula from the wiki is changing? Is the new one out of NDA yet?
[20:08] <ccp_fozzie> formula itself isn't changing
[20:08] <titus.tallang> ccp_fozzie: let me guess, merging signature resolution into base tracking?
[20:08] <ccp_fozzie> just the tracking speed and signature resolution stats on the weapons
[20:08] <ccp_fozzie> kinda @titus.tallang
[20:08] <titus.tallang> yup figured
[20:08] <titus.tallang> those are always confusing for new dudes
[20:08] <titus.tallang> "why does my battlecruiser track worse when it has better tracking guns"
[20:08] <ccp_fozzie> both attributes still exist, but the signature resolution is now constant for all ship turrets
[20:09] <selto_black> Hmmm.
[20:09] <titus.tallang> it's zero practical change, selto_black
[20:10] <titus.tallang> tracking is always divided by sig res in the formula
[20:10] <titus.tallang> ccp_fozzie: while you're already changing mods, can we finally get that " rigging IV" non-requirement changed on t2 rigs
[20:10] <selto_black> So I can still run calculations with the old formula?
[20:10] <titus.tallang> selto_black: yes
[20:10] <selto_black> Cool.
[20:10] <titus.tallang> ccp_fozzie: that gets people with a worrying consistency
[20:10] <titus.tallang> "no, i can't use that fit, the rigs show red"
[20:11] <ccp_fozzie> unfortunately those skill requirements are what tells the server to give the rig the drawback reduction from the skill
[20:11] <titus.tallang> can we at least change it to level I
[20:11] <titus.tallang> instead of IV
[20:11] <ccp_fozzie> that rig change is definitely an issue
[20:11] <ccp_fozzie> yeah that we can do
[20:11] <titus.tallang> alright cool
[20:11] <titus.tallang> can't you give it a level 0 requirement or something like that? :smile:
[20:12] <ccp_fozzie> you can, but on a normal module that changes the requirement to be having the skill injected
[20:12] <ccp_fozzie> so it would still show red if you don't have it injected
[20:12] <selto_black> Or a hidden skill that forwards the correct skill for the reduction?
[20:12] <titus.tallang> yeah but you can inject stuff at any time now
[20:13] <titus.tallang> without needing anything trained
[20:13] <titus.tallang> unless it checks prereqs?
[20:13] <ccp_fozzie> no it doesn't but people would still need to buy the skill
[20:13] <titus.tallang> far less of a concern tbf
[20:13] <ccp_fozzie> and it's not like jury rigging III is really a major blocker
[20:14] <titus.tallang> yeah, just changing it to I solves most of the concerns
[20:14] <suitonia> Needs to be some point of jury rigging tho
[20:15] <titus.tallang> suitonia: it's purely a display change
[20:15] <suitonia> It does nothing except enable things
[20:15] <ccp_fozzie> I mean everything relating to rig skills is a mess tbh
[20:15] <titus.tallang> having it at IV inflates the displayed training time for the fit by 2 days is all
[20:15] <ccp_fozzie> so I'm mostly just not thinking about it and hoping it goes away by itself
[20:15] <titus.tallang> which consistently trolls newer players
[20:15] <titus.tallang> into thinking that fit is so far away
[20:15] <titus.tallang> if you change that to I it's a lot less time
[20:15] <suitonia> I mean at level 3 to train the skills
[20:16] <titus.tallang> suitonia: isn't it needed for crafting rigs or something?
[20:16] <titus.tallang> i suck at industry
[20:16] <suitonia> If you set it to 1 since jury rigging does absolutely nothing
[20:16] <suitonia> Then you either have it at 1 or 5
[20:16] <suitonia> Since it's needed at 5 for t3 manufacturers
[20:17] <suitonia> But yeah the rig skills could use work
[20:17] <suitonia> The description on skills is weird too
[20:19] <suitonia> 10% reduction on rig penalties which is always a 10% penalty to something so functionally drops the penalty by 1% per level could be reworded better