i have some experience with civilian weapons due to the tutorials and that stuff. and i’ve used civilian launchers on ventures or haulers to get rid of those pesky rats in some basic missions. the other day i saw a clip from a twitch stream where someone found a CLML Merlin, which must have been a hilarious fight.
so i was travelling home today and had a sudden thought. like “hey, why not going full Khanid with the Punisher?” so i went and started Pyfa warrioring.
[Punisher, "Poorman's Vengeance"]
Damage Control II
400mm Rolled Tungsten Compact Plates
Adaptive Nano Plating II
Adaptive Nano Plating II
Nanofiber Internal Structure II
1MN Monopropellant Enduring Afterburner
Fleeting Compact Stasis Webifier
Civilian Light Missile Launcher, Caldari Navy Inferno Light Missile
Civilian Light Missile Launcher, Caldari Navy Inferno Light Missile
Civilian Light Missile Launcher, Caldari Navy Inferno Light Missile
Civilian Light Missile Launcher, Caldari Navy Inferno Light Missile
Small Warhead Calefaction Catalyst I
Small Warhead Calefaction Catalyst I
[Empty Rig slot]
(it seems you can also go with typical kiting setup with MWD + Warp Disruptor, just have to sacrifice the nano for a Co-Processor)
the sad part:
well turns out that Civilian Light Missile Launchers dont seem to get bonused from player skills or modules or rigs. the missile rigs apply to the missiles so there’s an increment in DPS but you cant use BCUs to improve the damage and RoF because the launchers dont get bonused at all.
so, the questions for discussion are. is there a reason on why these modules dont scale with player’s skill or other modules and rigs that apply to their regular variations? would be too gamebreaking to ask if they could get actually bonused?
im gonna close the OP with those two. thanks for watching.
You know those moments when you look for your sunglasses and they’re either hanging from your collar or sitting on your head?
This feels much like that.
Cheers for pointing that out.
It’s to do with Dogma and how they wrote it. Not sure on the specifics but it’s also related to why t2 ships get skill bonuses for the base ship skill despite needing it at V to use it I believe.
so they cannot scale because it would mean they have some kind of requirement. that’s pretty disappointing tbh, even if they dont have some kind of skill limitation for use they could at least have synergy with stuff like damage amplifying modules or the support skills.
its pretty weird that many of them have blueprints or can be dropped in the starting systems but they dont get the benefits of skills and modifications like T1 and up. even if its just for the lulz…
Many Civilian modules once had basic skill requirements and gained full skill bonuses as a result. Over the years CCP has removed most of the skill requirements from most of the civilian modules. A good example is the basic civilian weapons that come with every Rookie Ship; the Civilian Gatling Autocannon, Pulse Laser, and Railgun all required level one the their respect gunnery skill and as a result benefited from gunnery skills and ship bonuses. Now the skill requirements are gone and the guns gain no benefit from skills or ship bonuses.
For some reason CCP replaced the Civilian Light Electron Blaster that used to come with the Velator with the Civilian Gatling Railgun that the Ibis came with. The Civilian Light Electron Blaster is the only civilian weapon to retain its skill requirements and therefore benefits from skills and bonuses; however the weapons are no longer acquirable and can’t bought on the market or searched for in contracts. I still happen to have a few for my collection.