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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Mer88
Royal Amarr Institute Amarr Empire
23
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Posted - 2013.09.09 03:31:00 -
[1] - Quote
i am using cruise missles with most missle support skills 4 and full cruise mission implants 5 % miss velocity, sig rad , explosion, rof and damage. in a cnr i get very consistant 4.3k to 3k ish per volley on BS. I am guessing the lost is due to the defender when see 3k. On golem i mostly see 4k ish and 3k but sometimes its 2k and a few times 1k this is hiting BS. I have even seen 1k ish hitting angel BS with 3 tps painted on it. I check the velocity column and it was below 100m/s.....what gives? if its not sig radius, not velocity what else can take away so much damage ?
I have tried 2 x tech 2 hydrolic bay thrusters to avoid defenders but i dont see much differences. i am still seeing 2k and 1k damage some times.
can anyone advise why i am having this problem |
The Spod
Center for Advanced Studies Gallente Federation
64
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Posted - 2013.09.09 06:41:00 -
[2] - Quote
Might be the instakill prevention bug that puts rat hull to 99% resist if it were to be killed through leak damage from armor. The kill volley that would normally shoot through armor hits those hull resists. |
Mer88
Royal Amarr Institute Amarr Empire
23
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Posted - 2013.09.09 07:22:00 -
[3] - Quote
The Spod wrote:Might be the instakill prevention bug that puts rat hull to 99% resist if it were to be killed through leak damage from armor. The kill volley that would normally shoot through armor hits those hull resists.
yeah i noticed the bug too but this inconsistent volley happens before this bug. I kinda noticed it when i first got into my golem. i felt the volleys werent as good as cnr with the same fit. It couldnt be the sig radius because i have 3 tp on golem. also couldnt be the exp velocity because golem got better bonus to it. I am thinking of defender missiles from npc but after trying 2x velocity rigs i dont see much improvements. I was under the impression that my missles would be so fast that defenders cant catch them |
Ireland VonVicious
Vicious Trading Company
195
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Posted - 2013.09.09 08:44:00 -
[4] - Quote
You have less launcher doing same damage roughly.
That means when one has a bad hit it's much easier to see.
Gets even worse when 2 or 3 have it happen at the same time.
Main reason it's more likely with angels is speed v.s. explosion radius and explosion velocity on top of them already having the lowest sig radius of all NPC's.
If this is happening a lot when they get close you might be better off with one of those 3 tp's being a web for angel missions.
You might also want to look at the 5% hard wire's that will help land that dps.
Also even if you are trying to avoid the defenders as an issue they still do some damage reduction. That damage reduction is far larger with the fewer missiles per volley. |
Gimme more Cynos
Science and Trade Institute Caldari State
68
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Posted - 2013.09.09 09:38:00 -
[5] - Quote
Are you using tp's and rigor-rigs? |
Novah Soul
41
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Posted - 2013.09.09 16:09:00 -
[6] - Quote
Also, the issue may be due to NPC defender missiles. With the Golem only using 4 launchers, having a missile shot down (one quarter your volley, bleh) is much more noticeable then say with a CNR.
IIRC stoicfaux has made a few posts related to the issue somewhere, either here or the ships and modules forum. |
Mer88
Royal Amarr Institute Amarr Empire
23
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Posted - 2013.09.09 18:14:00 -
[7] - Quote
Ireland VonVicious wrote:You have less launcher doing same damage roughly.
That means when one has a bad hit it's much easier to see.
Gets even worse when 2 or 3 have it happen at the same time.
Main reason it's more likely with angels is speed v.s. explosion radius and explosion velocity on top of them already having the lowest sig radius of all NPC's.
If this is happening a lot when they get close you might be better off with one of those 3 tp's being a web for angel missions.
You might also want to look at the 5% hard wire's that will help land that dps.
Also even if you are trying to avoid the defenders as an issue they still do some damage reduction. That damage reduction is far larger with the fewer missiles per volley.
golem is the only marauder having this major disadvantage when all the turrent marauder gets only benefits going from 8 to 4 turrents. I wish ccp would make golem shoot 8 missles but only comsume 4.
it is true that i get bad volleys the most when facing angels .. serpentis doesnt give me such a problem and mercs and drones missions are almost always perfect.
right now i have 2 missile velocity rigs maybe i should get 2 t2 flare rigs? I dont think rigor would do it any good since 1 tp gives more bonus then 2 x t2 rigors. |
Mer88
Royal Amarr Institute Amarr Empire
23
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Posted - 2013.09.09 18:16:00 -
[8] - Quote
Gimme more Cynos wrote:Are you using tp's and rigor-rigs?
no riigors at the moment i got 2 x t2 missile velocity rigs and i always use 3 tps for angel missions. |
Cage Man
258
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Posted - 2013.09.10 20:55:00 -
[9] - Quote
As mentioned above, its probably the defender missiles from the NPC's. Golem was designed to be a Torp boat and torps are immune to defenders from NPC. Somewhere in all the patches missile velocity was changed and CCP was supposed to introduce low and med slot mods\scripts to counter the changes, but that seems to have been added to the "well get to it later" pile of things to do and we instead get pretty new ship colors and bastion modules.
The thick plottens... |
Fia Magrath
The Clown Inquisition
2
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Posted - 2013.09.12 00:43:00 -
[10] - Quote
real men use torps |
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