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Drag0nF0rce
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Posted - 2008.08.29 22:21:00 -
[1]
I was checking the skill info for Guided Missile Precision and Target Navigation Prediction, and they say:
GMP - 5% decreased factor of signature radius for light, heavy and cruise missile explosions per level of skill.
TNP - 10% decrease per level in factor of target's velocity for all missiles.
Does that mean the required signature radius under GMP increases by 5% per level and the target velocity under TNP increases by 10% or do I have it bass-ackwards?
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Bahzell McIntyre
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Posted - 2008.08.30 00:52:00 -
[2]
As you probably have noticed, small or fast moving ships take reduced damage from larger classes of launchers. A frigate will take full damage from a standard missile launcher, but a heavy launcher will actually usually do less damage than the standard.
This is caused because the explosion radius of the larger class of missile is larger than the signature radius of the smaller ship. The missile blows up next to the ship, leaving the frigate on the outer edge of the explosion, rather than in the middle of it. All explosion radius really means is, the larger the radius, the farther away from the ship the missile will detonate. Shooting a shotgun at a barn door from 100 feet away will result in most of the pellets hitting the door. Hitting a particular nail on that barn door is a bit trickier. Battleships are barn doors. Frigates are nails. Guided Missile precision narrows down the choke on that shotgun a bit, effectively causing the missile to blow up closer to the ship resulting in more shrapnel hits. You're still probably not going to do full damage with cruises on a moving frigate w/o a stealth bomber (An eggshell armed with a sledgehammer if there ever was one).
Reduced damage from speed is a result of explosion velocity. Thinking of the explosion radius as a sphere, the explosion velocity determines how fast the sphere reaches it's full size. A fast moving ship can basically ride the leading edge of the explosion, robbing it of much of its power. So, at the instant a missile explodes it's a stationary explosion. Not really accurate from a physics point of view, but neither is a ship that can stop in zero gravity without applying thrust the other direction. Since your ship is moving away from this stationary explosion, if you're going enough faster than the explosion, you wind up on the outer edge, causing damage reduction similar to reduced signature radius.
Combine the 2 and you have that mission rat interceptor that takes 11 damage from a widowmaker heavy missile. Tedious and annying.
Here's a neat missile guide from the ships/modules forum Missiles Guide
Page 2 is damage reduction from signature radius/explosion radius differences. Page 3 involves ship speed/explosion velocity. Page 4 is a really neat chart wizard that lets you plug in ship/skills/implants/modules etc to fine tune your setup for you given prey.
I hope this helps
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Drag0nF0rce
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Posted - 2008.08.30 01:06:00 -
[3]
Thanks for the link, and for the full explanation.
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apock21
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Posted - 2008.09.03 08:32:00 -
[4]
Originally by: Bahzell McIntyre As you probably have noticed, small or fast moving ships take reduced damage from larger classes of launchers. A frigate will take full damage from a standard missile launcher, but a heavy launcher will actually usually do less damage than the standard.
This is caused because the explosion radius of the larger class of missile is larger than the signature radius of the smaller ship. The missile blows up next to the ship, leaving the frigate on the outer edge of the explosion, rather than in the middle of it. All explosion radius really means is, the larger the radius, the farther away from the ship the missile will detonate. Shooting a shotgun at a barn door from 100 feet away will result in most of the pellets hitting the door. Hitting a particular nail on that barn door is a bit trickier. Battleships are barn doors. Frigates are nails. Guided Missile precision narrows down the choke on that shotgun a bit, effectively causing the missile to blow up closer to the ship resulting in more shrapnel hits. You're still probably not going to do full damage with cruises on a moving frigate w/o a stealth bomber (An eggshell armed with a sledgehammer if there ever was one).
Reduced damage from speed is a result of explosion velocity. Thinking of the explosion radius as a sphere, the explosion velocity determines how fast the sphere reaches it's full size. A fast moving ship can basically ride the leading edge of the explosion, robbing it of much of its power. So, at the instant a missile explodes it's a stationary explosion. Not really accurate from a physics point of view, but neither is a ship that can stop in zero gravity without applying thrust the other direction. Since your ship is moving away from this stationary explosion, if you're going enough faster than the explosion, you wind up on the outer edge, causing damage reduction similar to reduced signature radius.
Combine the 2 and you have that mission rat interceptor that takes 11 damage from a widowmaker heavy missile. Tedious and annying.
Here's a neat missile guide from the ships/modules forum Missiles Guide
Page 2 is damage reduction from signature radius/explosion radius differences. Page 3 involves ship speed/explosion velocity. Page 4 is a really neat chart wizard that lets you plug in ship/skills/implants/modules etc to fine tune your setup for you given prey.
I hope this helps
superb peice of writing and advice. thumbs up!
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