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1. [Odyssey] Tech 1 Battleships - Caldari - in Player Features and Ideas Discussion [original thread]
suggest to replace the bonus velocity for bonus explosion radius
- by SongSinger - at 2013.04.24 14:45:00
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2. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Veshta Yoshida wrote: SongSinger wrote: most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/Radiu...
- by SongSinger - at 2013.04.20 12:39:00
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3. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
most annoying that as the transverse velocity to zero gun deal 100% damage, it does not matter if SIGtarget/SIGweapon<1 missiles even stationary target unable to deal 100% damage, if SIGtarget/RadiusExpl<1 this is especially annoying with ci...
- by SongSinger - at 2013.04.20 12:11:00
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4. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
that missle BS was a normal sniper need to if the target is killed, missiles-á switched automatically to the nearest target lotsked even if it is implemented by the module
- by SongSinger - at 2013.04.18 12:08:00
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5. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
on a formula that mentioned above Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)) calculated the ratio of the speed of the ship signatures in order to get 100% damage: for fury cruise missile Sig/Vel=2,77326998 for cn...
- by SongSinger - at 2013.04.18 11:55:00
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6. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
here are approximate figures, raven +4 caldari bcu 1rigor 2flare, Implants gp-805 tn-905 http://imageshack.us/photo/my-images/221/damagefromraven.jpg/
- by SongSinger - at 2013.04.18 09:44:00
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7. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
TE for missle - low slot, +25% explosion velocity, -12,5% explosion radius TC for missle - low slot, consumes energy, if the target is destroyed before the arrival missiles, then missiles automatically switched to the nearest locked target
- by SongSinger - at 2013.04.17 13:09:00
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8. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
if you make a torpedo speed as the rocket, the range is 45 km for rage torpedoes but the need to reduce the bonus range of-á a stealth bomber
- by SongSinger - at 2013.04.17 12:55:00
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9. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
why not do that after the destruction of target, missiles automatically switched to the nearest locked target can implement this feature using the module
- by SongSinger - at 2013.04.17 12:40:00
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10. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
why not do that after the destruction of target, missiles automatically switched to the nearest locked target
- by SongSinger - at 2013.04.17 10:24:00
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11. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Liang Nuren wrote: Vitalius D'Fox wrote: 450 on 100km. not as much as raven. But it faster, and agile, and can use cover cloak. Cann't do a thing at armed POS, but if pos armed, i prefer better army than Ravens. Hey, thanks for getting ...
- by SongSinger - at 2013.04.17 10:15:00
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12. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
my suggestion need to increase the velocity the explosion of missiles by 10% increase the velocity torpedoes, up to 2250 m / s reduce the bonus of-á explosion radius T2 (fury / rage), from 72% to 50% increase the Scan Resolution for BS, which is u...
- by SongSinger - at 2013.04.17 08:21:00
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13. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: So, as a few of you have mentioned, damage application is one of the biggest obstacles for missiles. I completely agree, but I don't want to solve this problem through Cruise Missiles as a system. I have other ideas for dealing ...
- by SongSinger - at 2013.04.16 15:48:00
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14. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: SongSinger wrote: Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters)...
- by SongSinger - at 2013.04.16 15:38:00
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15. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Suppose that Tempest is moving at a speed of 120 m / s and has a signature 360 meters. Raven shoots him with cruise missiles (fury) (velocity _ of explosion 91 m / s, the radius of of explosion 403 meters), all skills 5,, implants: +5% velocity bl...
- by SongSinger - at 2013.04.16 15:24:00
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16. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
what abaut torp?
- by SongSinger - at 2013.04.16 13:57:00
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