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John Rothman
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Posted - 2010.08.11 17:19:00 -
[1]
My main was pewing a POS tower with an Abaddon. Fitted for max damage of course. Pulse lasers, well inside optimal range. Ship not moving. POS tower obviously not moving, and with a sig radius 6000m.
So why do I do from 2400 to 3600 volley damage, with "barely" to "excellent" hits? Why not constant? There's no tracking to deal with, no range issue to deal with, sig radius of guns vs target is no way in hell a factor.
Compare this to a torp raven that is also shooting the POS tower, and gets a volley of 6074, every single time, without fail.
What's the difference?
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Seith Silverstein
Something Rotten
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Posted - 2010.08.11 17:39:00 -
[2]
There's a random roll in the damage calculation for turrets. 75%-125% I think. Consider it hitting ancilliary stuff or hitting critical stuff on the target. Missiles have fairly complicated logical equations involved in how much damage they do depending on target size and speed, so they don't deal with this - don't want too many server queries on a single object.
Originally by: CCP Soundwave I am literally the internet
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Admiral Hawke
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Posted - 2010.08.11 18:14:00 -
[3]
yea its just the way it is. But you don't ever have to reload, unlike mr torp raven.
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John Rothman
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Posted - 2010.08.11 18:43:00 -
[4]
Originally by: Seith Silverstein There's a random roll in the damage calculation for turrets. 75%-125% I think. Consider it hitting ancilliary stuff or hitting critical stuff on the target. Missiles have fairly complicated logical equations involved in how much damage they do depending on target size and speed, so they don't deal with this - don't want too many server queries on a single object.
Multiplying the final result of missile damage by .75 - 1.25 is extra server load? I don't think so.
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MouthSetting 42
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Posted - 2010.08.11 22:57:00 -
[5]
Originally by: John Rothman
Originally by: Seith Silverstein There's a random roll in the damage calculation for turrets. 75%-125% I think. Consider it hitting ancilliary stuff or hitting critical stuff on the target. Missiles have fairly complicated logical equations involved in how much damage they do depending on target size and speed, so they don't deal with this - don't want too many server queries on a single object.
Multiplying the final result of missile damage by .75 - 1.25 is extra server load? I don't think so.
Generally not, but once you have 1000 people shooting at each other it might cause some small change. It's certainly true that lag increases when people start shooting at each other.
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Tiny Mongo
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Posted - 2010.08.12 02:47:00 -
[6]
missiles have enough things messing with potential damage output (sig radius,velocity, and whether they will even hit due to speed of target) they don't need a random roll on top of them.
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raukosen
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Posted - 2010.08.12 13:11:00 -
[7]
Sig, transversal and distance affect turrets too you know
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Guillieme Lohran
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Posted - 2010.08.12 14:01:00 -
[8]
Because missiles guide themselves so that takes care of the fact that one of your gunners is looking at the tower and seeing if they can hit that little pointy thing sticking off the side there. Or if they can write their name in the solar panels. Or if they are on their cellphone not paying attention while their elbow rests on the control stick. Or because that new guy from accounting got his buddy in gunnery to let him fire off a couple shots so he could look cool to that chick in Jita that he met last week, you know, the waitress who said he had pretty eyes and wasn't, no really, she wasn't looking for a tip or anything. Or...
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ScottyDosn'tKnow
Task Force Zener Atlas Alliance
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Posted - 2010.08.13 13:46:00 -
[9]
Yes please nurf missles! Obviously they are too overpowered in pvp...
So many threads saying how awesome lasers are and the laser users complain about 1 factor affecting a weapon they are apparently supperior to..sheesh!
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