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Toj Saraki
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Posted - 2011.03.15 10:18:00 -
[31]
As a new player I just searched the forums looking specifically for how to check the velocity/flight time of my loaded missiles. Definitely should be some way to link from the launcher directly rather than in fittings.
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Asa Tru
Lonetrek Trade and Industries
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Posted - 2011.03.15 11:09:00 -
[32]
Originally by: Morpheus Mishima Dear OP: I do understand your question. However I wanted to point out that if EVE is dumbed down a lot of people (not mentioning who) would complain about that instead. So therefore I would prefer if changes and simplification of stats was kept to a minimum.
I'm sorry that I answered with such negative attitude. So I would like to apologize for that. Imho. EVE should have to calculate for gravitational forces, speed of vessel firing the missile, direction of said vessel - etc too :-)
Easy-mode = No! thanks
WOW you still didn't read his post. He's not asking for the math to be done for us. He's asking for something I want as well, an ability to see the see the stats by RIGHT CLICKING THE MODULE, instead of having to go through the fittings screen.
As a Caldari with over 1.5 mil sp in missiles, I support. ____ Asa Tru
"From his weapons away no one should ever stir one step on the field; for no one knows when need might have on a sudden a man of his sword."
--- Havamal 38 |
Flex Nebura
Caldari
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Posted - 2011.03.15 11:11:00 -
[33]
It is a little tricky to figure out the first time.
But for every skill level or missile type the calculation only has to be done once. No other modifiers apply except for target speed. And you dont get that info from a turret either.
So you should know the range of your missiles. Even if you had to make 3 calcs for all tech 1 and both tech 2.
Now a turret can be remotely tracking disrupted or boosted. And they have far more modifiers than launcher. Meta level of the turret and many different kinds of ammo.
All you really need to do is (X*Y)*0.9 and you should have no problem with missiles not reaching your target.
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Flex Nebura
Caldari
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Posted - 2011.03.15 11:31:00 -
[34]
But ok.. you are asking for show info to show you the stats of the ammo.
Thing is that launchers only lauch the missiles. The missiles themselves are counted as a unique artefact or module if you will.
Unlike with turrets where the ammo and turret modify eachother.
You see this best when you fire. Missiles are now objects in space and gun ammo just goes kawosh and aplies damage -1 ammo counter.
Ok ok.. so lets say that there is a show info on ammo loaded option when you right click the launcher. I just have to say, while it might be nice for the noobs, it would really just be more UI clutter that you only need to use once per relativly few variables.. none of which are split second combat decisions
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Stephen Mctowelieee
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Posted - 2011.03.15 17:16:00 -
[35]
As is, can you right click any other module with something loaded in that module and click "Show info" on the loaded item in that module without going to the fittings screen? (I'm not being sarcastic, I'm actually asking) If so, then this idea is the next step. If not, then just make due
No you're a towel! |
Suunto Viper
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Posted - 2011.03.15 17:52:00 -
[36]
all thats needed is an Ammo pop out menu from the right click menu then when you hover over over the ammo a tootip appears with the stats you'd get on your current ship using your skills and shows you the basic info - optimal range falloff tracking or flight time and velocity. Samee should happen when you hover over a drone in your drones window (and on another point drones under attack should be flashing red god dammit!)
for more info than that you can go int the fittings screen.
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Khrysees
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Posted - 2011.03.15 23:07:00 -
[37]
+1 on OP idea of rt clicking of mods in HUD for info
K
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