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Thread Statistics | Show CCP posts - 63 post(s) |

Grey Azorria
Federation Industries
214
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Posted - 2012.09.21 14:36:00 -
[1] - Quote
Shadalana wrote:Maybe im blind, but i did the same in eft and i got really different values... o.O
all numbers with AllV, without shipbonuses. also I compared only t2 missiles... ('cos no one uses faction-hm ammo in PvE)
250mm Railgun II with Spike: DPS: 20 Alpha: 92 Optimal: 65km Time to hit: instant
Heavy Beam Laser II with Aurora: DPS: 21 Alpha: 91 Optimal: 54km Time to hit: instant
Heavy Missile Launcher II with Scourge Precision: DPS: 21 Alpha: 179 Reichweite: <42km Time to hit: 10 seconds
720mm Howitzer Artillery II with Tremor: DPS: 16 Alpha: 242 Optimal: 54km Time to hit: instant
why I do not see any inbalance? Next time don't use the short range, low damage T2 missile, with a fury missile unmodified DPS is 31, with a CN missile it's 28 and a max range that's 10km longer than optimal + fall-off on any of the other weapon systems. I think I found your missing imbalance...
...Nice try thogh  Do not argue with an idiot. He will drag you down to his level and beat you with experience.
Mate. |

Grey Azorria
Federation Industries
214
|
Posted - 2012.09.21 15:16:00 -
[2] - Quote
Terik Deatharbingr wrote:It's ok, your numbers failed as well. Not accounting for cycle time. Everyone seems to forget that if my range on a Fury is 75k....it doesn't mean I can me at 75k...i need to be at 65k....maybe 70, but that's pushing it because of they turn and run at all, i'll never hit them...at least guns have a falloff.....with a 28k falloff on hybrids, technically they could sit outside missile range and continue to snip...maybe not for much...but considering caldari is the slowest of all ships, it's not like they are going to catch you.
People against Missiles need to think about all the different factors when comparing apples to oranges which is what missiles are to guns. All the gun users need to pull up EFT and a Drake versus a Harby, Brutix and a Cane just using 2 damage mods for each and a prop mod...make sure they are going full speed....see what kind of numbers you get using T2 ammo... I know that in a real situation the actual max range of missiles will be a fair chunk less that than EFT numbers, but the fact remains that at ranges comparable to those of other weapons missiles will often do much higher damage, and combined with the fact that you can't fly 'under the guns' of a missile boat (meaning they are also viable at close range), heavy missiles are the logical go to for a medium sized long range weapon platform - or in other words, over powered. Do not argue with an idiot. He will drag you down to his level and beat you with experience.
Mate. |

Grey Azorria
Federation Industries
219
|
Posted - 2012.09.24 19:25:00 -
[3] - Quote
Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? Because missiles are not turrets. Do not argue with an idiot. He will drag you down to his level and beat you with experience.
Mate. |
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