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Darkcraft
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Posted - 2003.07.04 15:04:00 -
[1]
using my hybrid proto guass, 24000m range. i've sharpshooter l3, adds 15% to range. the range then becomes 27600m as expected. using anti-matter ammo the range is reduced by 50%. however this reduces the range of the guns to 13800m. What its doing is applying the increase then the decrease, instead of combining them both to get the actual adjustment value. AM -50%, sharpshooter +15%, overall should be -35%, which should give the correct range of 15600m. however at the moment this isn't the case. also the range increase for caldarians from the crusier skill is not being applied at all. This should added to the emergency list of needed fixes.
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Sabahl
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Posted - 2003.07.04 15:07:00 -
[2]
Actually the maths is X * SS * AM, not X * ( AM + SS). So you are seeing X * 1.15 * 0.5 as predicted.
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Darkcraft
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Posted - 2003.07.04 15:38:00 -
[3]
what it does at the moment is wrong.
using iron which adds 30%, sharpshooter l3 which adds 15%, should increase by 45%, with a base of 24000, should give 34800. however it gives a range of 35880. This is an increase of 49.5% which is wrong. ammo with a positive effect gets a better range, ammo with a negative effect gets a worse range. This needs to be fixed asap.
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Jarjar
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Posted - 2003.07.04 15:48:00 -
[4]
Everything in the game stacks this way, except for training skills to their next level. I suspect that this won't get changed. |

dalman
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Posted - 2003.07.04 15:49:00 -
[5]
No, it's all correct.
Everything works that way, and it's supposed to work that way.
M.I.A. since 2004-07-30 |

StoreSlem
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Posted - 2003.07.04 17:21:00 -
[6]
yup, welcome to eve. We aren't playing diablo 2.
This way of stacking is also much more mathematical sound anyways, so can't really see your problem.
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Xelios
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Posted - 2003.07.04 17:26:00 -
[7]
It's like compound interest. It stacks one level at a time, so +5%, then +5% of the new value and on an on.
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Darkcraft
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Posted - 2003.07.04 17:56:00 -
[8]
so u start with a range of 24000 x .5 for the AM ammo x 1.25 for lvl5 sharpshooter and x 1.25 for lvl5 caldarian crusier and you still only get 18750m.
anti-matter ammo and two level 5 skills aimed at increasing weapon range only just beat having uranium ammo with no skill increases.
thats pathetic...
if anything needs changing then its this. a system that gives anti-matter ammo an optimal range of 18750m and iron ammo an optimal range of 48750m, isn't something slighted messed up.
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Katt
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Posted - 2003.07.04 18:07:00 -
[9]
That's funny...it sounds perfect to me. Ammo has a great effect, so it can fit to your strategy. Wonderful, I say. Well done, CCP.
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Aerin Osaa
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Posted - 2003.07.04 18:35:00 -
[10]
yeah, the solution is don't use AM ammo for long range work. AM is intended for the blasters, while the +range ammos are for long range sniping.
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Ashira Macinari
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Posted - 2003.07.07 10:35:00 -
[11]
Long range sniping?
LOL thats a joke, if you want range then you do absolutely no damage, in comparisom. Its the equivalent of sniping someone a mile away with a bb gun instead of an artic warfare =). You might argue it adds to strategy but in reality is a broken strategy that will never work against any of the high end cruisers, and the last thing you want to be is up close using AM ammo.
In my opinion its just another example of the flawed thinking of CCP, but then everyone is entitled to their wrong opinion. =)
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dalman
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Posted - 2003.07.07 10:47:00 -
[12]
Everything wokrs the way it's supposed to.
However, CALDARI SHIP BONUS to range doesn't work. But it will in next patch. It's a known problem.
M.I.A. since 2004-07-30 |

Rigsta
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Posted - 2003.07.28 19:09:00 -
[13]
Edited by: Rigsta on 28/07/2003 19:12:16 Ashira:
Actually, think of it more along the lines of loading a lighter bullet in the same gun (since we're talking about ammo here). It's simple physics. The lighter the round, the further it can be propelled by the same amount of force.
The way it is set up now is sensible, it means you have to sacrifice some damage for range. This makes more sense on a ship-to-ship combat level - longer range is less risky, while closing in represents great risk but potentially allows you to deal huge damage with close-range weapons and ammo, eg. blasters and Antimatter. If higher damage = higher range, it would make short-range weapons a waste of ISK. It would also be very unbalancing, everyone would just load up on the highest damage ammo and the longest range guns. Tactical decisions? what tactical decisions?
Combat on EVE is on a whole different scale to CS ;) The rules of engagement are different. ----------------------------------------------- My Ideas: Drones wish list and NPC crew members |

j0sephine
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Posted - 2003.07.28 19:34:00 -
[14]
Edited by: j0sephine on 28/07/2003 19:34:42
"anti-matter ammo and two level 5 skills aimed at increasing weapon range only just beat having uranium ammo with no skill increases.
thats pathetic..."
It means your two lvl.5 skills gave you the ability to dish out roughly 20% more damage. (the damage difference between uranium and anti-matter charges)
... how's that a bad thing?..
edit: sorry, didn't notice it's an old thread...
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Seethe
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Posted - 2003.07.28 19:47:00 -
[15]
QUOTE "Actually, think of it more along the lines of loading a lighter bullet in the same gun (since we're talking about ammo here). It's simple physics. The lighter the round, the further it can be propelled by the same amount of force."
You are correct except you forgot to take into account this is space. there is no inertia in space only gravitational fields by which to slow down objects. Only mass matters in a zero gravity environment. So technically, there should be no distance modifiers for any ammo at all, just the weapon type. I believe this will be the last time I buy anything that comes out of Iceland.
The more I play this game the dumber I feel.
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Paul Dubois
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Posted - 2003.07.28 22:47:00 -
[16]
Except for a given force a lighter round would leave the muzzle at a faster velocity, and a fast velocity means higher accuracy :-) And its not necessarily simply a trade off in damage/range in that if youre trying to keep to a certain distance (say outside of your opponents optimal range) and the ammo allows you to extend that range - one you take less damage because you can stay outside their optimal range and two as youre in optimal range for your guns you have better chances at critical hits.
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Dan Forever
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Posted - 2003.07.29 00:11:00 -
[17]
Seethe - So what would you want? A game that follows Newtonian physics extensively?
How about, no sound? (theres no air, so why do we have sound?)
Shouldn't be able to travel faster then light either, so no warp drives, as per Einstine(sp?).
It's a game. Theres a balance between realism and playability.
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j0sephine
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Posted - 2003.07.29 09:38:00 -
[18]
"How about, no sound? (theres no air, so why do we have sound?)"
It's merely an extra feedback provided by onboard computers, so the pilot has better idea about their situation... :s
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