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Epoch
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Posted - 2005.07.11 07:08:00 -
[1]
Edited by: Epoch on 11/07/2005 07:08:25 Missile Bombardment Increases the range all of your missiles. Effect: 10% bonus to all missiles' maximum flight range.
I've trained missile bombardment to lvl 1. It should increase the flight time of my rockets from 2 second to 2.2 seconds.
Is there any particular reason why this change is now shown upon inspection when im docked??? It still says 2 seconds.
thanks.
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Hamatitio
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Posted - 2005.07.11 08:45:00 -
[2]
Edited by: Hamatitio on 11/07/2005 08:45:22 Sure it doesnt increase the velocity?
I have no idea, not bothering with missile skills. ------
Ganker Extraordinaire |

Macca Mule
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Posted - 2005.07.11 11:12:00 -
[3]
If you open the ship fitting page, then check the ifo of the missile (not the launcher ) it should have the correct settings there.
in the hanger it should just display the default values
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Epoch
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Posted - 2005.07.11 15:18:00 -
[4]
Edited by: Epoch on 11/07/2005 15:22:33 Edited by: Epoch on 11/07/2005 15:18:38 That is exactly what I am doing. I am inspecting the fitted missles & rockets on the fitting screen, while they are actually fitted into launchers. The incorrect flight time value is being displayed. I've tried refitting, logging out then back on, redocking, switching ships.
Can anyone please offer some suggestions how I can get this fixed... I seem to be the only person suffering from this.
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Tandar
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Posted - 2005.07.11 16:39:00 -
[5]
I have the skill to lvl 3 now and have noticed a range increase with rockets of roughly 1k (from the original 4.5)
it dosn't show any changes in the attributes though.
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Epoch
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Posted - 2005.07.11 17:24:00 -
[6]
Edited by: Epoch on 11/07/2005 17:25:08 regarding accuratly displaying the new flight time, the skill must be bugged. After training my bombardment skill to lvl 2, my light bloodclaws SAY they have a flight time of 7 seconds. when it should only say around 6 secs. *shrug*. just wanted to know if others are having this problem.
tandar: thats the whole reason i got this skill. i was tired of having to get within 3,000m to fire and succesfully land a 2 second flight time rocket.
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Diatom
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Posted - 2005.07.11 22:33:00 -
[7]
Same thing was happening to me. Change your ship and then change back to the one you are monitoring. It'll display a change in flight time (time x velocity).
"If you don't know where you are going, any road will get you there"
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Jann Kilik
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Posted - 2005.07.11 23:06:00 -
[8]
I have noticed pecularities with my missiles as well, but I'm not sure where the problem lies.
I have Missile Projection 2 and Missile Bombardment 2. With Bloodclaws, this should give me a max range of (3750m/s)*(5s)*1.2*1.2 = 27000m, but they only reach 24km. Same with heavies, I should have a max range of 54km, but they only work out to about 48km.
I have tested this out by keeping my ship at a full stop and firing at targets 54km away. My missiles never hit the target until it moves within 48km.
I've read other people stating that the missile calculations are bugged for both damage and range, so I don't think we're alone here.
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Ralitge boyter
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Posted - 2005.07.12 06:40:00 -
[9]
The best advise I have heard on this so far is to repackage your launchers and refit them. This should make them rethink their behavior and supposedly should make them use the new skills as well.
I have not been able to test this just yet as I have been to busy doing other stuff, but from a technical point of view this sounds like it just might work.
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Tisti
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Posted - 2005.07.12 07:01:00 -
[10]
Skills work, just it doesn't update missiles in launchers...
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Epoch
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Posted - 2005.07.13 18:41:00 -
[11]
maybe its been fixed with this little patch. anyone checked?
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The Hanz
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Posted - 2005.07.13 23:11:00 -
[12]
Edited by: The Hanz on 13/07/2005 23:11:49 The ship bonuses are the same way. With a Raven trained, it is supposed to add velocity to your missiles, but when the missile is inspected it doesn't show, yet when you use the missile you do have the extra range. You just have to do the math on your own or make a good guess. Imperical knowledge 4TW!
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pulse1976
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Posted - 2005.07.14 15:26:00 -
[13]
Originally by: Jann Kilik I have noticed pecularities with my missiles as well, but I'm not sure where the problem lies.
I have Missile Projection 2 and Missile Bombardment 2. With Bloodclaws, this should give me a max range of (3750m/s)*(5s)*1.2*1.2 = 27000m, but they only reach 24km. Same with heavies, I should have a max range of 54km, but they only work out to about 48km.
I have tested this out by keeping my ship at a full stop and firing at targets 54km away. My missiles never hit the target until it moves within 48km.
I've read other people stating that the missile calculations are bugged for both damage and range, so I don't think we're alone here.
Could it be that the skill is reporting the wrong modifier? Instead of 10% is it 5%?
Example
Light Missile (all) Base Velocity = 3,750m/s Base Flight Time = 5s
assuming you trained to lvl 2 on both Bombardment and Projection, the calcs are as follows.
Velocity now equal to 3750*1.05*1.05 = 4134m/s (actual figure is 4134.4) Flight time is now equal to 5*1.05*1.05 = 6s (actual figure is 5.5!!) Distance covered is now 24,804m or just short of 25km.
Just an assumption. Going to check this out tonight as I'm hoping to have Projection trained to lvl 2 along with bombardment too. 
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Zaintiraris
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Posted - 2005.07.14 20:14:00 -
[14]
Rounding up is not a good thing to do on stats. CCP should display it to like...the gajillionith decimal so you KNOW whatever.. or maybe they enjoy math as much as I do. The quote in my sig supports that. ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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pulse1976
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Posted - 2005.07.14 22:48:00 -
[15]
Well I can confirm that my stats have increased by 10% per level AND it shows when I'm in a station viewing my setup through the fitting window.
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Jim Sharpe
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Posted - 2005.07.16 03:23:00 -
[16]
I have noticed the Raven 10% missile velocity bonus isn't working for Heavy Missiles. Is this a bug or a feature of the nerf?
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Aion Amarra
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Posted - 2005.07.16 12:17:00 -
[17]
Originally by: pulse1976 Could it be that the skill is reporting the wrong modifier? Instead of 10% is it 5%?
Example
Light Missile (all) Base Velocity = 3,750m/s Base Flight Time = 5s
assuming you trained to lvl 2 on both Bombardment and Projection, the calcs are as follows.
Velocity now equal to 3750*1.05*1.05 = 4134m/s (actual figure is 4134.4) Flight time is now equal to 5*1.05*1.05 = 6s (actual figure is 5.5!!) Distance covered is now 24,804m or just short of 25km.
Your math is borked, btw. Training a skill to lvl 2 (assuming a 5% mod) doesn't give *1.05*1.05, but *1.10.
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pulse1976
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Posted - 2005.07.17 14:59:00 -
[18]
*1.05*1.05 will give the same answer as *1.1!
But it don't matter any how cause it is 10%
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Drahcir Nasom
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Posted - 2005.07.17 18:03:00 -
[19]
Originally by: pulse1976 *1.05*1.05 will give the same answer as *1.1!
But it don't matter any how cause it is 10%
1.05 * 1.05 = 1.1025, not 1.1
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P Bush
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Posted - 2005.10.05 19:28:00 -
[20]
yep its bugged gms are told not to say anything shh big secret they don't know how they calculate weapon stuff either its just a random number generator
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TerrorWOLF
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Posted - 2005.10.05 20:22:00 -
[21]
There was a post when new missil skills came out that the missil only flys at 1/2 speed for the first second. May Your Death Be Slow And Painful
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Scorpyn
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Posted - 2005.10.05 21:50:00 -
[22]
Edited by: Scorpyn on 05/10/2005 21:51:21 My heavies can reach approx. 110km according to the stats (tested at approx. 100km), I doubt they'd get that far if the skill was broken...
Try undock -> right-click on ship -> show info -> fitting -> info on a missile (this shows the correct stats for me it seems).
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Joerd Toastius
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Posted - 2005.10.05 22:31:00 -
[23]
Originally by: P Bush they don't know how they calculate weapon stuff either its just a random number generator
Heh :)
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Ante
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Posted - 2005.10.06 21:39:00 -
[24]
Originally by: Jim Sharpe I have noticed the Raven 10% missile velocity bonus isn't working for Heavy Missiles. Is this a bug or a feature of the nerf?
That's intended. The 10% velocity bonus applies as the updated bonus description implies.
Quote: and 10% bonus to Cruise Missile and Torpedo Velocity per level.
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DHU InMe
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Posted - 2005.10.06 21:58:00 -
[25]
ya, look like they rounded down speed, time, optimal range, falloff to an integet. (no float point) __ BP n bugs Got a new idea ? (Last updated 5 Sept 05) |

Trojax
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Posted - 2005.10.07 12:10:00 -
[26]
Originally by: Jann Kilik I have noticed pecularities with my missiles as well, but I'm not sure where the problem lies.
I have Missile Projection 2 and Missile Bombardment 2. With Bloodclaws, this should give me a max range of (3750m/s)*(5s)*1.2*1.2 = 27000m, but they only reach 24km. Same with heavies, I should have a max range of 54km, but they only work out to about 48km.
I have tested this out by keeping my ship at a full stop and firing at targets 54km away. My missiles never hit the target until it moves within 48km.
I've read other people stating that the missile calculations are bugged for both damage and range, so I don't think we're alone here.
Like TerrorWOLF said, missiles do not fire out your launchers at max velocity. They need time to reach there max speed.
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Emperor D'Hoffryn
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Posted - 2005.10.07 12:26:00 -
[27]
There are lots of display bugs, especially when it comes to skills effecting attributes. Even if the display is wrong, the skill should be applied just fine. The only instance I have heard of a skill not being applied correctly is one that finished while you are playing, *sometimes* it wont apply the new level of the skill until you relog.
Another example of this is the CPU use and PG use feature, where you mouse hover over something and it shows you how much cpu it would use if you were to fit it. sometimes this takes weapon upgrades into account, and sometimes it doesnt....if you chuck the thing in there, weapon upgrades always works.
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Shin Ra
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Posted - 2005.10.08 03:33:00 -
[28]
It does work. In space show info on your ship and look ad modules, then look at equipped charges.
Show info on one of your missles.
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Pwyle Kenobi
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Posted - 2005.10.10 05:29:00 -
[29]
Originally by: The Hanz Edited by: The Hanz on 13/07/2005 23:11:49 The ship bonuses are the same way. With a Raven trained, it is supposed to add velocity to your missiles, but when the missile is inspected it doesn't show, yet when you use the missile you do have the extra range. You just have to do the math on your own or make a good guess. Imperical knowledge 4TW!
Agreed. Do the math and then fire at your calculated range. The skill most definitely works.
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Grimwalius d'Antan
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Posted - 2005.10.10 09:04:00 -
[30]
I believe flight time is rounded off to a single decimal. You'd have to train Bombardment 5 to see a change in flight time, because that is where rockets reaches 3 seconds. It might round off upwards from above 2,5 as well, but that is just as bad. Just do the math yourself, it is not that hard. Just do the default flight time multiplied with 1.x (where x is your level of bombardment). I think.
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