|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Sir Substance
Tactical Knightmare
55
|
Posted - 2011.10.15 01:48:00 -
[1] - Quote
To all the people bitching about this, you sound like my highschool maths teacher.
"You need to learn this, you won't spend your whole life with a calculator in your pocket!"
Oh wait
The truth is that it would be trivial to make the UI do a quick check on your skills and any relevant effects, and calculate the range of your missiles, and just stick it in the info on the launcher, in exactly the same manner that turrets do.
This is a simple thing that should have been done years ago.
Asking people to calculate it in their head, on paper or with out of game tools is just douchebaggery. |

Sir Substance
Tactical Knightmare
55
|
Posted - 2011.10.15 02:12:00 -
[2] - Quote
Tippia wrote:Sir Substance wrote:The truth is that it would be trivial to make the UI do a quick check on your skills and any relevant effects, and calculate the range of your missiles, and just stick it in the info on the launcher, in exactly the same manner that turrets do. GǪthe difference being that the turrets actually show the range, whereas missiles do not really have that value. Thats a terrible argument and you know it. The range of the turret is modified by skills and charge types.
You could easily argue that since these days you can only put torps and defenders in a torpedo launcher, torpedo launchers have an effective base range as well.
Why not just make it a thing, and save everyone some headaches? |

Sir Substance
Tactical Knightmare
55
|
Posted - 2011.10.15 05:48:00 -
[3] - Quote
Tippia wrote:Sir Substance wrote:Thats a terrible argument and you know it. The range of the turret is modified by skills and charge types. As is the maximum flight distance of missiles. This doesn't change the fact that turrets interact with range in a vastly different manner than missiles do. In fact, turrets have a range GÇö missiles do not.
You mean how the effective range of a missile is shorter is the person is moving, in a totally dissimilar way to how the damage of a turret gets lower if the person is moving?
Jesus christ man, how pedantic do you want to get.
Missiles DO have a range. A missiles maximum flight range is (flight speed x flight skills) x (flight time x flight time skills).
I guess its not a range like guns have a range, but then again in real life bullets take time to hit and dont blink out of existence when they go past a certain distance, so your pedantry makes you look like a moron. |

Sir Substance
Tactical Knightmare
55
|
Posted - 2011.10.15 14:57:00 -
[4] - Quote
Tippia wrote:It means that the maximum flight distance of your missile bears no connection with, and can't be compared with, the range measurement you see in the overview.
That's not true and you know it, but even if it were true that wouldn't make the information useless.
Knowing your target is definitely out of range can sometimes be more important then being a little unsure that they are in range. For example, when timing the decloaking of a stealthbomber.
In other words, you still have not come up with a compelling, sound and logical argument why this shouldn't be implemented, you are still arguing pedantry. |

Sir Substance
Tactical Knightmare
59
|
Posted - 2011.10.17 00:11:00 -
[5] - Quote
Tippia wrote:Sir Substance wrote:That's not true and you know it Of course it's true. A ship can be at 15km range, and you can fire your 150km flight distance missile at him and not have enough GǣrangeGǥGǪ And so, because if you fire a cruise missile at an interceptor it will do this, all range information on every missile is completely useless and thus not worth 2 hours of developer time to fix?
You are bad at arguments man, just stop. |
|
|
|