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Thread Statistics | Show CCP posts - 5 post(s) |

Hoshi
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Posted - 2005.10.12 22:20:00 -
[1]
Originally by: keepiru
I am as of yet unclear weather its a double-value giving 50% damage after 1500m/s and 0% at 3000m/s past threshold, or 0% damage 1500m/s past threshold.
The cruve look like this: Target speed above explosion velocity, damage reduction 800m/s 25% 1250m/s 50% 1750m/s 75% 2250m/s 90% 3250m/s 99%
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Hoshi
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Posted - 2005.10.12 23:47:00 -
[2]
I think the largest problem is that the curve look exactly the same for all missiles, it's just displaced a bit. I would prefer a formula that gave small missiles a flat curve and large missiles a steep one.
As it is now speed effects all missiles exactly the same, only thing that differs is at what speed this effects starts to take place.
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Hoshi
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Posted - 2005.10.13 17:24:00 -
[3]
For those interested here are 2 graphs that show missile damage as a function to speed and signature radius.
Signature Radius Speed
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Hoshi
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Posted - 2005.10.13 20:32:00 -
[4]
Originally by: keepiru
I think a valid argument could be made for a boost in rocket performance of 2-3 dps - thats a 13-20% dps increase - to bring it in line with other weapons considering its fitting costs.
I am not sure I agree with this one, while they do have slightly less base dps they are also the only missile system where the "but you always hit" comment really is a valid comment.
Rockets have explosion radius 20 m, the smallest target in the game is 22.5m so you always do full damage. Also compare this with the equialent on turrents, signature resolution which is 40 m on the guns in your example, which happens to be more than the size of all ints and AFs.
Tracking is harder to compare straight over but the explosion velocity of rockets is so high you need to go over 4000 m/s before you start see any real difference in damage. At those speeds I think most turrents will have a hard time too :)
So I would say rockets are still balanced and are more interested in bringing light and heavy missiles in line.
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Hoshi
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Posted - 2005.10.13 20:58:00 -
[5]
Originally by: keepiru
Well, i only made the argument because while light and heavy missiles deal the same dps as the biggest class railgun with lead ammo, rockets deal less than any of the large short-range frigate turrets with mid-range ammo.
In fact, heavy missiles do a little more than 250mm rails with lead, i think 18dps to 20dps are the figures. So if rockets are fine, then heavy/lights definitely fine.
I guess it depends on the situation here, yes against larger targets rockets will do much less dps BUT against small fast targest they will often because of their perfect tracking and radius end up doing more damage. This is not true for other missiles and that is why I consider rockets balanced but not the others.
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Hoshi
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Posted - 2005.10.13 21:16:00 -
[6]
Edited by: Hoshi on 13/10/2005 21:16:17
Originally by: Megadon
rockets have very limited range which is the counterpoint to their explosive radius being able to hit for full damage, and I do believe the guns comparison you bring into the discussion does not have the range limitation that rockets do
Rockets with max skills, no ship bonus have 10km max range, 200mm ac with max range ammo, max skill no ship bonuses have 8km optimal, pulselaser 12km and blaster 3.6km. I don't see the range being that bad in comparison. Only pulselasers that stand out here.
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Hoshi
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Posted - 2005.10.14 05:54:00 -
[7]
Originally by: Joerd Toastius
Yes, but pulses at max range are using Radios, which a) do pitiful damage and b) are EM-only, which is great until you get them to armour :P
Well they do 11.4 dps with radio to be compared to the rockets 15dps. But they have longer range.
As for doing only 1 type (or 2 with other ammo) both lasers and hybrids have the option to increase damage 100-150% by changing ammo (and lowering range) an option missiles don't have, instead they have the option to change damage type. You can argue if this is balanced or not but on paper is is supposed to be.
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Hoshi
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Posted - 2005.10.14 19:55:00 -
[8]
Using Gray Areas log it's easy to calculate the Signature Radius of the buildings and it's 100m and it's the same for all buildings.
Nice round number I guess but for misssiles where damage is directly effected by the size instead of like turrets where it's part of the tracking formula this becomes a problem.
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Hoshi
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Posted - 2005.10.17 09:01:00 -
[9]
Very nice graphs, I think they show that what the raven lack in ability to kill smaller ships it makes up in ability to kill battleships.
But even before this thread started I felt that both rockets and torpedos where balanced, they are maybe overpowered in some ways but underpowered in others balancing it out.
The missiles that really needs to be looked at are small and heavy and possibly cruise.
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