|
Author |
Thread Statistics | Show CCP posts - 20 post(s) |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.15 15:02:00 -
[1] - Quote
Plz increase mag size on the RHML , more like 40 would be way more useful. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.11.15 15:11:00 -
[2] - Quote
Arthur Aihaken wrote:Chrom Shakiel wrote:Plz increase mag size on the RHML  , more like 40 would be way more useful. Time to save up for Faction or Officer.
If only i was space rich then i to could pvp and win |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.11.26 00:19:00 -
[3] - Quote
why not just change the light missile specialization to affect missile damage instead would help a bit to keep a better sustained dps then the current giving 2% better rof if you have to split the missiles in to groups. |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.11.26 01:26:00 -
[4] - Quote
Fourteen Maken wrote:Chrom Shakiel wrote:why not just change the light missile specialization to affect missile damage instead would help a bit to keep a better sustained dps then the current giving 2% better rof if you have to split the missiles in to groups. I see what your getting at, but that would only make a very slight difference, and it won't fix the unnecessary dps nerf, and you'll still have the insane 40 second clock of death to contend with. Why not just put RLML back exactly the way it was before, or nerf every other medium weapon system to bring them all into line with paltry missile DPS... especially drones.
Well you could change it to 4% per level that would bring the nerf of 20% sustained dps to its former level and at the same time you would have the option of splitting missiles in to groups or firing them in a burst mode.
the light missile launcher could be getting a longer rof to compensate for the increased alpha |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.11.29 03:01:00 -
[5] - Quote
I believe missiles need a module/stat/skill that has the potential to affect the explosion velocity to the same level of a web outside of web range which trades missile range for missile damage appliance (rigs are not even close).
But at the same time if missiles get to good tracking outside of web range they could become to powerful.
The only way I can think of to avoid that, would be to either introduce a tracking module thatGÇÖs chance based, with potential to reach the same amount of tracking you would gain from a web.
Or make some thing that only affects specific ranges lets say 0km-10km to 30 km could be in the form of scripts for certain ranges a bit like lasers different range ammo
There could even be a module that traded excess Lock range/missile range for tracking instead, just not a fixed range value like the webs.
Right now the only way to affect explosion velocity besides rigs is a web meaning you haft to get in to Blaster range / auto canon range and if they have a web you are most likely dead with a shield tanker.
Rlml doesnGÇÖt depend on webs and tps to the same degree as its bigger options thatGÇÖs probably one of the reasons it is a much liked missile plat form mixed combat.
But now it has been turned into an anti frig system only, and whit its sustained dps lowered and its fitting requirements increased.
I donGÇÖt think the 40 seconds reload does mater as much if it still would have the same sustained dps you would basically have two options instead of one split launchers for even dps or front load it.
|

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.11.29 22:11:00 -
[6] - Quote
Rigors have the advantage to work against a more static stat that is missile radius, and at the same time it brings an indirect bonus to explosion velocity against targets smaller the your current used explosion radius.
At all level five a T1 Citadel torpedo has an explosion radius of 1500 which is the largest possible value you can get to work against for that stat. While the explosion radius only boosts its intended stat, explosion velocity have a much larger range to cover with its stat range.
Basically starting at 30/ms (is the base stat for T1 Citadel torpedoGÇÖs at all level five) up to the fastest ship speed in game that is if your loaded ammo have enough speed and travel time to catch the target.
I can off course have misunderstood some thing if so please correct me.
|

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.16 01:39:00 -
[7] - Quote
Current precision and javelin ammo comparison all skills level 5 on ubonused hull for range, ER or EV.
Scourge Javelin Torpedo: ER = 338, EV = 107, Range 30.4 km. Scourge precision cruise missile: ER = 223, EV = 125, Range 74 km.
Scourge Javelin Heavy assault missile: ER = 93.8, EV = 152, Range 30.4 km. Scourge Precision Heavy missile: ER = 93.8, EV = 146, Range 31.4 km.
For the heavy missiles keep in mind that it has way lower DPS then Hams and no range advantage for its Precision ammo considering its long range platform.
Torp javelin values should be closer to Cruise precision values since its range isnGÇÖt greater then 30.4 km.
Six Torp launcher T2 on a N Scorpion hull with 4 BCS does 722 DPS. Six Cruise Launchers on same hull with 4 BCS does 599 DPS but have extreme range advantage.
I think the javelin torps should have similar ER and EV as the Precision Cruise since it doesnGÇÖt have a range advantage this would make torps a bit more flexible against smaller stuff in close range. And Heavy precision ammo should get some range advantage over ham javelins since it has lower DPS.
DonGÇÖt adjust tracking values of torps around Stealth Bombers, adjust Stealth Bombers around torps. Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free . |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.16 02:08:00 -
[8] - Quote
Arthur Aihaken wrote:Chrom Shakiel wrote:Give stealth bombers individual decrease in tracking for torps so they can keep their current tracking for torps then torps will bee free  . I'll go you one better... Stealth bombers should get the new Rapid Heavy Missile Launchers instead, and then they can finally address torpedoes for battleships.
Haha Even better, let the Stelth Bomers fell the love of 40 seconds reloads  |

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.23 02:28:00 -
[9] - Quote
Bouh Revetoile wrote:Ok, I made a comparison between all longest range medium weapons. The fits are as follow : - 720mm arties Rupture w/ 3gyros+1TE ; - Heavy Beams Omen w/ 2HS + 1TE ; - 250mm rails Thorax w/ 2MFS + 1TE ; - HML Caracal w/ 3BCS. The target is a painted MWDing Thorax with 30-¦ angle trajectory. The graph. Notice that if the target is tackled (scram+web+painter), HML apply full dps and become better than all MLRT, at 40km and beyond : here. To me, that look like well balanced : dps and alpha at range vs lower dps against smaller target ; selectable damage and no tracking vs reduced damage against fast mobing targets.
You shouldnGÇÖt have left out the drones they are a damage advantage to each ship. And you fail to mention that the target can be pulse tanking reducing its sig to 165 when still being target painted.
ThatGÇÖs where the the missile launcer activation duration and the traveling speed of missile come in to the picture and the fact that you can see missile travel towards you.
Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
This being where the range advantage for Caldari Navy Scourge begins, 60000/9675 = 6,2 seconds + rof =10,94 seconds. And if you cant lower your speed on the range controller hud and then hit approach to get better target angel towards your target with a turret ship then welp .
Here is some damage graphs.
990 sig 2000m/s
http://imageshack.com/a/img802/8973/52ja.png http://imageshack.com/a/img38/941/mi5.bmp http://imageshack.com/a/img51/8133/1etm.png
These are with target pulsing its MWD. Remeber 0 degrees is perfect turret tracking while 90 degrees is worst case.
http://imageshack.com/a/img855/6869/kqga.png http://imageshack.com/a/img585/2226/ai9u.png http://imageshack.com/a/img51/6633/635b.png http://imageshack.com/a/img17/6159/j03b.png
In the worst case scenario for turrets having an 90 degree angel to wards its target which doesnGÇÖt happen that often to sniper boats at long range. Heavy missiles in this case would have a DPS advantage of around 20 GÇô 40 dps inside the 0 - 60 KM span. In the case where turrets have reached its best tracking they would have an advantage of around 150 to 230 dps.
|

Chrom Shakiel
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.12.23 19:49:00 -
[10] - Quote
Klister Ethelred wrote:Quote: Activision time for missile Launcher T2 at level five: 4.74 seconds Caldari Navy Scourge, Max Velocity 9675/second, Max range 94,3 Km Scourge Precision heavy missile Max Velocity 9675/second, Max range 41,3 Km
Meaning 94300/9675 = 9.75 seconds of travel time to max range + 4,74 seconds launcher rof = 14,49 seconds from one shot fired to the next one reaches the same max range. MWD activation time 10 seconds see a connection?
It takes about 9.75 seconds for the first volley to arrive at max range. Each additional volley arrives 4.74 seconds later. Bad math is bad. Activision { Noun} A video game publisher that makes Tier 2 missile launchers for ships in the Eve universe. See also: activation.
I never claimed to be good at english but point is target can still pulse its MWD where the only affected weapon system is missiles in that situation. |
|
|
|
|