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SMercer
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Posted - 2006.03.10 14:43:00 -
[1]
I seem to be the only one with bugged missles? i use widowmakers and according to my calculations without skills i should be able to hit at 37,500m but with skills i can only hit no moving targets at 33,000m but my a friend of mien with less skillpoints in all round and a lotl ess in missles has a base range of 47,000ms is this right?
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Strongarm Sally
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Posted - 2006.03.10 15:51:00 -
[2]
Edited by: Strongarm Sally on 10/03/2006 15:54:30 Missile range has several variants.
First of all, missiles in EVE don't use 'range' as a stat, they use 'flight time'.
Now, if you are playing chicken with a target (flying AT each other) then the range would seem to be greater. This is a case of the flight time actually getting shortened every second, tho, as your target gets closer to the missile.
If, however, you or the target are flying AWAY from the other (playing catch up), your missile's flight time is being extended every second, thus it may not get to the target before its flight time runs out.
A perfect test of your actual range would be to bomb a structure. It doesnt move, thus time to impact would not change, given a fixed firing position (your unmoving ship).
Other things that effect the 'range' of a missile are the actual ship (some give bonuses PER SHIP SKILL LEVEL to the flight times of certain missiles (ie, caldari ships have bonuses to kinetic missiles). There are also a few modules out there that can boost flight times, or flight speeds. faster missile speed = farther travel during flight time.
Try your 'range' tests with this new info and compare your results.
(EDIT) Let me correct myself, and clarify a bit. If you are being chased by your target, the flight time is not extended. Flight time is started at the point of launch. Depending of whether your target is getting FARTHER or CLOSER to that point has an effect on how much 'range' that missile will have. Just because your overview says '40km' as range to target means nothing, the 'range to launchpoint' is what matters.
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SMercer
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Posted - 2006.03.10 16:02:00 -
[3]
with us both aproaching he can hit me at 47km and i carnt hit him until 33km even though figuring out the flite time i should be able to hit 37km without my skills and ships bonus.
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DHU InMe
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Posted - 2006.03.10 16:19:00 -
[4]
don't forget ship bonus.... some ship have 10% velocity /lv (so it 10% more range) __ BP n bugs Got a new idea ? (Last updated 5 Sept 05) |

SMercer
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Posted - 2006.03.10 18:46:00 -
[5]
we was both using feroxs and my skills are better so how has he got much further ange plus im still below the base
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TerrorWOLF
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Posted - 2006.03.10 19:29:00 -
[6]
maybe he has a missile implant ?? May Your Death Be Slow And Painful
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SMercer
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Posted - 2006.03.10 19:33:00 -
[7]
nope he didnt no range mods or anything. and if if he did im still delow what i should be hitting at
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Another Xuun
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Posted - 2006.03.11 05:32:00 -
[8]
I experinced something similar, but not with missiles, but projectiles, I am useing T2 guns they just t1, my ship has bonuses, theirs did not, but they were doing more damage, and we had same ammo. Also I had a a imp to add 3%, and higher attributes (not sure that has anything to it but just thought I would toss in that factor). I wanted to go on Sisi, and do some testing, using the ship they were useing and see if I got better results as they did, but sis seems to been no longer available for me for the bast 6 weeks (cept the other day for a brief moment)
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SMercer
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Posted - 2006.03.11 08:56:00 -
[9]
its really annoying dragging my slow arse ferox clsoer then i should have too.
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Strongarm Sally
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Posted - 2006.03.12 04:34:00 -
[10]
The Ferrox is my preferred ship (since I cant afford a Raven yet). I have BC level 4 and ALL missile skills to 3 or 4 (bombardment 4, i think).
Here's my standard issue setup:
5x Standard Heavy Missile Launchers 2x 250mm Railguns (sometimes I swap one out for a medium SB)
1x C5 Meduim Shield Booster 2x Capacitor Rechargers (any type) 1x 10mn AB (any type)
1x Ballistic Missile Control 1x Type D Signal Booster (the remainder I either put RCU or injectors, depending on my planned course of action)
I hit CONSISTANTLY at 65-70km for 170-230 damage.
Two skills, as far as I know, modify your possible range. These are Missile Bombardment (adds seconds to flight time) and the one that boosts missile speed (Projection?). Most ships that offer a missile bonus are only applied to Kinetic Missiles (bloodclaw, Scourge, Juggernaught(?), etc)
Make sure both testers use the same type of missile, preferablyScourge, as this will make the testing more accurate.
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SMercer
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Posted - 2006.03.12 19:58:00 -
[11]
Go you but that dosnt solve there personal vendetter to Nerf me
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Strongarm Sally
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Posted - 2006.03.12 20:25:00 -
[12]
Originally by: SMercer Go you but that dosnt solve there personal vendetter to Nerf me
Yup, it must be a conspiracy against you. It couldn't possibly be that you have missed some small item in your tests and don't see someone's post as an offer of a 'control comparison' to base your own results on. Couldn't be that... Forget I even mentioned it... I totally appologize for my attempts to help you track it down. |

SMercer
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Posted - 2006.03.13 21:27:00 -
[13]
i used your setup andf still only 33km range
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Traxman
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Posted - 2006.03.14 06:22:00 -
[14]
Check missile stats, then when you are docked, right click on the missiles you have fitted into the launcher, there you can find ALL data with ship/skills calulated and its easy to calulate m/s and seconds it will go (flight time) from that you get what you SHOULD get in range.
Next step is to head for closest belt and target whatever astroid you see and set you to 30km and be at 0.0m/s and then try get futher out from the roid, like 35/40/50km until you dont hit, THEN compare the calulcated info from teh missile when you was docked, if you get some km off its ok, since ppl say you need to cut of 1s due to the missiles start up since it dont do 4km/s directly from launch.
Next step is to bug report it if your stats says 50km+ and you still do 33km range with the missiles.
Hope that will help you to do the tests correctly.
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SMercer
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Posted - 2006.03.14 19:05:00 -
[15]
well i got this info in a carcell using thermal missles i get 45km using the same missles and lauchers on a ferox 33kkm
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Tachy
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Posted - 2006.03.15 15:38:00 -
[16]
I use (velocity * flighttime * 0,9) for calculating a missile's theoretical max range. The don't start at max velocity. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |

Tachy
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Posted - 2006.03.15 15:42:00 -
[17]
Oh, and when you're chasing your target, you have to add the additional flight distance between the point you launch and the point your target will be when the missiles hit.
That's the reason why the tactical overlay doesn't give no info on missiles. It is just impossible because a few of the variables aren't fix. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |

SMercer
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Posted - 2006.03.16 18:02:00 -
[18]
all my ranges are when both ships are at standing
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Vorlayin
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Posted - 2006.03.17 01:04:00 -
[19]
Your missiles are working as designed.
Your missiles travel at a bare minimum of 3,750 m/s for 10 seconds. Your maximum range firing at a neutral straight target is 37,500 meters.
Your caracal had a ship modiifer that granted 10% missile velocity per lvl in Cruiser.
You nerfed yourself by going to a Ferox, which has no modifiers.
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