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Jade Mitch
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Posted - 2006.03.16 08:42:00 -
[1]
Types that have range bonuses should have tracking penalties.
Types that have range penalties should have tracking bonuses.
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K Shara
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Posted - 2006.03.16 11:37:00 -
[2]
why ?
tracking is based on the gun rather than the ammo (except tech 2)
tracking is the rotation of the gun as it follows the target.
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Kelador Stormwolf
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Posted - 2006.03.16 12:49:00 -
[3]
Tracking is a function of the turret rathre than the ammo type. Damage and range bonuses/penalties are the pros/cons of using different ammo types - adding tracking penalties as well wouldn't sit well. "I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it." |

Lucy Lastic
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Posted - 2006.03.16 13:14:00 -
[4]
So your railgun or projectile weapon will now fire missiles? Or maybe you've been watching too much of 'Who framed Rodger Rabbit'. Remember the dum-dum bullets?
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Jade Mitch
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Posted - 2006.03.16 17:46:00 -
[5]
Edited by: Jade Mitch on 16/03/2006 18:22:17
Originally by: K Shara why ?
tracking is based on the gun rather than the ammo (except tech 2)
tracking is the rotation of the gun as it follows the target.
The types of ammo that give range bonuses have less mass so less power is required to propel them. That means more power is available for turret tracking systems. But, greater range requires higher percision tracking and that means slower tracking speed.
The types of ammo that give range penalties have more mass so more power is required to propel them. That means less power is available for turret tracking systems. But, shorter range requires lower percision tracking and that allows for faster tracking speed.
Do you buy that? 
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NattyDreadlock
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Posted - 2006.03.16 20:30:00 -
[6]
Originally by: Jade Mitch Edited by: Jade Mitch on 16/03/2006 18:22:17
Originally by: K Shara why ?
tracking is based on the gun rather than the ammo (except tech 2)
tracking is the rotation of the gun as it follows the target.
The types of ammo that give range bonuses have less mass so less power is required to propel them. That means more power is available for turret tracking systems. But, greater range requires higher percision tracking and that means slower tracking speed.
The types of ammo that give range penalties have more mass so more power is required to propel them. That means less power is available for turret tracking systems. But, shorter range requires lower percision tracking and that allows for faster tracking speed.
Do you buy that? 
Nice try but no
Basically the additional mass could be why it travels a shorter distance. I'd assume the gun has the same amount of resources allocated to the firing of each round regardless of the ammo type, in addition it would use the same resources toward tracking and other functions. These resources would be static or fixed values. If they werent, we would, in theory, be able to make any round be a short range hard hitter, or a long range light-weight, the ammo type itself would mean nothing, ammo would no longer be a variable. So instead the guns are the fixed values and the ammo types are the variables.
If the guns could dynamically allocate power like that, then in theory you could bore-sight a short range heavy hitter and get more range of it if it didnt need to track the target. But if the gun can handle all that power for firing, you should give it to the gun all the time. Not to mention over-boosting your guns should be highly dangerous. The last thing you need is a projectile gun blowing its barrel, or hybrid miss firing and sending that plasma charge randomly in some direction, especially into your own ship.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |
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