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Derek Grim
Gallente
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Posted - 2007.11.03 12:20:00 -
[1]
Ok I will admit that this is probably very easy to figure out, but for some reason I'm not figuring it out. I rarely use missles as I'm Gallente flying a Vexor. But I was trying to help a friend out who had Missle Launchers. I had gotten done explaining the Optimal Range, and Falloff of his guns, when he asked me about missles. So is there some rule of thumb when using missles as to Range?
Repectfully, -- Derek Grim
Remember - Wherever you go, there you are. |

Mr Popov
Deep Core Mining Inc.
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Posted - 2007.11.03 12:47:00 -
[2]
velocity * flight time
Which can be found on the missile info, not the launcher.
ex: a bloodlcaw light missile with no bonuses flies at 3 750 m/s for 5s.
so max distance is 18 750m
Note: Ship bonuses and skill bonuses (among other things) can modify those. AFAIK if you equip the launcher and load the missiles into a ship then show info on the ship, go to modules tab and show info on a loaded missile, the attributes will update based on skills and bonuses applied.
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Kadoes Khan
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Posted - 2007.11.03 17:10:00 -
[3]
It's worth pointing out that missiles also need acceleration time so it's advisable to take off 2 or so KM off your range to account for that. Also ships move... if a ship is moving away from you the range necessary to hit the ship is higher then the range from your ship to his ship that is displayed in the overview(the reverse is also true, ships comming to you makes distance shorter than it appears). -=^=- "Someday the world will recognize the genius in my insanity." |

F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.11.04 00:56:00 -
[4]
The key with missiles is their speed and explosion radius + velocity.
Speed determines whether they'll hit a ship. In most cases, this is not a factor. But some ships, particularly ceptors, can outrun them fairly easily.
The really important ones are explosion radius and velocity. If a ship is moving fast compared to the explosion velocity, it will take less damage, as it "outflies" most of the "shock wave". Radius also determines how much damage it will do. If the explosion radius is smaller than ship's radius, it can do full damage (depending on velocity above). If it's larger than the radius, it will only do some of its damage, as most of the "shock wave" will miss the target.
Originally by: Karen Serasia Because some idiot decided to sell an internet connection to me and didn't think of the consequences.
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Brutus Rotter
Minmatar Republic Military School
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Posted - 2007.11.04 11:14:00 -
[5]
There's a very good guide to missiles and turret tracking for that matter on the Eve web site. Scroll down the page in this link to numbers 25 and 26
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Demje
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Posted - 2007.11.04 19:51:00 -
[6]
Edited by: Demje on 04/11/2007 19:51:13 Missiles are good newbie weapons, even if you chose soldier and are heavily invested in gunnery (apart from caldari).
all their ease and simplicity outweighs the drawback of lower DPS compared to turrets, because high DPS weapons that rarely do full damage on the basis of lacking the skills to effectively employ them makes them much less powerful for people just starting out. thats why so many people say destroyers suck. they try them once as newbies, and never return with better skills.
as for missiles themselves, they all have a rating of how much damage they will do base to armor and to shields. distance is a multiplication of (flight time) * (missile speed) and skills and modules can have an effect on this, as well as ship bonuses.
damage is calculated by explosion radius and signature radius, and target velocity and explosion velocity.
100% effect on a stationary target is gained by explosion radius being < or = to signature radius. any overkill and the damage reduces at a rate of 1% for every 2.5 in signature radius under explosion radius.
100% effect on a target whose signature radius is > or = explosion radius is acheived by velocity of the ship being < or = the velocity of the missile. for every 27.7777778 m/s of velocity the target's speed exceeds the speed of the missile, you lose 1% damage.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.11.05 00:01:00 -
[7]
Originally by: Demje
100% effect on a stationary target is gained by explosion radius being < or = to signature radius. any overkill and the damage reduces at a rate of 1% for every 2.5 in signature radius under explosion radius.
100% effect on a target whose signature radius is > or = explosion radius is acheived by velocity of the ship being < or = the velocity of the missile. for every 27.7777778 m/s of velocity the target's speed exceeds the speed of the missile, you lose 1% damage.
I'm not sure where you got these numbers from, but they're only valid under specific values.
First part of the damage equation is a straight Signature Radius / Explosion Radius comparison. A heavy missile with base stats (125m explosion radius) hitting a stationary interceptor with a radius of 30m would only cause 24% damage, not 62%.
Second part of the equation is a gaussian curve based on the explosion velocity and the target's velocity. See this thread for more information.
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