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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 01:02:00 -
[1]
I did some field testing in a Golem today. I tried to get as much range with with torps as possible. With my skills/implants and 2 x hydraulic bay's i have aeffective max range of 37k. Tough the problem i discovered was that somethimes even at 29-30k my missiles didnt deliver the payload. Now i wonder if this is a desync issue or wheter missiles are somehow bugged? Anybody had similar issues?
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 02:10:00 -
[2]
Originally by: Danjira Ryuujin Edited by: Danjira Ryuujin on 14/11/2007 01:40:16 Did you test your range with no implants and no rigs? I've been told that rigs don't work on them. The theoretical max range with no implants/rigs and max skills is 30k on a golem. Factor in that missiles don't accelerate instantly, and your target may have been moving and that sounds about right.
Rigs/Implants work as they should. Its new to me that missiles have to accelerate any DEV post available concerning this effect? Btw was moving towards the target and gaining on it so i shouldn't have lost any flighttime to the npc movig avay from me..
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 02:21:00 -
[3]
Originally by: Aleyah Dawnborn Torpedos won't get bonuses from skills, rigs or implants that add to Guided Missiles, as they aren't counted as guided.
hydraulic bays work with torps as well as the the 3%/5% flighttime/velocity implants..
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 02:26:00 -
[4]
Edited by: d026 on 14/11/2007 02:26:52 edit
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 02:55:00 -
[5]
Edited by: d026 on 14/11/2007 02:58:24 Edited by: d026 on 14/11/2007 02:56:42
Originally by: Liang Nuren Edited by: Liang Nuren on 14/11/2007 02:19:11 Edited by: Liang Nuren on 14/11/2007 02:18:32
Originally by: d026
Originally by: Danjira Ryuujin Edited by: Danjira Ryuujin on 14/11/2007 01:40:16 Did you test your range with no implants and no rigs? I've been told that rigs don't work on them. The theoretical max range with no implants/rigs and max skills is 30k on a golem. Factor in that missiles don't accelerate instantly, and your target may have been moving and that sounds about right.
Rigs/Implants work as they should. Its new to me that missiles have to accelerate any DEV post available concerning this effect? Btw was moving towards the target and gaining on it so i shouldn't have lost any flighttime to the npc movig avay from me..
That's not necessarily true.
Consider:
You are moving towards someone that is 28km away at 500 m/sec. Someone is moving away from you (directly) at 450 m/sec. Also suppose you are shooting missiles at them that go 3000 m/sec
----You---->_________->________->_______-Them->
You will catch them in 28,000 meters / (500 - 450) meters/sec = 560 seconds Your missiles will catch them in 28,000 / (3,000 - 450) meters/sec = 11 seconds.
Now, how far will you have gone when you catch them? 500 meters/sec * 560 sec = 280km
How far will your missiles have gone when they catch them? 3,000 meters/sec * 11 sec = 33km
How far away were you when you shot the missile? 28km.
Just a thought. o/
Liang
Ed: I left some random equations laying about
i thought my speed carrys over to the missile. if i fly 100ms and i launch a missile with a 200m/s max velocity (fired from stationay missile battery), it should leave my accelerated bay with 200+ 100= 300 m/s?. im not completely sure if this is right but if so shouldn't this compensate for the lost flightime because the target was moving away from me? (especially if its slower than i am:)
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.14 03:03:00 -
[6]
Edited by: d026 on 14/11/2007 03:04:30
Originally by: Liang Nuren
Originally by: d026
i thought my speed carrys over to the missile. if i fly 100ms and i launch a missile with a 200m/s max velocity (fired from stationay missile battery), it should leave my accelerated bay with 300m/s. im not completely sure if this is right but if so shouldn't this compensate for the lost flightime because the target was moving away from me? (especially if its slower than i am:)
I didn't take acceleration into account, actually. And I'm absolutely positive that just because you're going 500m/sec that the missile wouldn't go 3500 m/sec.
Otherwise, you'd see stuff like nano cerbs having missiles go 15-20km/sec.
Liang
how would a missile act in rl launched from a accelerated spaceship (in a vacuum)?
edit: just tought about this. lets assume a missile has a base speed of 100m/s. your ship goes 500m/s wouldnt the missile impact on you just after you fired it?:) if not somehow the acceleration must cary on to the missile.. at least to a extent..
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.15 01:37:00 -
[7]
Originally by: Venkul Mul
Originally by: d026 Btw was moving towards the target and gaining on it so i shouldn't have lost any flighttime to the npc movig avay from me..
Wrong, the missile start from the position where you are and don't get extra velocity for your speed, so what count is not your velocity relative to your target, but only the target velocity, If he is running away, even if he is slower that your ship, he is adding to the total distance your missile must do.
Some rig/implants work on missile but not on rockets, and torpedoes are rockets.
if it woks like this it will be almost impossible to tell if my missile will hit or not except you can do ****load of calculations besides micromanaging all other modules on your ship while fighting. imho this is a huge drawback for torps i didnt see coming.. at least i need a indicator per target giving me the real range for my weapon. please ccp implement now!:) i mean for turets is quite easy -> check overview: tranversal? ok! distance? ok! fire!
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.15 13:07:00 -
[8]
Originally by: PCX339
Originally by: d026 [
if it woks like this it will be almost impossible to tell if my missile will hit or not except you can do ****load of calculations besides micromanaging all other modules on your ship while fighting. imho this is a huge drawback for torps i didnt see coming.. at least i need a indicator per target giving me the real range for my weapon. please ccp implement now!:) i mean for turets is quite easy -> check overview: tranversal? ok! distance? ok! fire!
Except that the transversal is actually ratioed with the signature radius so if you want to really know what your guns will do you need to memorize enemy ship sig radius (and guess about sig radius altering fittings) and then do a lot of math. I always thought missiles were easier - maybe its a draw 
missiles just got the most complex weapon ingame:) still the difference is.. with guns its hard to know what dps you actually do due to the stuff you mentioned. still for torps i never know for sure if the hit at all. if fight starts at 20k and my target moving away at 1km/s my torp max range (8*3000-1000) just dropped significantly and i never gonna hit him . unfortunately speeds are not such nice numbers in eve. 8.42 * 3422 - 986.. is imposible to calculate for me while fighting.. probalby a math nerd can but im not one..
anyway i need to know my range at anytime! adjusted overvie doing this calculations for me would be nice.. a tab in the overview settings as you have for tranversal etc would do fine..
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.15 14:02:00 -
[9]
Originally by: Eleana Tomelac Showing transversal for missile use? Sounds useless to me... .
yeah you are right. but i meant something different, sorry my english is not good enough to make clear point -.-
i dont need transversal for missiles. i wish they could implement a overview tab showing you the corrected distance to the target taking my missile velocity/flighhttime and the targets velocity into account so that i know if im in missile range or not. right now its impossible to tell except you do the calc yourself.
another solution would be to add my ships velocity to the missile so that i always hit as long as i am faster or have the same speed as my opponent. if you want to outrunn my missiles you have to outrun ME instead:) first suggestion sounds better tough.
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.15 14:07:00 -
[10]
Originally by: Eleana Tomelac
If you want to run some real range tests, drop a secure container, anchor it and shoot it. Or shoot a structure like a POS gun.
thats exactely what i dont want to do because you rarely shoot stationary targets.
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.11.16 02:05:00 -
[11]
Originally by: Jerusalem Eve Please keep us posted d026 about this.
If they nerfed range of torps well they better make them damn useful in pvp 
i think they are extremely usefull in pvp. its just fair that we have to sacrifice even some more range considering we just got the most potent closerange weaponsystem ingame. nevertheless i just would like to know what actuall range i have on my little pwnors especially having pve in mind where every meter counts..
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