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![]() Nuladen |
Posted - 2004.03.03 21:48:00 -
[1] Hehe, warped in, set orbit at 52K as normal thinkin' I was safe... one Kestrel later I've learned that I wasn't and that the NPC targets given by Level 3 agents now have very comparable missile skills to me... damn I'm having to use defenders again but it does make life a little more interesting Nul. |
Nuladen Caldari Caldari Provisions |
Posted - 2004.03.03 21:48:00 -
[2] Hehe, warped in, set orbit at 52K as normal thinkin' I was safe... one Kestrel later I've learned that I wasn't and that the NPC targets given by Level 3 agents now have very comparable missile skills to me... damn I'm having to use defenders again but it does make life a little more interesting Nul. |
![]() Wraeththu |
Posted - 2004.03.03 23:19:00 -
[3] NPC's are always better. They can lock and fire from 300k. Their missiles won't make it, but they'll keep doing it. Primarily because they're also not encumbered by silly things like ammo, cap usage, reloading, or any other droll combat activites. -- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |
Wraeththu Brutor tribe |
Posted - 2004.03.03 23:19:00 -
[4] NPC's are always better. They can lock and fire from 300k. Their missiles won't make it, but they'll keep doing it. Primarily because they're also not encumbered by silly things like ammo, cap usage, reloading, or any other droll combat activites. |
![]() Aldelphius |
Posted - 2004.03.03 23:54:00 -
[5] unless hes firing cruises, your safe orbiting 42km heavies still go 40km, and light 10km |
Aldelphius Caldari |
Posted - 2004.03.03 23:54:00 -
[6] unless hes firing cruises, your safe orbiting 42km heavies still go 40km, and light 10km |
![]() Cirle |
Posted - 2004.03.04 00:16:00 -
[7]
... not the Tech II ones. They also seem to be faster and do more damage... :) Cirle |
Cirle |
Posted - 2004.03.04 00:16:00 -
[8]
... not the Tech II ones. They also seem to be faster and do more damage... :) Cirle |
![]() Lao Tzu |
Posted - 2004.03.04 01:45:00 -
[9] Edited by: Lao Tzu on 04/03/2004 01:45:48 npc heavies seem to go about 100km now ;/ havn't met a cruise yet today |
Lao Tzu Hellenistic Capital |
Posted - 2004.03.04 01:45:00 -
[10] Edited by: Lao Tzu on 04/03/2004 01:45:48 npc heavies seem to go about 100km now ;/ havn't met a cruise yet today |
![]() Cirle |
Posted - 2004.03.04 08:20:00 -
[11]
I think it depends on the pirate you are fighting, with the special named versions firing the upgraded missiles. This was the feeling I got while pottering around < .5 space over the last few weeks, where some of the missiles would explode at range but others would continue; specifically from the 12-15k frigates, where the light missiles would hit from 60-70km. The sheer missile spam from a 6 named frigate spawn is... fun. I should have tried to get a screen shot :) Cirle |
Cirle |
Posted - 2004.03.04 08:20:00 -
[12]
I think it depends on the pirate you are fighting, with the special named versions firing the upgraded missiles. This was the feeling I got while pottering around < .5 space over the last few weeks, where some of the missiles would explode at range but others would continue; specifically from the 12-15k frigates, where the light missiles would hit from 60-70km. The sheer missile spam from a 6 named frigate spawn is... fun. I should have tried to get a screen shot :) Cirle |
![]() Nuladen |
Posted - 2004.03.04 08:47:00 -
[13] No I'm thinking that something definetly changed in the last patch, previous to that I had never had a missile hit me outside of 48k in around thirty missions. Every mission I did last night I was getting missile hits at just about any range by NPC's that I have previously fought with no problems. Nul. |
Nuladen Caldari Caldari Provisions |
Posted - 2004.03.04 08:47:00 -
[14] No I'm thinking that something definetly changed in the last patch, previous to that I had never had a missile hit me outside of 48k in around thirty missions. Every mission I did last night I was getting missile hits at just about any range by NPC's that I have previously fought with no problems. Nul. |
![]() mqwam |
Posted - 2004.03.04 15:11:00 -
[15] I had this problem, that npc missiles have no range, before the last patch. I looked at what distance some blood prophets stop firing light missiles at me. They fired and hit all the way up to 100k. And they started shooting again when i approached but this time the missiles exploded n space until i got into "their range" (about 25k). Flying away they hit again beyond 25k.... |
mqwam |
Posted - 2004.03.04 15:11:00 -
[16] I had this problem, that npc missiles have no range, before the last patch. I looked at what distance some blood prophets stop firing light missiles at me. They fired and hit all the way up to 100k. And they started shooting again when i approached but this time the missiles exploded n space until i got into "their range" (about 25k). Flying away they hit again beyond 25k.... |
![]() Foehammer |
Posted - 2004.03.04 16:48:00 -
[17] somethings changed anyway, i can barely kill a single missile at 30km with defenders now. i get hit lots more than before the patch without changing tactics. i've actually been losing armor at times, mildly challenging, i like it. |
Foehammer |
Posted - 2004.03.04 16:48:00 -
[18] somethings changed anyway, i can barely kill a single missile at 30km with defenders now. i get hit lots more than before the patch without changing tactics. i've actually been losing armor at times, mildly challenging, i like it. |
![]() Lao Tzu |
Posted - 2004.03.04 17:34:00 -
[19] I'm also getting hit by invisible cruise misslies from NPCs, you seen the missile hit a rock and blow up, 30 sec later the already dead missle hits |
Lao Tzu Hellenistic Capital |
Posted - 2004.03.04 17:34:00 -
[20] I'm also getting hit by invisible cruise misslies from NPCs, you seen the missile hit a rock and blow up, 30 sec later the already dead missle hits |
![]() Wraeththu |
Posted - 2004.03.04 17:44:00 -
[21]
That's been there since Castor at least. I'm not sure if it was there before, as I never really noticed it. As for the origional post, I guess I didn't do any fighting outside 30k last night, so I didn't notice. I'll check again tonight. -- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |
Wraeththu Brutor tribe |
Posted - 2004.03.04 17:44:00 -
[22]
That's been there since Castor at least. I'm not sure if it was there before, as I never really noticed it. As for the origional post, I guess I didn't do any fighting outside 30k last night, so I didn't notice. I'll check again tonight. |
![]() Asharee Intrefer |
Posted - 2004.03.04 22:19:00 -
[23] I could still orbit Mercenary Commanders at 41K without a problem, so no change there. But the missiles may have new sounds, at least I thought the explosions were heavier. :) |
Asharee Intrefer Gallente Aliastra |
Posted - 2004.03.04 22:19:00 -
[24] I could still orbit Mercenary Commanders at 41K without a problem, so no change there. But the missiles may have new sounds, at least I thought the explosions were heavier. :) |
![]() j0sephine |
Posted - 2004.03.04 22:55:00 -
[25] "unless hes firing cruises, your safe orbiting 42km heavies still go 40km, and light 10km" I had Guristas Ascriber ('standard' 35k rat on the kill mission) land a heavy missile on me from 60 km, and i was moving at ~2 km/sec to boot, so things are a bit different, for sure. :s |
j0sephine Caldari Reikoku Band of Brothers |
Posted - 2004.03.04 22:55:00 -
[26] "unless hes firing cruises, your safe orbiting 42km heavies still go 40km, and light 10km" I had Guristas Ascriber ('standard' 35k rat on the kill mission) land a heavy missile on me from 60 km, and i was moving at ~2 km/sec to boot, so things are a bit different, for sure. :s |
![]() Wraeththu |
Posted - 2004.03.05 00:06:00 -
[27]
Sweet. One less thing to test. Thanks j0 -- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |
Wraeththu Brutor tribe |
Posted - 2004.03.05 00:06:00 -
[28]
Sweet. One less thing to test. Thanks j0 |
![]() Elithiomel |
Posted - 2004.03.05 08:11:00 -
[29] I managed to take out two Infernos in a Celestis last week without too much of a problem. Got the same mission yesterday in my Moa, thought "oh this will be easy", and ended up floating home in a pod. Ok, so the losing of my ship was eventually due to frustration. I warped in and out about 4 times to repair armour, hull and shields. I had defenders, Paradise Cruise and EM hardeners. I am sure that Gurista Inferno's were not firing Cruise missiles last time. Can anyone else confirm this? --------------------------------------------- Engineers motto; If it doesn't fit, force it. If it breaks it needed replacing anyway. |
Elithiomel Special Circumstances |
Posted - 2004.03.05 08:11:00 -
[30] I managed to take out two Infernos in a Celestis last week without too much of a problem. Got the same mission yesterday in my Moa, thought "oh this will be easy", and ended up floating home in a pod. Ok, so the losing of my ship was eventually due to frustration. I warped in and out about 4 times to repair armour, hull and shields. I had defenders, Paradise Cruise and EM hardeners. I am sure that Gurista Inferno's were not firing Cruise missiles last time. Can anyone else confirm this? --------------------------------------------- Engineers motto; If it doesn't fit, force it. If it breaks it needed replacing anyway. |
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