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Lansinq
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Posted - 2007.12.09 07:46:00 -
[1]
Edited by: Lansinq on 09/12/2007 07:48:25 Are torps bugged or have they been nerfed? I do not get any damage from them even firing on a can from 30K away. No damage of any knid against any NPC combat ship but will get damage when firing on a NPC hauler
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Talking Elmo
Gallente Garoun Investment Bank
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Posted - 2007.12.09 08:07:00 -
[2]
The range was reduced and the damage was increased. ~27k or so with maxed skills.
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Lansinq
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Posted - 2007.12.09 08:09:00 -
[3]
Thanks I could not find it in the patch notes
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Carsidava
Ars ex Discordia GoonSwarm
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Posted - 2007.12.09 09:51:00 -
[4]
Edited by: Carsidava on 09/12/2007 09:51:29 Actually both. In addition the the nerf, there appears to be a further range limiting bug. With my skills my torps should have a range of 26.4km (this is done by doing a 'show info' on the torps loaded in my launchers). The target only starts taking damage once it is within 20km.
The nerf I can live with. The bug is kind of annoying. I've petitioned this. |
Cpt Striker
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Posted - 2007.12.09 17:21:00 -
[5]
calculating missile range by doing flight time x flight speed can be misleading in several ways, but mainly because it doesnt take into account the movement of your target. If your target is moving away from you, even if you are moving towards it faster than it is moving away from you, missile range will be reduced as they are effectively moving away from your missiles launch point even though the distance between the missile and the target is rapidly decreasing. the effect is that if a ship is 20 km awaw and is moving away from you at say 300m/s and it takes 10 seconds for your missiles to reach it, the missiles have to effectively fly 23km before they hit the target, thus even though it may appear that your missiles should hit when you 20km away, they may not as they actually have to travel further than that.
The numbers are theoretical obviously.
im sure i could have explained it better, but i hope you get the idea.
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Carsidava
Ars ex Discordia GoonSwarm
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Posted - 2007.12.09 18:55:00 -
[6]
Originally by: Cpt Striker calculating missile range by doing flight time x flight speed can be misleading in several ways, but mainly because it doesnt take into account the movement of your target. If your target is moving away from you, even if you are moving towards it faster than it is moving away from you, missile range will be reduced as they are effectively moving away from your missiles launch point even though the distance between the missile and the target is rapidly decreasing. the effect is that if a ship is 20 km awaw and is moving away from you at say 300m/s and it takes 10 seconds for your missiles to reach it, the missiles have to effectively fly 23km before they hit the target, thus even though it may appear that your missiles should hit when you 20km away, they may not as they actually have to travel further than that.
The numbers are theoretical obviously.
im sure i could have explained it better, but i hope you get the idea.
Yep, I get the idea. However, I've just tried this with jetcans. I have a can at 25km and I'm pretty sure it's not moving and I can't hit it with torps. A can at 22km went pop, but not a can at 25km. My range is 26.460km.
The "torpedo hit an object" starburst explosion happens, but the can doesn't take any damage. |
Kobushi
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Posted - 2007.12.09 19:29:00 -
[7]
Heavy missile gives me the same thing I have a "straight line" range of about 75 Km but no damage register until it's within 55km. Also actual range doesn't work properly for me the first 5-7 km of my effective targeting range will not allow any lock and usually come with a "target appear to be *****m away but is in fact *****m away(usually 5-10Km further)and can not lock" or something similar. And we are talking 2 ships going head to head at a combined speed of under 200m/s. Stationary object gives me the same thing.
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Cpt Striker
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Posted - 2007.12.09 20:15:00 -
[8]
i cant say ive really noticed this myself, but then again i havnt really looked. ill do some tests of my own
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Cyberus
Caldari Wreckless Abandon Triumvirate.
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Posted - 2007.12.09 20:35:00 -
[9]
I'm sure heavy/hams/cruise and torps dont rich the range stated from information. This probleme came not with this patch but in game for a long time. Some guys did say that ( was stated by devs) first second of 2 missels do not fly with skills/ships incalculated bonuses but with standart propulsion speed. Thats why the actualy the range is not the same as calculated from information tab.
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bigred monkey
Sphere Systems Knights Of the Southerncross
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Posted - 2007.12.09 20:57:00 -
[10]
well this will make interesting reading then.......my t2 anti-ship missles actually hit further away than my standard ones do!!!!! now number crunch that and figure it out!
p.s anti-ship is the close range ones.....and as for the increase damage.....i dont see it!
Congratualtions, your signature broke all of our signature size rules - exceeding the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Timmeh ([email protected]) |
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CCP Casqade
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Posted - 2007.12.09 21:48:00 -
[11]
Don't create petitions to report bugs. Use the bug report system.
1. Read this: http://oldforums.eveonline.com/?a=topic&threadID=585921 2. Go here: https://bugs.eve-online.com/newbugreport.asp
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Carsidava
Ars ex Discordia GoonSwarm
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Posted - 2007.12.09 23:58:00 -
[12]
Originally by: CCP Casqade Don't create petitions to report bugs. Use the bug report system.
Done and done. I assume CCP knows about this now and have identified it as a problem, because the bug's status says "This report has been attached to a defect." |
Kavu
Corax.
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Posted - 2007.12.10 07:10:00 -
[13]
awful nerf.... cant even run missions with torpedos anymore, not without a MWD anyway, oh well
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Sheila Chandra
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Posted - 2007.12.10 08:10:00 -
[14]
You should not only consider that there is movement of the target ship which results into longer ways, flying elipses etc, you should also consider that the torpedo has a MAXIMUM Velocity, which means like your ship has a max velocity it needs a short amount of time to engage. You can see it the first 1-2sec that it gets faster and faster, so my personal experience is that you loose around 1sec of the flighttime due to engaging...
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marie claude
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Posted - 2007.12.10 09:10:00 -
[15]
yeah but as usual npc rats dont get nerfed i was hit from 123 km by rats in gone berserk and took damag from 98-170 hp per hit. trinity = fail
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Sheila Chandra
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Posted - 2007.12.11 11:25:00 -
[16]
heard that too from a corpmate today but the NPC torpedos where even more worse bugged on him: - he got hit from over 100km distance with Torps, but he knows the mission well and could tank it in the past, now after Trinity it seems the NPC torpedos got boosted too by the 25% faster recharge rate. - He tried to bypass them with Afterburner and over 600m/s speed, which should end in no torpedo damage as they have a very low explosion velocity. But the damage he got was constantly at 239 per hit, no change if he was standing still or flying with AB
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