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farfrael
Freelancer Union Unaffiliated
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Posted - 2008.11.14 22:51:00 -
[1]
81m/s default ... what's the logic? isn't that a bit extreme? (i.e. way too low) even the bloody torps are 71m/s default !
even a BS without any speed nod goes faster than that, so even when shooting a BS without any sort of speed mod the missile is not producing max damage.
Surely that cannot be the intended result? |
Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2008.11.14 22:56:00 -
[2]
sigradius/speed -
DesuSigs |
Malcanis
RuffRyders Eradication Alliance
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Posted - 2008.11.14 22:57:00 -
[3]
Read one of the other 1,300 threads on this topic.
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Megan Maynard
Minmatar Out of Order
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Posted - 2008.11.14 23:00:00 -
[4]
Dear OP.
Velocity is no longer the primary statistic for figuring out missiles damage.
HENCE the nano nerf.
The first thing you must worry about is signiture radius.
If your missiles sig radius is higher then the targets sig radius you will never get a good hit no matter how fast they are going. The velocity is a modifier to the signiture radius stat.
Also class weapons only work on the similar class.
Torps/Cruise vs. BS or larger
Heavy vs Cruiser or larger
Light vs frig or larger
And again, the sig radius is more important then speed. You can now hit a nano'd ship as long as the missile catches up to it now.
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Piper Halliwell
Minmatar Phantom Squad Axiom Empire
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Posted - 2008.11.14 23:01:00 -
[5]
Originally by: Malcanis Read one of the other 1,300 threads on this topic.
Why when he can start a whole new one and think he has an original idea. He is so f*cking leet that he was the first one to think that they were broken and the first one to bring it to the attention of the masses. CCP created this monster, now they can live with it. They let the stupid @$$ carebears dictate everything else in this game...fear not OP your kind will prevail. --------------------
You've got a gun, I've got a gun, Let's write a tragic ending.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.11.14 23:10:00 -
[6]
Originally by: Megan Maynard Torps/Cruise vs. caps Heavy vs BS or larger Light vs cruiser or larger
fixed that for you
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Oh Hamburgers
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Posted - 2008.11.14 23:31:00 -
[7]
Edited by: Oh Hamburgers on 14/11/2008 23:31:35 Fit a tp?
Seriously i'm caldari and yes, missiles kind of got nerfed, but they're still pretty mindless / versatile compared to guns.
edited too mean.
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farfrael
Freelancer Union Unaffiliated
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Posted - 2008.11.15 08:11:00 -
[8]
Originally by: Megan Maynard Dear OP.
Velocity is no longer the primary statistic for figuring out missiles damage.
HENCE the nano nerf.
The first thing you must worry about is signiture radius.
If your missiles sig radius is higher then the targets sig radius you will never get a good hit no matter how fast they are going. The velocity is a modifier to the signiture radius stat.
Also class weapons only work on the similar class.
Torps/Cruise vs. BS or larger
Heavy vs Cruiser or larger
Light vs frig or larger
And again, the sig radius is more important then speed. You can now hit a nano'd ship as long as the missile catches up to it now.
thanks
still, explosion velocity DOES get involved in the calculation somewhere right?
so on that basis, what is the logic of having heavy missiles with an inherent penalty to damage when shooting anything moving faster than 81m/s? as stated, even a BS moves faster than that, are heavy missiles designed to be used to shoot caps now?
as for the people suggesting to use a TP ... kindly point me to the part of the description where the TP increases the explosion velocity
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Molly Mayhem
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Posted - 2008.11.15 08:38:00 -
[9]
Originally by: Akita T
Originally by: Megan Maynard Torps/Cruise vs. caps Heavy vs BS or larger Light vs cruiser or larger
fixed that for you
I'll admit, I lol'd because it's true. |
Malcanis
RuffRyders Eradication Alliance
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Posted - 2008.11.15 08:44:00 -
[10]
Originally by: farfrael
Originally by: Megan Maynard Dear OP.
Velocity is no longer the primary statistic for figuring out missiles damage.
HENCE the nano nerf.
The first thing you must worry about is signiture radius.
If your missiles sig radius is higher then the targets sig radius you will never get a good hit no matter how fast they are going. The velocity is a modifier to the signiture radius stat.
Also class weapons only work on the similar class.
Torps/Cruise vs. BS or larger
Heavy vs Cruiser or larger
Light vs frig or larger
And again, the sig radius is more important then speed. You can now hit a nano'd ship as long as the missile catches up to it now.
thanks
still, explosion velocity DOES get involved in the calculation somewhere right?
so on that basis, what is the logic of having heavy missiles with an inherent penalty to damage when shooting anything moving faster than 81m/s? as stated, even a BS moves faster than that, are heavy missiles designed to be used to shoot caps now?
as for the people suggesting to use a TP ... kindly point me to the part of the description where the TP increases the explosion velocity
because the way missiles do damage has also changed. Oversized sig radius now compensates for speed. Sig radius is more important than speed when it comes to calculating damage. |
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El'essar Viocragh
Minmatar Meltd0wn The Black Isle
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Posted - 2008.11.15 09:24:00 -
[11]
Edited by: El''essar Viocragh on 15/11/2008 09:24:55
Originally by: farfrael still, explosion velocity DOES get involved in the calculation somewhere right?
so on that basis, what is the logic of having heavy missiles with an inherent penalty to damage when shooting anything moving faster than 81m/s? as stated, even a BS moves faster than that, are heavy missiles designed to be used to shoot caps now?
as for the people suggesting to use a TP ... kindly point me to the part of the description where the TP increases the explosion velocity
explosion velocity isn't used by itself anymore, so "explosion velocity = target velocity up to that i will hit" is now wrong. It kind of was that simple, yes, but it changed.
For example a stealth bomber can hit a recon with active mwd for full damage. I think the topic is still on pg1 and something about new confusing missile formula. -- [17:47] <Mephysto> its dead, jim |
Artemis Rose
Sileo In Pacis
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Posted - 2008.11.15 09:24:00 -
[12]
Originally by: farfrael 81m/s default ... what's the logic? isn't that a bit extreme? (i.e. way too low) even the bloody torps are 71m/s default !
even a BS without any speed nod goes faster than that, so even when shooting a BS without any sort of speed mod the missile is not producing max damage.
Surely that cannot be the intended result?
I'm pretty sure a webbed Battleship would be going pretty close to that speed.
*** Currently Playing: Trolls from Outer Space Current Equipment: VISAcard chain mail, +2 Amulet of Epic Whine, Self Banstick +2 WTB: +666 E-peen killboard stats |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.11.15 09:34:00 -
[13]
We need to know how it's all calculated before we see if it's overly nerfed or not. Thought I agree that at first glance, compared to the 250ish base speed of most cruisers, 81m/s seem a bit low... |
Alassra Eventide
Veldspar Industries
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Posted - 2008.11.15 09:55:00 -
[14]
You know, there's a Size column that can be added to overviews. Kind of like the transversal tab for use with turrets.
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farfrael
Freelancer Union Unaffiliated
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Posted - 2008.11.15 10:17:00 -
[15]
Originally by: El'essar Viocragh Edited by: El''essar Viocragh on 15/11/2008 09:36:06 Edited by: El''essar Viocragh on 15/11/2008 09:24:55
Originally by: farfrael still, explosion velocity DOES get involved in the calculation somewhere right?
so on that basis, what is the logic of having heavy missiles with an inherent penalty to damage when shooting anything moving faster than 81m/s? as stated, even a BS moves faster than that, are heavy missiles designed to be used to shoot caps now?
as for the people suggesting to use a TP ... kindly point me to the part of the description where the TP increases the explosion velocity
explosion velocity isn't used by itself anymore, so "explosion velocity = target velocity up to that i will hit" is now wrong. It kind of was that simple, yes, but it changed.
For example a stealth bomber can hit a recon with active mwd for full damage. I think the topic is still on pg1 and something about new confusing missile formula.
The system changed from hitting up to certain velocities to hitting up to certain signature/velocity ratios.
For the new missiles, Sig 300 / Velocity 1500 and Sig 900 / Velocity 4500 targets are exactly the same. As are Sig 1800 / Velocity 9000 ones.
Turrets users learn very early on to make good educated guesses if their tracking allows them to hit stuff by looking at transversal velocity etc. Missile users need to learn the same. Looking at hull sizes and speeds and on a glance figure out if they can damage the target, why not, how to fix it etc.
ok, makes some sort of twisted sense any link to the actual formula?
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E Vile
Caldari Provisions
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Posted - 2008.11.15 10:20:00 -
[16]
Speed still is a big damage reducing factor. I take a great deal less damage fitting a AB on a nighthawk. Moving 420m/s. I also think Heavy Missles should be a bit faster explosion velocity then Cruise and torps. 81m/s is a bit extreme for explosion velocity. Thats way slow for Heavies in my opinion.
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MenanceWhite
Amarr Ministry of War
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Posted - 2008.11.15 10:25:00 -
[17]
Originally by: Akita T
Originally by: Megan Maynard Torps/Cruise vs. caps Heavy vs BS or larger Light vs cruiser or larger
fixed that for you
Because missiles before dealt cool damage bro over cool range bro. And now they deal ok damage bro over cool range bro unless if you use a target painter, where they then will deal cool damage pro over ok range bro. ---
Originally by: Torfi There's alot. That can be done. With.. corpses
Originally by: Oveur
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Oftherocks
Caldari Caldari Navy Volunteer Task Force
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Posted - 2008.11.15 10:33:00 -
[18]
Originally by: MenanceWhite Edited by: MenanceWhite on 15/11/2008 10:28:11
Originally by: Akita T
Originally by: Megan Maynard Torps/Cruise vs. caps Heavy vs BS or larger Light vs cruiser or larger
fixed that for you
Because missiles before dealt cool damage bro over cool range bro. And now they deal ok damage bro over cool range bro and potentially cool damage bro over cool range bro, if you also use target painters.
I assume you have never fired a missile before in your life, because you are clearly totally misinformed. With a TP, cruise will not hit BS for full damage bro Same for the others, they are all good now on the class above what they are intended for bro
Originally by: Sheriff Jones
No, i play hello kitty online and just paid for 5 years to come here and make comments about stuff i know nothing about and Wranglers pants.
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MenanceWhite
Amarr Ministry of War
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Posted - 2008.11.15 10:42:00 -
[19]
Edited by: MenanceWhite on 15/11/2008 10:43:35
Originally by: Oftherocks .
300(cruise) vs 460 (bs), 69m/s vs 94m/s Ok, so add a web too then. What's the problem? |
M'etal
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Posted - 2008.11.15 10:47:00 -
[20]
Like Megan Maynard said, use your brain. |
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Max Hardcase
Art of War Exalted.
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Posted - 2008.11.15 11:14:00 -
[21]
Damage = Base_Damage * MIN(MIN(sig/Er,1) , (Ev/Er * sig/vel)^(0.586 * ln(drf)) ) |
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