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Derek Sigres
Posted - 2008.07.09 04:47:00 - [61]
 

Originally by: Andreya
Originally by: Hatch
web range should be expanded from 10 to 15-30k, but that is another topic all together.


tell that to a taranis pilot....

they and myself will tell you to **** off


I tend to agree. Pure speed isn't the issue, and it's not a lack of counters that's an issue. That an interceptor can brech invulnerable speed is not unreasonable - afterall the only thing standing between them and instant doom is the simple fact that they fly REALLY fast. It's not like an Inty is going to be able to kill a battleship solo (unless it's piloted by a noob with no PVP gear whatsoever - a single heavy neut cycle sends the thing packing).

If there was a range boost to some anti speed weapon maybe it ought to be to the neutralizers. Only the Heavy Neut has the range to really make a difference, and if a ship can't fit a heavy neut it probably doesn't have the cap to think about using one anyway (I'd really like to be able to fit one on a Drake but what can ya do?). This isn't advocating a boost, simply my view that if a module WAS to be boosted, the range of one that fits in a high slot seems like the way to go since you sacrifice firepower for them (except on ships with utility highs like the Raven. . . )

Z Hawk
Gallente
The Cruisers
Posted - 2008.07.09 05:09:00 - [62]
 

Edited by: Z Hawk on 09/07/2008 05:09:27
Well i was wondering about what if 2 same fitted rifter were chasing after each other with a MWD... could the turrents hit that because there at the same and/or similar speed :)... just a thought

Karl Luckner
Caldari
Posted - 2008.07.09 08:57:00 - [63]
 

Edited by: Karl Luckner on 09/07/2008 08:59:33
We would have to calculate with radial velocity. An approaching target would been hit with an insane amount of damage, if the radial velocity is high enough. Instant death to approaching fast movers. Don't think many people would like that. And having ceptors in mind, I don't like it either.
Considering the workload for the server, well, would make no difference to turrets, since turret damage gets angular velocity calculated in.
Just fix the goddam heavy precision missiles and be done with it.

Derek Sigres
Posted - 2008.07.09 15:44:00 - [64]
 

Originally by: Z Hawk
Edited by: Z Hawk on 09/07/2008 05:09:27
Well i was wondering about what if 2 same fitted rifter were chasing after each other with a MWD... could the turrents hit that because there at the same and/or similar speed :)... just a thought


Turrets don't care about how many meters a second you move, the ONLY care how many radians a second you make them shift. Thus if a ship is going 12 km/s directly towards you guns will handily hit the target. On the other side of the coin, guns can be evaded at fairly low speeds at close ranges (at 500m only a few hundred meters/second are necissary to completely evade battleship class guns). Missiles on the other hand only care about absolute speed and sig radius - and even then it only cares about which is worse. In certain circumstances this gives missiles an advantage but generally it is really a disadvantage since it means there is very little you can do to increase your chances of dealing damage.

PhreakinSyco
Posted - 2008.07.09 18:22:00 - [65]
 

Maybe I'm misunderstanding something. Shouldn't explosion velocity be added to the missiles current velocity to determine damage?

If a missile traveling 2km/s comes up behind a ship going 2km/s and its explosion velocity is 2km/s, shouldn't it do damage at 2km/s?

Currently damage is figured something from a percentage based on:

explosion velocity - target velocity

If thats less than zero then no damage is done.

Shouldn't it be:

(explosion velocity + missile velocity) - target velocity

I mean when a missile explodes the explosion continues on with the velocity of the device that exploded.



FlameGlow
Gypsy Band
Posted - 2008.07.09 19:08:00 - [66]
 

Edited by: FlameGlow on 09/07/2008 19:08:48
Originally by: PhreakinSyco

Maybe I'm misunderstanding something. Shouldn't explosion velocity be added to the missiles current velocity to determine damage?


It should, but eve physics model is nowhere near realism.
Leaving aside everything unrelated to weapons we still have projectiles hitting with no time delay, missiles and bullets flying through solid objects, sudden disappearance of missile's momentum just before it explodes and that explosion spreads slower then missile flys.
It's not as drastic as you think though - damage doesn't disappear suddenly if target velocity is greater then explosion velocity, if target is 1500m/s faster you do about 40%, if target is 3000m/s faster 1% or so of damage is dealt.


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