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Missile animation = delayed firing?

Author
Riven Aleem
Deep Core Mining Inc.
Caldari State
#1 - 2012-05-23 07:43:05 UTC
I was missioning with my drake last night and it seemed to me that missiles, when activated, took a long time to actually fire. While testing I fired some missiles at a target 60km away using T2 launchers and found that it was possible to lose 2 full volleys, where before it was only possible to lose 1 to a dead target.

Is anyone else finding this?

To me it seems that the missile is only moving away from my ship when the cycle is already 1/2 way through completion.
Stellar Wanderer
The Scope
Gallente Federation
#2 - 2012-05-23 08:51:26 UTC
I wouldn't think the animation interferes with the missile firing. If you feel it "shows" later that a missile is firing, may be that you could compensate with managing your dmg on a target and switch targets earlier.
Nag'o
Sebiestor Tribe
Minmatar Republic
#3 - 2012-05-23 12:03:10 UTC
Sometimes I get a turret shot animation after the turret is deactivated because of lag. Maybe its just the missile animation out of sync.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Riven Aleem
Deep Core Mining Inc.
Caldari State
#4 - 2012-05-23 12:22:17 UTC
I understand how lag would affect shooting, I've seen if before, pre-patch. But what I'm seeing now is significantly different. Before I would have had, on a target over 60km away, one volley in flight just as the target blows up, because of the flight time being longer than the launcher cycle time. What I saw last night was, after no change in skills or equipment, a situation where 2 volleys of missiles were in flight when the target expired.

Yes, I do try to count my cycles, and I'm often splitting my groups up between targets to make this easier (stopping when target is in structure and firing them singly or using drones) but it is really annoying to press the fire button, watch the green circle grow on the module, but it appears as nothing is happening until 1/2 way through the cycle.

Missiles were bad enough at delayed damage, now it appears they are even worse.
Nag'o
Sebiestor Tribe
Minmatar Republic
#5 - 2012-05-23 12:35:01 UTC  |  Edited by: Nag'o
Drake has a RoF bonus now. Missiles are awsome btw.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Daniel Plain
Doomheim
#6 - 2012-05-23 12:44:46 UTC
Nag'o wrote:
Drake has a RoF bonus now. Missiles are awsome btw.

is the drake 'nerf' live? i didn't even notice... also, what about the tengu?

I should buy an Ishtar.

Nag'o
Sebiestor Tribe
Minmatar Republic
#7 - 2012-05-23 12:51:26 UTC
Daniel Plain wrote:
Nag'o wrote:
Drake has a RoF bonus now. Missiles are awsome btw.

is the drake 'nerf' live? i didn't even notice... also, what about the tengu?


TBH I haven't checked but other than animation delay its the only explanation for the OP's "problem".

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Riven Aleem
Deep Core Mining Inc.
Caldari State
#8 - 2012-05-23 12:52:42 UTC
Nag'o wrote:
Drake has a RoF bonus now. Missiles are awsome btw.


I thought I checked the drake bonus as part of my testing. If I missed that then it would explain the faster cycling and the 2 flights at the same time. I was quite certain the "Show Info" on the drake still showed the shield resistance bonus.
Nag'o
Sebiestor Tribe
Minmatar Republic
#9 - 2012-05-23 13:00:32 UTC
My bad. It's certainly a graphical glitch then. Missile animation doens't change game mechanics. Try tweaking your graphics settings.
Last night I was doing a guristas complex and also had this bug: whenever I closed the map I had missiles coming to my ship from wrecks. It's a new feature, expect a lot of them.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Victor Sane
A-1 Industrial and Salvage
#10 - 2012-05-24 11:44:55 UTC
Nag'o wrote:
Drake has a RoF bonus now. Missiles are awsome btw.


what are you on about?

Battlecruiser Skill Bonus: 5% shield resistance and 5% bonus kinetic damage of heavy missiles and assault missiles per level

99% reduction in the CPU need of Warfare Link modules

Roll
James Amril-Kesh
Viziam
Amarr Empire
#11 - 2012-05-24 11:52:47 UTC
I don't get why people think 5% ROF per level is a nerf.

Not only would this apply to all missile damage types and not just kinetic, simple calculation shows this ends up doing more damage.
5% damage per level is 1 + 0.05*5 = 1.25 times damage at level 5.
5% ROF per level is 1/(1 - 0.05*5) = 1.333 times damage at level 5.
This might be offset by the need to reload more often. I don't know.

Enjoying the rain today? ;)

Lin-Young Borovskova
Doomheim
#12 - 2012-05-24 12:04:16 UTC
Daniel Plain wrote:
Nag'o wrote:
Drake has a RoF bonus now. Missiles are awsome btw.

is the drake 'nerf' live? i didn't even notice... also, what about the tengu?


Missile effects are cool however probably due to gpu particles stuff seems my Tengu missiles don't shoot at the beginning of cycle any more but about at 75% of cycle witch becomes tricky to stop cycling and ammo waste.

New Drake: some of us told you guys it was a buff not a nerf, do it right and you'll see it by yourself, it's a very nice buff.

brb

Lin-Young Borovskova
Doomheim
#13 - 2012-05-24 12:07:18 UTC  |  Edited by: Lin-Young Borovskova
James Amril-Kesh wrote:
I don't get why people think 5% ROF per level is a nerf.

Not only would this apply to all missile damage types and not just kinetic, simple calculation shows this ends up doing more damage.
5% damage per level is 1 + 0.05*5 = 1.25 times damage at level 5.
5% ROF per level is 1/(1 - 0.05*5) = 1.333 times damage at level 5.
This might be offset by the need to reload more often. I don't know.


It's a +33% dmg all types and about 15% less kin dmg than with specific kin bonus.

Thing is that you rather be 33% better overall than only 15% plus somewhere.

Now change your habits and learn to fit HAM's, welcome to gank machine paradise land Lol

NB: It didn't hit TQ yet but be prepared and start theory crafting your new fits and possibilities, it's going to be worthy

brb

Kalel Nimrott
Caldari Provisions
#14 - 2012-05-24 13:25:49 UTC
But the reload time would happen more often. So how would that affect the RoF?

Bob Artis, you will be missed.

O7

Mavnas
The Scope
Gallente Federation
#15 - 2012-05-24 16:19:58 UTC
Assuming you fire every 6 seconds, you'd need to reload every 240 seconds. So you lose 10 / 250 = 4% of your DPS to reload times. Honestly the damage loss from increased reloading is negligible, the part that sucks is the lost volleys because now volley counting just got harder, and the lost seconds to lag/reactivation of the module.
Alara IonStorm
#16 - 2012-05-24 16:43:50 UTC
James Amril-Kesh wrote:
I don't get why people think 5% ROF per level is a nerf.

Less volley is one thing. Also Damage Bonus gives it more Damage per clip, RoF runs the clip out faster.

It isn't a flat nerf or a buff to the entire ship but it could be either or, depending on the situation.