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Max Missile Range

Author
Upde
Upde Harris Industries
#1 - 2012-06-26 22:54:30 UTC
Probably a noob question, but looking for confirmation.

When calculating max missile flight distance is it really a simple case of going to ship info, pulling up the attributes page for the missiles you have installed and then multiplying max flight time x max velocity ?

when I check the attributes of the cruise tech II missiles I have the max flight time is 27 secs and velocity is 8437.50 m/s

so I calculate that to be 27 secs x 8.435km = 227km range ?

surely that a ridiculously long range to be able to launch a 6 shot alpha salvo from ?
Flakey Foont
#2 - 2012-06-26 23:08:52 UTC
With all related skills at 5 you are correct. 227k. Talk about kiting.
Upde
Upde Harris Industries
#3 - 2012-06-26 23:18:24 UTC
Flakey Foont wrote:
With all related skills at 5 you are correct. 227k. Talk about kiting.


yeah all my missile support skills are at 5

Love having the super reach of missiles but they are mighty boring, can you get the same sort of range with turrets or are they all in your face range so the trade off is you get to melt stuff fast but due to the range you are left open for a gangbang by smaller faster ships ?
Kasutra
No Vacancies
No Vacancies.
#4 - 2012-06-26 23:33:48 UTC
There's some minor loss of effective missile range due (as compared to the velocity*flight time estimate) to missile acceleration, don't think that got changed when the missile effects were added.

Turrets can snipe just fine. Try looking at something like large T2 rails full of Spike ammo, add optimal bonuses and tracking computers to taste. The maximum size of the grid is going to be your limit.

Note that extreme-range sniping being possible doesn't make it a good idea.
stoicfaux
#5 - 2012-06-27 00:05:32 UTC
Upde wrote:
Probably a noob question, but looking for confirmation.

When calculating max missile flight distance is it really a simple case of going to ship info, pulling up the attributes page for the missiles you have installed and then multiplying max flight time x max velocity ?

Not quite. http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1309024 -> TRUE Missile Range
Quote:

TRUE Missile Range

r = Range
v = Velocity of missile
f = Flight time of missile
m = Mass of missile
a = Agility of missile

Quote:
r = v*(f-(10^6/(m*a)


You lose some range because it takes time for the missile to accelerate up to full speed. A rule of thumb is 90% of speed * flight time. You can get the agility from the Eve wiki, e.g. http://wiki.eveonline.com/en/wiki/Scourge_Heavy_Missile Additionally, generally speaking, using two velocity rigs provides a tiny bit less range than a velocity rig + flight time rig.

The pyfa fitting tool computes the "true" missile range.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Ryelek d'Entari
Horizon Glare
#6 - 2012-06-27 00:14:03 UTC
Because turrets have modules which can increase optimal range and falloff, turrets can get even longer ranges than missiles - and they hit instantly. The practical limit is the 249km targeting hard limit.

quick foray into pyfa reveals:

Tracking Enhancer II
Tracking Computer II, Optimal Range Script
425mm Railgun II, Spike L

253km + 49km, with all skills at 5.

You can stack 3 of each for something silly like 292km+65, stacking penalties be damned. Not that this is a remotely good idea.
Paikis
Vapour Holdings
#7 - 2012-06-27 00:37:17 UTC
Ryelek d'Entari wrote:
Because turrets have modules which can increase optimal range and falloff, turrets can get even longer ranges than missiles - and they hit instantly. The practical limit is the 249km targeting hard limit.

quick foray into pyfa reveals:

Tracking Enhancer II
Tracking Computer II, Optimal Range Script
425mm Railgun II, Spike L

253km + 49km, with all skills at 5.

You can stack 3 of each for something silly like 292km+65, stacking penalties be damned. Not that this is a remotely good idea.


Missiles also get modules to increase their range.
Soldarius
Dreddit
Test Alliance Please Ignore
#8 - 2012-06-27 01:28:10 UTC
Paikis wrote:
Missiles only get rigs to increase their range.


Fixed that for you. There are no range modules for missiles. Only rigs and skills.

Also, I'm pretty sure the only missile ships that can get any kind of missiles out to the hard-coded limit of 249km are the Raven with cruises and Cerberus with HMLs.

http://youtu.be/YVkUvmDQ3HY

Zan Shiro
Doomheim
#9 - 2012-06-27 15:15:13 UTC
Upde wrote:
surely that a ridiculously long range to be able to launch a 6 shot alpha salvo from ?


have to factor in some things....


to use that range you will need sebo, lots of it. 2 of em iirc. Range scripted.

This kills your tank. This kills your lock times. And if you are that far out anf get jumped in a flanking move....your ass is hung out to dry as even fast support will not be able to save you even if they cared enough to.

eft/pyfa lies to you (well they give you magical all things perfect numbers to be accurate). Unless sitting still and in optimals of tp (actually 2) your alpha is not so great. Many many months of raven ratting. Its cheap and effective but far from uber (unless shooting a structure) . Flare/rigor helps. PVP if you fleet does not laugh you off the field....you won't be running 3 rigor/flare I's though. If you do sneak this in and it shows up as a loss mail on a kb, may god have mercy on your soul as your corp mates and corp leadership will not lol.

For pve purposes...you want to get closer. Ideally on missile boats I engage rats under tp optimal (if tp fit). At 245km's,,,,,you are in for a world of hurt (long drawn out kills). Cut the that in half, you cut missile travel time in half. faster kills. take that 120ish and cut it to 60ish km's and you get even better time savings. And being close or under tp optimals means you get better paint sig effect. More damage.


Like raven....like it for pve. Pvp and fleets = rokh. Don't let that eft green grass fool you. I was a raven to rokh convert on the combat char. Worth the pita it is.
Exploited Engineer
Creatively Applied Violence Inc.
#10 - 2012-06-27 17:38:48 UTC
Upde wrote:
surely that a ridiculously long range to be able to launch a 6 shot alpha salvo from ?


You mean a 6-missile salvo that your opponent has 27 seconds to warp away from?
Exploited Engineer
Creatively Applied Violence Inc.
#11 - 2012-06-27 17:39:17 UTC
Soldarius wrote:
Fixed that for you. There are no range modules for missiles. Only rigs and skills.


And implants.
Chainsaw Plankton
FaDoyToy
#12 - 2012-06-27 20:47:57 UTC
didn't the burn eden nano ravens have some 300km+ range that got them some lulz kills?

@ChainsawPlankto on twitter

Salpad
Carebears with Attitude
#13 - 2012-06-29 13:31:00 UTC
Upde wrote:
Probably a noob question, but looking for confirmation.

When calculating max missile flight distance is it really a simple case of going to ship info, pulling up the attributes page for the missiles you have installed and then multiplying max flight time x max velocity ?

when I check the attributes of the cruise tech II missiles I have the max flight time is 27 secs and velocity is 8437.50 m/s

so I calculate that to be 27 secs x 8.435km = 227km range ?

surely that a ridiculously long range to be able to launch a 6 shot alpha salvo from ?


Cruise missiles are long range.

The difference between no range skillz, and both range skillz maxed to 5, is 125%. So 227 km sounds about right.
Flair Tachyon
Toon Invasion Terror Squad
#14 - 2012-06-29 14:13:22 UTC
Also note that in contrast to turrets a missile with 227 km theoretical range will never hit a moving target at 227 km.

The reason for this is that the missile will try to fly straight to the target. As the target moves the missile corrects its heading wich results in a curved flight path. The farther away and/or faster the target the bigger this effect gets.

While missiles do reliably hit things they can catch the effective range they can be used is not that extreme.
Riven Aleem
Deep Core Mining Inc.
Caldari State
#15 - 2012-06-29 15:44:38 UTC
Exploited Engineer wrote:
Upde wrote:
surely that a ridiculously long range to be able to launch a 6 shot alpha salvo from ?


You mean a 6-missile salvo that your opponent has 27 seconds to warp away from?

I think you mean, 27 seconds to move 1km further away from the point you shot the missiles from. If you can keep the distance between you and enemy @ 227, then you will never be hit, as you move away from the missile origin point as your attacker tries to close the distance.
Lin-Young Borovskova
Doomheim
#16 - 2012-06-29 16:28:29 UTC  |  Edited by: Lin-Young Borovskova
Ryelek d'Entari wrote:
Because turrets have modules which can increase optimal range and falloff, turrets can get even longer ranges than missiles - and they hit instantly. The practical limit is the 249km targeting hard limit.

quick foray into pyfa reveals:

Tracking Enhancer II
Tracking Computer II, Optimal Range Script
425mm Railgun II, Spike L

253km + 49km, with all skills at 5.

You can stack 3 of each for something silly like 292km+65, stacking penalties be damned. Not that this is a remotely good idea.



I want to snipe at 300 with my paper thin all gank mega !! Lol

ZZP DO IT !!

(now this would bring new interesting stuff to the field)

brb