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PvP + Missiles

Author
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#21 - 2015-01-30 20:32:48 UTC
Solonius Rex wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.


it's what i described earlier, target ship may be moving at different velocities when missiles strike which results in the fluctuation of damage/
Solonius Rex
Federal Navy Academy
Gallente Federation
#22 - 2015-01-30 20:37:40 UTC
J'Poll wrote:
Solonius Rex wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.



http://wiki.eveuniversity.org/Missile_Damage


Please, show me in the exact formula, where angle of hit is in it.



Target speed < Explosion velocity = Good hit
Target speed > Explosion velocity = Reduced damage

*See it like hollywood actors outrunning an explosion, if they run fast enough, they survive...if they don't, then it's time to cast a new star*


Target signature < Explosion radius = Good hit
Target signature > Explosion radius = Reduced damage


* If the explosion is bigger then the actual ship, the entire ship is hit by the explosion. If the ship is bigger then the explosion, only a part of the ship is hit by the explosion*


Its something i heard from others, ive never really cared about angle or things like that with missiles. Apparently im wrong, in which case i retract my claim.

But from a logical standpoint, it always seemed like it made sense. If youre running into an explosion, youre exposing more of your hull to the explosion as the blast radius expands, and vice versa when your flying away from an explosion.
Solonius Rex
Federal Navy Academy
Gallente Federation
#23 - 2015-01-30 20:38:43 UTC
Tsukino Stareine wrote:
Solonius Rex wrote:
Cara Forelli wrote:
Solonius Rex wrote:
Some things to bear in mind, Missiles deal more damage depending on what angle they hit the enemy. If they hit head-on, they deal more damage than if they hit from behind the enemy while they are moving.

Not exactly. Each missile does the same amount of damage regardless of angle. The damage only depends on the target speed and signature radius. However, your DPS will increase because of the Dopper Effect, which effectively increases your rate of fire. You can think of it as catching up to your missile slightly as you fly toward it so that when you launch the next one they are closer together - ie fired "faster". This depends on the relative velocity between the ships, not just the target's velocity.

I actually had to use that phenomenon once to break the tank of a DED rat while flying a poorly skilled sniping Caracal that just barely had insufficient DPS to break its tank.


Huh, ive seen people try it out from different angles and they showed that the missile dealt different amounts of damage when the ship hit the missile head on, as opposed to when the missile trailed and hit the ship from behind, even when the ship is going at the same speed.

Oh wells, its what ive always thought and told would happen.


it's what i described earlier, target ship may be moving at different velocities when missiles strike which results in the fluctuation of damage/

Yeah, that maybe what was happening.
Marsan
#24 - 2015-01-31 01:16:23 UTC
Miss Hysteria wrote:

I am looking into joining either a lowsec pvp corp, or FW. I will make that decision when I have had time to figure out the lay of the land.


Honestly it depends on the corp. Generally a corp has a set of fits they want people to fly. In large fleets missiles aren't as common due to the delay in damage, which tends to waste a flight or 2 of missile at range. That said this doesn't stop major NS corps from fielding massive Caracal fleets regularly. Honestly your bigger issue is likely that you'll be flying a shield ship while they fly armor or the reverse.

Find a good corp and join them then figure out what skills you need to fly their fleet doctrines. A corp that takes newer players is going to realize that you aren't going to be able to fly the required ship day one. They need tackle, bait, and scout so it's not an issue generally. Also keep in mind LS and FW is frigate and cruiser based. You can skill into a frigate with of a new race and weapon system in a day. Cruisers will take maybe a week. Sure your fit will suck compared to a vet with the right fitting skills, and able to use T2 modules, but that's expected of new corp members.

PS- If you want to pvp why aren't you joining a corp now!!! Seriously talk to Eve Uni, Agony Unleashed, or RvB today. Don't fall into the trap of needed just a bit more isk as you'll never have enough.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#25 - 2015-01-31 11:16:17 UTC
i think last part of your post is unclear J'Poll

The smaller the explosion radius in comparison to ship sig radius the better.

J'Poll
School of Applied Knowledge
Caldari State
#26 - 2015-01-31 11:58:42 UTC
Tsukino Stareine wrote:
i think last part of your post is unclear J'Poll

The smaller the explosion radius in comparison to ship sig radius the better.


Yeah, noticed it now that I switched the greater then and small then brackets around.

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Phig Neutron
Starbreaker and Sons
#27 - 2015-01-31 19:36:50 UTC
Solonius Rex wrote:
But from a logical standpoint, it always seemed like it made sense. If youre running into an explosion, youre exposing more of your hull to the explosion as the blast radius expands, and vice versa when your flying away from an explosion.


From the standpoint of realism, I would think that a "broadside" hit would be more dangerous than a bow or stern hit. Don't you agree?


A long time ago there was a strategy of using the Dopppler effect with a torpedo Raven... can anyone remember what they called it? Basically you could nano the Raven up to just under the speed of the torpedo, so you could launch several volleys while MWD'ing toward your target, and all the volleys would hit just about the same time. There was a nickname for this attack, which escapes me.
Cara Forelli
State War Academy
Caldari State
#28 - 2015-02-01 06:43:04 UTC
Cara Forelli wrote:

I spelled Doppler wrong and you all quoted it without telling me. You will all need to go back and edit your posts please. Big smileRoll

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Gregor Parud
Imperial Academy
#29 - 2015-02-01 08:11:23 UTC
/dances around, points finger and laughs
Ralph King-Griffin
New Eden Tech Support
#30 - 2015-02-01 10:08:20 UTC
I hate it when the op biomasses
Velarra
#31 - 2015-02-02 00:06:39 UTC  |  Edited by: Velarra
Phig Neutron wrote:
Solonius Rex wrote:
But from a logical standpoint, it always seemed like it made sense. If youre running into an explosion, youre exposing more of your hull to the explosion as the blast radius expands, and vice versa when your flying away from an explosion.


From the standpoint of realism, I would think that a "broadside" hit would be more dangerous than a bow or stern hit. Don't you agree?


A long time ago there was a strategy of using the Dopppler effect with a torpedo Raven... can anyone remember what they called it? Basically you could nano the Raven up to just under the speed of the torpedo, so you could launch several volleys while MWD'ing toward your target, and all the volleys would hit just about the same time. There was a nickname for this attack, which escapes me.


Cavalry Raven

https://www.youtube.com/watch?v=JX8BxTLzpf0

https://www.google.ca/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=cavalry%20raven%20eve

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Further, i'm fairly sure within the last ~3yrs or so there was some discussion ...

edit thread / discussion in question

https://forums.eveonline.com/default.aspx?g=posts&t=58090
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