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August Release - Missile Code Rewrite

First post
Author
Cade Windstalker
#21 - 2016-07-16 04:24:54 UTC
Blitz Hacker wrote:
Why don't they just make flight time whole seconds and adjust velocity of missiles instead vs flight duration. Then you would always get intended distance, and would never 'miss' a flight at/near max range. velocity speed would only be modified and the dictator of distance reduce the BS due to 'server ticks', also would go with the making missiles more viable in pvp (as presumably this would lead to increased missile velocity and less 'lag/delay between pressing fire and impact)


Missiles are actually balanced to have that delay, and around roughly the current projectile velocity. Being able to out-run missiles and having their DPS be delayed, is why missiles generally apply better for their DPS than guns at their range.

Also only bonusing velocity would make fittings more boring, and that's never good.
Ben Ishikela
#22 - 2016-07-16 12:00:55 UTC
missile code for less lag in missile battles is nice.

that 1sec chance: once the newbor knows it too, it not an issue anymore.



I want AoE on missiles!!! (i can wish)

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

elitatwo
Zansha Expansion
#23 - 2016-07-17 09:49:18 UTC
Cade Windstalker wrote:
...having their DPS be delayed, is why missiles generally apply better for their DPS than guns at their range...


Missiles do not have a dps even though they show a value on the fitting screen. The do have a damage per hit and their range is usually not constant.

Missiles cannot do 3 times more damage per explosion, only less.


@CCP Lebowski,
I was looking on the market and didn't put the missiles in the launchers.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Cade Windstalker
#24 - 2016-07-18 14:02:02 UTC
elitatwo wrote:
Missiles do not have a dps even though they show a value on the fitting screen. The do have a damage per hit and their range is usually not constant.

Missiles cannot do 3 times more damage per explosion, only less.


Gun DPS values incorporate the chance for wrecking hits. Missiles are more consistent and, as I said, generally apply better for their range and DPS compared to guns. Just because their DPS fluctuates a bit based on target range and trajectory doesn't change this.

Honestly not sure if you're just trolling here or what.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#25 - 2016-08-05 15:31:42 UTC
Did this get deployed? If it is going in on the 9th of August its not in the notes.What?

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Cade Windstalker
#26 - 2016-08-05 15:42:01 UTC
Salpun wrote:
Did this get deployed? If it is going in on the 9th of August its not in the notes.What?


Stuff like this generally gets clumped into generic lines like "General performance improvements" or "bug fixes".
CCP Lebowski
C C P
C C P Alliance
#27 - 2016-08-08 14:27:14 UTC
This will be deployed tomorrow, but will have no patch notes except for specific bug fixes.

CCP Lebowski | EVE Quality Assurance | Team Five-0

@CCP_Lebowski

Arthur Aihaken
CODE.d
#28 - 2016-08-13 08:46:45 UTC
Any chance we'll eventually see an update to the missile formula as a whole? The potential to achieve more than 100% damage when defeating both the target signature and velocity would be a welcome improvement (nothing astronomical - say something in the 5-10% range).

I am currently away, traveling through time and will be returning last week.

Cade Windstalker
#29 - 2016-08-14 23:13:12 UTC
Arthur Aihaken wrote:
Any chance we'll eventually see an update to the missile formula as a whole? The potential to achieve more than 100% damage when defeating both the target signature and velocity would be a welcome improvement (nothing astronomical - say something in the 5-10% range).


Then you've just bumped the actual max damage up to 10% higher than normal... that's all. Why is this remotely needed?
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