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Missile TC/TE - Stoicfaux's Scurrilously Speculative Spreadsheet

Author
Fourteen Maken
Karma and Causality
#41 - 2015-06-13 14:49:30 UTC
stoicfaux wrote:
baltec1 wrote:
Just as I nail my phoenix fit CCP does this to meStraight

Good News! Hypothetically, if the MGC has a 30% bonus, then a Phoenix with 4 MGCs, 3 Rigors, and 3 bonused TPs + 60% web (from a Rapier or Hyena) can one volley a 34k ehp shield tanked MWD'ing Ishtar with Citadel Cruise missiles in siege mode. (Ishtar has just 32k ehp if you fire 1 EM missile and two explosive ones.)

I've added a tab for the Phoenix on the spreadsheet.


Obviously, CCP will need to nerf Citadel Cruise missiles and the Phoenix when MGCs are released.



I admit I don't fly dreads but I've seen turret dreads blap subcaps when they get webbed, so why do you think it should be different for missiles? You're gonna put 10 damage application mods on that phoenix, AND have a Rapier tackling of course it' will hit a HAC. If you fill the midslots on a Naglafar with tracking computers and webs, and have a rapier tackling for you I'm pretty sure you'll blap ishtars no problem.
Hakaari Inkuran
State War Academy
Caldari State
#42 - 2015-06-13 16:29:25 UTC
afkalt wrote:
Sobaan Tali wrote:
Chainsaw Plankton wrote:
Arla Sarain wrote:
I don't think approaching this from a statistical POV is reasonable - switch on goddamn missile trails and tactical overlay, hover over the smartbomb icon, and twitch the s*** out of that missile as if you're playing CS 1.6 for the millionth time.


I'm not sure missile animations and missile positions are exactly the same thing. I remember seeing somewhere that the graphics approximate the position. and I think the faster the missile, the more that breaks. It was incredibly annoying the last time I tried to use a missile boat. just another reason I don't use missiles.


It is an approximate, that's without a doubt in my mind. I've run a Golem in PVE for far too long to have never noticed how much sooner damage is applied to a target long before the missiles visually strike the target. Hell, at close enough ranges, damage gets a hit reg before the missiles fully transition from the initial "stage one firing animation" where they will slowly rise up/down above/below the launchers at partial velocity briefly before shooting off at full velocity towards the target. I myself have gotten kind of used to it somewhat, but I can see where this would frustrate anyone in that regard.



Yeah, ships assplode before you even see a contrail animation.

In fact it's quite easy to measure if you're watching the target because no matter the range, the last volley never visually "hits". Ho close it gets is the only variable.

This is why i feel it may be possible to volley dread pirate scarlett after the first gate using missiles. If you burn right next to her the damage may apply instantly. Agent wont give me the damn mission to test though.
Chainsaw Plankton
FaDoyToy
#43 - 2015-06-13 17:23:25 UTC
Hakaari Inkuran wrote:
This is why i feel it may be possible to volley dread pirate scarlett after the first gate using missiles. If you burn right next to her the damage may apply instantly. Agent wont give me the damn mission to test though.

as far as I can tell she vanishes instantaneously. that said I've never gotten deep enough into missile mechanics to know how they work with server ticks. If there is a range where missiles can hit on the same tick, then yea I suppose it would be possible. That said, I'll stick to my warp speed rigged arty mach for that mission.

@ChainsawPlankto on twitter

Zekora Rally
U2EZ
#44 - 2015-06-23 05:34:07 UTC
Well, it's confirmed that they will affect both missile explosion velocity and radius. I can't wait. Cool
Estella Osoka
Perkone
Caldari State
#45 - 2015-06-23 15:28:14 UTC
New module stats:
New Missile Mods

And then there was this:
Missile Hitpoint Change

Kitty Bear
Deep Core Mining Inc.
Caldari State
#46 - 2015-06-24 01:21:56 UTC  |  Edited by: Kitty Bear
Zekora Rally wrote:
Well, it's confirmed that they will affect both missile explosion velocity and radius. I can't wait. Cool


so long as you don't mind giving up

a BCU
an AB
a TP
a Webbifier
a Shield Module
an Armour Module

on a 1 for 1 basis
less is the new more it would appear.
afkalt
Republic Military School
Minmatar Republic
#47 - 2015-06-24 10:41:53 UTC
I'll gladly give them up for a RHML phoontang in a gang. In a heartbeat.

I have the slots, in a gang other people are tackle...I finally have something worthwhile to do with my midslots (lets assume painters are covered).
Malcanis
Vanishing Point.
The Initiative.
#48 - 2015-06-24 11:33:32 UTC
Kitty Bear wrote:
Zekora Rally wrote:
Well, it's confirmed that they will affect both missile explosion velocity and radius. I can't wait. Cool


so long as you don't mind giving up

a BCU
an AB
a TP
a Webbifier
a Shield Module
an Armour Module

on a 1 for 1 basis
less is the new more it would appear.


You were perhaps expecting an extra mid and low slot on every missile ship...?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

stoicfaux
#49 - 2015-06-24 12:01:48 UTC
Malcanis wrote:
Kitty Bear wrote:
Zekora Rally wrote:
Well, it's confirmed that they will affect both missile explosion velocity and radius. I can't wait. Cool


so long as you don't mind giving up

a BCU
an AB
a TP
a Webbifier
a Shield Module
an Armour Module

on a 1 for 1 basis
less is the new more it would appear.


You were perhaps expecting an extra mid and low slot on every missile ship...?

Well, you could potentially free up two rig slots by replacing two rigors with an MGC II/wPrec script, thus allowing you to use the two free rig slots to "free up" a mid or low.

https://forums.eveonline.com/default.aspx?g=posts&m=5831412#post5831412
146.9% - MGC II @ 19% w/Precision Script
138.4% - 2x Rigor I

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

afkalt
Republic Military School
Minmatar Republic
#50 - 2015-06-24 12:10:10 UTC
Or just stuff the mids on the phoon full, FULL OF THE MODS.

ALL HAIL THE PHOONTANG OVERLORDS.

Seriously, they're gonna be epic.
Mizhir
Devara Biotech
#51 - 2015-06-24 12:12:10 UTC
stoicfaux wrote:
Malcanis wrote:
Kitty Bear wrote:
Zekora Rally wrote:
Well, it's confirmed that they will affect both missile explosion velocity and radius. I can't wait. Cool


so long as you don't mind giving up

a BCU
an AB
a TP
a Webbifier
a Shield Module
an Armour Module

on a 1 for 1 basis
less is the new more it would appear.


You were perhaps expecting an extra mid and low slot on every missile ship...?

Well, you could potentially free up two rig slots by replacing two rigors with an MGC II/wPrec script, thus allowing you to use the two free rig slots to "free up" a mid or low.

https://forums.eveonline.com/default.aspx?g=posts&m=5831412#post5831412
146.9% - MGC II @ 19% w/Precision Script
138.4% - 2x Rigor I


Also worth mentioning that the advantage gets even larger when you start to stack stuff. 2 MGC II will greatly outperform 3 rigs and if you are in a fleet with a decent amount of support you can have support carry the TPs while main dps ships just stack their application making it easier to apply missile damage against small stuff.

❤️️💛💚💙💜

Kitty Bear
Deep Core Mining Inc.
Caldari State
#52 - 2015-06-25 13:58:45 UTC
Malcanis wrote:


You were perhaps expecting an extra mid and low slot on every missile ship...?


Stupid question really.
Or is it just a failed attempt at sarcasm.


But ...
Of course not. Only a stupid brain-dead ****** would expect new additional fitting slots to go with the new modules.

I'm just high lighting the first drawbacks to these new toys.
The second drawback will be hitting the database at some point, when they finally get TD's affecting missile ships.


A smart person would have initially realised all of this.

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