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Dante Cowboy
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Posted - 2011.04.12 07:14:00 -
[1]
I'm used to flying Gallente and using charges so pardon the noobness about missles and rockets. But what exactly is the range or optimal on, say Gremlin Rockets, for example? I looked them up but don't see any info on their max range.
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Dyaven
Aliastra
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Posted - 2011.04.12 07:14:00 -
[2]
Flight Time x Velocity
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.12 07:27:00 -
[3]
Originally by: Dyaven Flight Time x Velocity
It is actually flight time * velocity - 10-15% depending on the path the missile takes since it needs to speed up first and mostly don't flies a straight line.
With max skills this would be 3s x 3375m/s = 10025 m so around 7-9km in real scenarios. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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GyokZoli
Caldari Sanctum of Citizens
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Posted - 2011.04.12 10:41:00 -
[4]
And rockets (all missiles) always hit if the target is within range.
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Vile Coyote
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Posted - 2011.04.12 11:04:00 -
[5]
^Exception to this : the target is faster than the missile (no matter the angle of approach of the missile). Can happen with dramiels / inties.
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Dorian Wylde
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Posted - 2011.04.12 21:04:00 -
[6]
Originally by: Vile Coyote ^Exception to this : the target is faster than the missile (no matter the angle of approach of the missile). Can happen with dramiels / inties.
Or anything + torpedoes.
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Dante Cowboy
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Posted - 2011.04.12 22:00:00 -
[7]
so am i always gonna have to do math with rockets and missles? that's a bit silly considering other ammo like projectiles and hybrids just give you the stats point blank
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Aamrr
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Posted - 2011.04.12 22:00:00 -
[8]
TRUE Missile Range
r = Range v = Velocity of missile f = Flight time of missile m = Mass of missile a = Agility of missile
r = v*(f-(10^6/(m*a)))
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Tau Cabalander
Caldari
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Posted - 2011.04.12 22:36:00 -
[9]
Originally by: Aamrr TRUE Missile Range
r = Range v = Velocity of missile f = Flight time of missile m = Mass of missile a = Agility of missile
r = v*(f-(10^6/(m*a)))
You might want to consider EVE's version of Acceleration.
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Aamrr
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Posted - 2011.04.12 23:17:00 -
[10]
Originally by: Tau Cabalander
Originally by: Aamrr <snip>
You might want to consider EVE's version of Acceleration.
I would, if missiles obeyed Eve's acceleration rules (they don't. Acceleration is linear until achieving maximum velocity).
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Zan Shiro
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Posted - 2011.04.12 23:57:00 -
[11]
Edited by: Zan Shiro on 12/04/2011 23:59:51
Originally by: Dante Cowboy so am i always gonna have to do math with rockets and missles? that's a bit silly considering other ammo like projectiles and hybrids just give you the stats point blank
those are instant hit and have the luxury of a hard number. Your rockets vs a slow industrial or say a hulk....eft range is mostly accurate (the above 10-15 a nice to follow jsut in case). Your rockets vs a dramiel/inty....think more 25% since they move fast (adding travel time).
Added pita but....that same dramiel on guns will depending on ammo have you seeing just how good your tracking is. 6 on one hand, half a dozen on the other kind of thing.
Gets easier past rockers. On most caldari ships...besides major exceptions like drake your attack range is your sensor range. On my scorps, cerbs, ravens I need sebo of some kind to target farther than I can shoot (these ships shoot waaaay past sensor range). No sebo...If can actually target it, its well in range. tengu...with high skill is about dead even for range of missiles and sensor with the right sub.
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