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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5228
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Posted - 2013.11.18 20:32:00 -
[1] - Quote
I think that splash damage would be better off based on signature radius.
Essentially, at the moment a grenade does equal damage to any type of suit (apart from resistances). With this a scout suit, for example, would take less damage from grenades making the damage from them more proportional to the frame, instead of being instantly vaporised by a glancing hit.
Thoughts?
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5229
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Posted - 2013.11.18 20:39:00 -
[2] - Quote
Krom Ganesh wrote:So scan profile would give an explosive resistance?
Seems odd.
How about scan precision instead? Can be explained by the suit detecting the explosive and redirecting suit defenses to face the explosion.
Though even then, still seems kinda strange.
It's more of a measure of how large the suit is.
It's not directly explosive resistance - but glancing, splash hits from explosives would deal less damage to smaller targets.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5241
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Posted - 2013.11.18 23:27:00 -
[3] - Quote
Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:I think that splash damage would be better off based on signature radius.
Essentially, at the moment a grenade does equal damage to any type of suit (apart from resistances). With this a scout suit, for example, would take less damage from grenades making the damage from them more proportional to the frame, instead of being instantly vaporised by a glancing hit.
Thoughts? So you're seeking to give an advantage to people using signature dampers and scout suits. I understand you want your scout to survive a grenade, but your idea would turn every anti-personnel grenade into a heavy destroyer.
Cap it. It'd be a mechanic very much like missile damage in EVE. Otherwise, aside from what you pointed out, you'd be able to instagib tanks with it. It would, however, function as a decent soft nerf for grenades.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5242
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Posted - 2013.11.18 23:32:00 -
[4] - Quote
Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:I think that splash damage would be better off based on signature radius.
Essentially, at the moment a grenade does equal damage to any type of suit (apart from resistances). With this a scout suit, for example, would take less damage from grenades making the damage from them more proportional to the frame, instead of being instantly vaporised by a glancing hit.
Thoughts? So you're seeking to give an advantage to people using signature dampers and scout suits. I understand you want your scout to survive a grenade, but your idea would turn every anti-personnel grenade into a heavy destroyer. Cap it. It'd be a mechanic very much like missile damage in EVE. Otherwise, aside from what you pointed out, you'd be able to instagib tanks with it. It would, however, function as a decent soft nerf for grenades. Missile damage in Eve is based on explosion velocity vs ship speed. This is why speed tanking works against missiles. A frigate sitting still doesn't have a larger signature than the moving one, yet the missile with hit the stationary frigate just as hard as it hits a battleship.
It is also based on signature radius.
Damage = D * MIN(1, Sr/Er, (Ev/V * Sr/Er)^(log(DRF) / log(5.5)) )
Where D = base damage of the missile, Sr = signature radius of the target, Er = Explosion radius of the missile, Ev = Explosion Velocity of the missile, V = velocity of the target ship, DRF = damage reduction factor of the missile. MIN being a function that chooses the lower of two given values, and log being the natural logarithm of the given value.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5242
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Posted - 2013.11.18 23:36:00 -
[5] - Quote
Shijima Kuraimaru wrote: Signature radius has little to do with missile hits and more to do with turret tracking.
It has plenty to do with missile hits. Look at the formula I edited into the previous post.
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Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5242
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Posted - 2013.11.18 23:37:00 -
[6] - Quote
Azri Sarum wrote:While I love where you are going with this idea, I don't think basing it off of our signatures is the way to do it. In EVE, explosions use a stat called Explosion Velocity, basicly the faster the explosion, the more damage a moving target will take. Conversely, moving faster will have you taking reduced damage. So instead of damage based on suit sig, lets use the speed at which your suit is moving. Stationary targets take full damage, and drop it off from there. So a speed fit scout suit could literally run through a field of explosions, taking minimal damage. Damn, that paints a sexy image in my head
That's... actually pretty good! Editing OP.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5242
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Posted - 2013.11.18 23:46:00 -
[7] - Quote
Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:Shijima Kuraimaru wrote: Signature radius has little to do with missile hits and more to do with turret tracking.
It has plenty to do with missile hits. Look at the formula I edited into the previous post. I've been playing Eve for about four years now and I know from experience how missiles work. I know that damage application from missiles is, as I have said, explosion velocity vs ship speed. If signature radius had anything to do with it, my Navy Issue Drake wouldn't do the same per missile damage to all types of stationary ships providing equal resistances. If signature radius mattered to damage application, then even when stationary, smaller ships would take less damage, which they don't. The only thing that modifies missile damage when target speed isn't a factor is the resistances against the missile damage type.
Signature radius doesn't matter so much against stationary targets because the formula gives greater weighting to the speed when something is moving very slowly. If you think it has no effect whatsoever, I'm afraid you're mistaken.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5243
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Posted - 2013.11.18 23:52:00 -
[8] - Quote
Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:Shijima Kuraimaru wrote:Arkena Wyrnspire wrote:Shijima Kuraimaru wrote: Signature radius has little to do with missile hits and more to do with turret tracking.
It has plenty to do with missile hits. Look at the formula I edited into the previous post. I've been playing Eve for about four years now and I know from experience how missiles work. I know that damage application from missiles is, as I have said, explosion velocity vs ship speed. If signature radius had anything to do with it, my Navy Issue Drake wouldn't do the same per missile damage to all types of stationary ships providing equal resistances. If signature radius mattered to damage application, then even when stationary, smaller ships would take less damage, which they don't. The only thing that modifies missile damage when target speed isn't a factor is the resistances against the missile damage type. Signature radius doesn't matter so much against stationary targets because the formula gives greater weighting to the speed when something is moving very slowly. If you think it has no effect whatsoever, I'm afraid you're mistaken. If signature radius is a consideration for missile damage, then it's probably the unmodified base signature radius of the hull being used as the gauge for base ship size when determining speed VS velocity for the percentage of the ship caught by the explosion.
I think that's about right, yes. I'm pretty sure you're right in saying that stationary targets take the vast majority of damage from missiles as well - it's just that sigrad does have some effect.
Anyhow, these are semantics really. It's more about how it'd apply to Dust.
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Supporter of CCP raRaRa.
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