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Shijima Kuraimaru
WarRavens League of Infamy
374
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Posted - 2013.11.18 23:25:00 -
[1] - Quote
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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
374
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Posted - 2013.11.18 23:31:00 -
[2] - Quote
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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
374
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Posted - 2013.11.18 23:34:00 -
[3] - Quote
Arkena Wyrnspire wrote: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.
Signature radius has little to do with missile hits and more to do with turret tracking.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
374
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Posted - 2013.11.18 23:44:00 -
[4] - Quote
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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
374
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Posted - 2013.11.18 23:47:00 -
[5] - Quote
Your edited OP is better though signature still shouldn't have anything to do with it.
Otherwise I like it except with this system, I think there should then be a damage increase if the point of detonation is in front of the speeding dropsuit.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
376
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Posted - 2013.11.18 23:51:00 -
[6] - Quote
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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
377
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Posted - 2013.11.19 00:01:00 -
[7] - Quote
Arkena Wyrnspire wrote:Shijima Kuraimaru wrote:Arkena Wyrnspire wrote: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.
Agreed. And a speeding merc is practically stationary when compared to an interceptor moving at over 14km per second.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
377
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Posted - 2013.11.19 00:09:00 -
[8] - Quote
Garth Mandra wrote:I would much rather see some kind of splash damage falloff.
So the explosion would deal maximum damage for a direct hit and as the target gets further towards the edge of the radius the damage drops to zero.
This would obviously require changes to radii and damage numbers but it would reward accuracy but not require it.
The OP seem unnecessarily complex and would be difficult to communicate to new players (in fact any non-eve players).
Splash fall off for all types of splash damage would be an excellent addition, but would probably have part of the player base QQing.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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