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Pokey Dravon
OSG Planetary Operations Covert Intervention
5906
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Posted - 2015.04.17 23:21:00 -
[1] - Quote
It's that time of the week again for another guide over at Biomassed.net
Again this week is another guide more directed towards new players, but may also serve as a good reference tool for veterans as well.
Your feedback is appreciated as always. Expect at least one new guide every week, at the very least I'll be publishing one every Friday.
Thanks for reading!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5907
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Posted - 2015.04.18 00:09:00 -
[2] - Quote
Scheneighnay McBob wrote:The mass drivers' sights should be looked at: what range every mark is for. I believe the bottom-most mark is for 50m, but I'm not entirely sure.
That's a good point. I'll have to take a look at that personally and do some testing to confirm.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5909
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Posted - 2015.04.18 00:34:00 -
[3] - Quote
Megaman Trigger wrote:Vell0cet wrote:This was a lot of work. Thanks for putting it together. It's really nice having a single, up-to-date reference. Are you sure about flaylocks and mass drivers having infinite range? They appear to detonate in the air if you try to fire them too far away (not even that far really). I'm not an expert but I think this could be inaccurate.
One idea for another article (that should be much less work) is explaining the math behind stacking penalties. I see a lot of players get confused by this. Correct: MD and Flayock rounds do detonate mid-air after a certain distance. Same with Plasma Cannon rounds.
While true, typically it's at such a distance that it doesn't really matter. I will update to clarify however.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5909
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Posted - 2015.04.18 00:36:00 -
[4] - Quote
Vell0cet wrote:One idea for another article (that should be much less work) is explaining the math behind stacking penalties. I see a lot of players get confused by this.
*adds to the list*
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5910
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Posted - 2015.04.18 00:39:00 -
[5] - Quote
Megaman Trigger wrote:Also; I believe the Forge has a 300m range, the same as Large Rail Turrets.
Fat fingered that one, it's supposed to say 300.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5913
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Posted - 2015.04.18 01:31:00 -
[6] - Quote
Vell0cet wrote:So what are the ranges of the flaylock and the mass driver? I don't think it's more than 100m (but I certainly could be wrong). Is it different for different tiers or variants (i.e. assault/breach)? I don't think I've ever seen those numbers before. The plasma cannon has a much longer range I believe.
Tough to say, when I checked the database their absolute range is listed as -1 which is CCP talk for "there is no absolute range" yet the behavior you described is indeed true. Chances are there is a hard limit on projectile range that isn't tied to the actual weapon, in cases where there is no absolute range to override it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5914
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Posted - 2015.04.18 01:57:00 -
[7] - Quote
Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:So what are the ranges of the flaylock and the mass driver? I don't think it's more than 100m (but I certainly could be wrong). Is it different for different tiers or variants (i.e. assault/breach)? I don't think I've ever seen those numbers before. The plasma cannon has a much longer range I believe. Tough to say, when I checked the database their absolute range is listed as -1 which is CCP talk for "there is no absolute range" yet the behavior you described is indeed true. Chances are there is a hard limit on projectile range that isn't tied to the actual weapon, in cases where there is no absolute range to override it. Yeah, I think that number in the database indicates that it does full damage (or splash) at all ranges that it hits for, but is completely unrelated to the max travel distance of the projectile.
Yeah. I mean it doesn't *really* matter because the weapons isn't operationally viable at those ranges anyways. Typically you're going to be using those weapons well within that max travel distance.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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