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ladwar
Dead Six Initiative Lokun Listamenn
1041
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Posted - 2013.08.03 20:01:00 -
[1] - Quote
Funkmaster Whale wrote:All the missiles have an active time of like 4-5 seconds or something, so the accelerated variants actually do have more range (distance = rate x time).
And yes, the missiles do need some loving. It's sad that Flaylocks, a pistol sidearm, has more damage and splash than a freaking missile. All you tankers should just replace your turrets with Flaylock cannons. false all large missile have a hard cap on their range at 250m at which they explode at. all small missiles have a hard cap on their range at 200m. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 13:27:00 -
[2] - Quote
EnglishSnake wrote:ladwar wrote:Funkmaster Whale wrote:All the missiles have an active time of like 4-5 seconds or something, so the accelerated variants actually do have more range (distance = rate x time).
And yes, the missiles do need some loving. It's sad that Flaylocks, a pistol sidearm, has more damage and splash than a freaking missile. All you tankers should just replace your turrets with Flaylock cannons. false all large missile have a hard cap on their range at 250m at which they explode at. all small missiles have a hard cap on their range at 200m. But the hard cap doesnt mean **** anyways The missiles themselves spread out before the hard cap distance so you miss Yea missiles should have the splash back, its more of an AOE weapon and infantry consistantly jump around in the missile spalsh and barely take no damage accelerated don't spread out. btw splash damage for missiles is second lowest. assault mass drivers have the lowest splash damage slightly while have the most splash range 7.5m by the time you can use them. fragment missiles(large) have 4m with 80-106 splash damage while the advanced assault mass driver has 75.9 splash damage. wait i take lowest part back, large standard missile cycle have 72 splash damage, then small cycle missiles for 75splash damage. since there is no drop on missiles you have to fire down on targets from above to score hits with the lowest range and damage. missiles currently are not AOE weapons but direct hits weapons that get out DPS by blasters while being on par with rail turrets. yes they don't overheat or have RoF limiter but they have 40% of the range rails have and are not effective at long(er) ranges due to flight time spread, small AOE damage and scattered/split direct damage. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 13:48:00 -
[3] - Quote
Takahiro Kashuken wrote:ladwar wrote:EnglishSnake wrote:ladwar wrote:Funkmaster Whale wrote:All the missiles have an active time of like 4-5 seconds or something, so the accelerated variants actually do have more range (distance = rate x time).
And yes, the missiles do need some loving. It's sad that Flaylocks, a pistol sidearm, has more damage and splash than a freaking missile. All you tankers should just replace your turrets with Flaylock cannons. false all large missile have a hard cap on their range at 250m at which they explode at. all small missiles have a hard cap on their range at 200m. But the hard cap doesnt mean **** anyways The missiles themselves spread out before the hard cap distance so you miss Yea missiles should have the splash back, its more of an AOE weapon and infantry consistantly jump around in the missile spalsh and barely take no damage accelerated don't spread out. btw splash damage for missiles is second lowest. assault mass drivers have the lowest splash damage slightly while have the most splash range 7.5m by the time you can use them. fragment missiles(large) have 4m with 80-106 splash damage while the advanced assault mass driver has 75.9 splash damage. wait i take lowest part back, large standard missile cycle have 72 splash damage, then small cycle missiles for 75splash damage. since there is no drop on missiles you have to fire down on targets from above to score hits with the lowest range and damage. missiles currently are not AOE weapons but direct hits weapons that get out DPS by blasters while being on par with rail turrets. yes they don't overheat or have RoF limiter but they have 40% of the range rails have and are not effective at long(er) ranges due to flight time spread, small AOE damage and scattered/split direct damage. Large missiles are not on par with rails Rails are far more accurate and if one missile misses then you have lost 1/4th of the damage, only up close can missiles be good it seems but if all the missiles dont hit you do less damage and you cannot help that due to how the missiles are fired from the turret which is 2 on each side rail dps compressed proto 817.5 (the 3 shots before it overheats) dps missiles accelerated proto 811.2(if all the missiles hits) thats on par for dps. if you read my post i did mention spread/spilt direct damage. so don't try and counter a small line in my post that i already pointed out in the same post. its just annoying. |
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