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Takahiro Kashuken
Red Star. EoN.
790
|
Posted - 2013.08.03 11:36:00 -
[1] - Quote
lolmissiles
But why are they not like the small missile turrets and actually are different from each other
Cycled, fires more missiles but each missile is weaker in spalsh and direct damage
Accelerated, fire faster more accurate missiles
The difference isnt ther unlike with small missile turrets
All that changes is the damage and splash radius but they fire exactly the same, so really ther is no reason to use the accelerated above the std missiles |
Takahiro Kashuken
Red Star. EoN.
792
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Posted - 2013.08.03 15:41:00 -
[2] - Quote
Bump
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Azura Sakura
Militaires-Sans-Frontieres
414
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Posted - 2013.08.03 15:59:00 -
[3] - Quote
Takahiro Kashuken wrote:lolmissiles
But why are they not like the small missile turrets and actually are different from each other
Cycled, fires more missiles but each missile is weaker in spalsh and direct damage
Accelerated, fire faster more accurate missiles
The difference isnt ther unlike with small missile turrets
All that changes is the damage and splash radius but they fire exactly the same, so really ther is no reason to use the accelerated above the std missiles Want to add, Accelerated missiles have more range also but less splash dmg |
Jason Pearson
Seraphim Auxiliaries
2395
|
Posted - 2013.08.03 16:03:00 -
[4] - Quote
Azura Sakura wrote:Takahiro Kashuken wrote:lolmissiles
But why are they not like the small missile turrets and actually are different from each other
Cycled, fires more missiles but each missile is weaker in spalsh and direct damage
Accelerated, fire faster more accurate missiles
The difference isnt ther unlike with small missile turrets
All that changes is the damage and splash radius but they fire exactly the same, so really ther is no reason to use the accelerated above the std missiles Want to add, Accelerated missiles have more range also but less splash dmg
Seriously? o.O
Missiles in general need tweaking, MORE RANGE! |
Scheneighnay McBob
Bojo's School of the Trades
2638
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Posted - 2013.08.03 16:20:00 -
[5] - Quote
Large accelerated actually do that- however the firing pattern makes the accuracy pointless, unless you choose to scatter your missiles (just fire while turning the turret) |
Azura Sakura
Militaires-Sans-Frontieres
414
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Posted - 2013.08.03 16:20:00 -
[6] - Quote
Jason Pearson wrote:Azura Sakura wrote:Takahiro Kashuken wrote:lolmissiles
But why are they not like the small missile turrets and actually are different from each other
Cycled, fires more missiles but each missile is weaker in spalsh and direct damage
Accelerated, fire faster more accurate missiles
The difference isnt ther unlike with small missile turrets
All that changes is the damage and splash radius but they fire exactly the same, so really ther is no reason to use the accelerated above the std missiles Want to add, Accelerated missiles have more range also but less splash dmg Seriously? o.O Missiles in general need tweaking, MORE RANGE! Yeah I believe so unless it has been changed., forgot to mention I'm talking about small variants idk if the larger 1s are different. But they also have a blaster variant. Has farther range, better zoom but it is less dmg. |
Funkmaster Whale
0uter.Heaven EoN.
160
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Posted - 2013.08.03 16:33:00 -
[7] - Quote
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. |
Takahiro Kashuken
Red Star. EoN.
793
|
Posted - 2013.08.03 16:36:00 -
[8] - Quote
Only reason im on about the large missiles is because i just recently skilled into them while i was looking for a cheap alternative fit
The missiles themseves seem powerful against large targets such as tanks and installations against infantry its a different story and they can bounce around while i fire at them, splash does nothing and if you get a direct hit then you got lucky but all large varients are basically the same, same ROF just a tweek in damage stats but compared to the small missiles they are vary varied in how they act |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
257
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Posted - 2013.08.03 16:36:00 -
[9] - Quote
I hope for a lock on large and small missile turret variants when more meta lv DS arrive or when LAAs arrive. |
ladwar
Dead Six Initiative Lokun Listamenn
1041
|
Posted - 2013.08.03 20:01:00 -
[10] - 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. |
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Killar-12
Molon Labe. League of Infamy
416
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Posted - 2013.08.03 20:05:00 -
[11] - Quote
How about Cycled missles shoot 12 weaker missles instead of 4? |
Rynoceros
Rise Of Old Dudes
457
|
Posted - 2013.08.03 20:13:00 -
[12] - Quote
While we're in the neighborhood, please buff Turret Shields/Armor to at least Supply Depot levels. |
Killar-12
Molon Labe. League of Infamy
416
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Posted - 2013.08.03 20:15:00 -
[13] - Quote
Rynoceros wrote:While we're in the neighborhood, please buff Turret Shields/Armor to at least Supply Depot levels. No, hell, no! |
EnglishSnake
Zumari Force Projection Caldari State
1452
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Posted - 2013.08.04 12:51:00 -
[14] - Quote
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 |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 13:27:00 -
[15] - 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. |
Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 13:39:00 -
[16] - Quote
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 |
Harpyja
DUST University Ivy League
444
|
Posted - 2013.08.04 13:47:00 -
[17] - Quote
I support this but I encourage you to take a look at my thread here as well. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 13:48:00 -
[18] - 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. |
Takahiro Kashuken
Red Star. EoN.
800
|
Posted - 2013.08.04 13:58:00 -
[19] - Quote
ladwar wrote: 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. please read my whole post before you response, this plague needs to stop.
Its why i cant say its on par
The error alone with missiles is what makes it weak plus the range
Thats ideal conditions but missiles are alot more error prone than the rail |
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