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Missile bug? |
Airwolf^ Fleet Admiral
Joined: March 17, 2006 Posts: 16
| Posted: 2012-04-29 08:33  
Hi
ranging from ganglia's to missile dreads etc' ive notice in both dishing out the punishment and receiving it, including friendly fire, that if missiles hit a target below and around 400gu, they do 0 Damage.
Is this intentional?
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-04-29 08:43  
Missiles have a minimum firing distance, which also acts as an arming distance - they will do no damage pp to this point.
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GunsOfHonor Fleet Admiral
Joined: July 31, 2011 Posts: 191
| Posted: 2012-04-29 09:41  
This is nice too know
this is for enemy ship too right
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-29 09:55  
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On 2012-04-29 09:41, Fatal Devil Dog wrote:
This is nice too know
this is for enemy ship too right
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it's for all missiles
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Airwolf^ Fleet Admiral
Joined: March 17, 2006 Posts: 16
| Posted: 2012-04-29 17:16  
Where is a list of minimum firing distance for all the missiles? Different faction different arming distance im assuming.
Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2012-04-29 17:45  
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On 2012-04-29 17:16, Airwolf^ wrote:
Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?
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Presumably to stop the missiles from blowing up the launching ship if they hit something too early. If they're nuclear warheads they can explode without causing a nuclear explosion if they don't trigger in a specific way.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-29 17:58  
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On 2012-04-29 17:16, Airwolf^ wrote:
Where is a list of minimum firing distance for all the missiles? Different faction different arming distance im assuming.
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AR Missile: 300 gu
IT Missile: 210 GU
Harpex Missile: 430 GU
Peregrine Missile: 336 GU
Raptor Missile: 374 GU
Sparrow Missile: 356.5 GU
Linear Drive Missile: 456 GU
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Also why is there a minimum arming distance.... missiles explode and do damage regardless of distance surely?
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Balance
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-30 05:56  
Since the missiles have an activation range, can you please fix the arcs so they shoot straight?
That whole arc thing that they do is the primary cause of their sucking.
I mean... I can't hit a cruiser with an anti-radar missile, but I can hit a scout with a ganglia's shroud missile.
Why?
Because the missiles shoot out perfectly straight, and are in constant contact with the plane that all ships exist on.
Because of this, you can easily judge their distance from the target, and manually detonate them to cause partial damage. [ This Message was edited by: Fluttershy on 2012-04-30 05:58 ]
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Princess Celestia Marshal
Joined: July 03, 2011 Posts: 165 From: The Crystal Empire.
| Posted: 2012-04-30 08:29  
what about shroud and PSI
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-30 10:32  
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On 2012-04-30 05:56, Fluttershy wrote:
Since the missiles have an activation range, can you please fix the arcs so they shoot straight?
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It's less of an activation range and more of a "in flight timer" ... I just took their projectile velocity and multiplied it by the arming time. If you have missiles that shoot straight up or straight down they can hit things a lot closer to you, if they turn correctly.
Theirs currently some kind of bug with missiles intercepting targets properly, we're working on a fix.
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Airwolf^ Fleet Admiral
Joined: March 17, 2006 Posts: 16
| Posted: 2012-04-30 12:47  
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On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI
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2nd that
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-04-30 13:10  
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On 2012-04-30 10:32, Fattierob wrote:
If you have missiles that shoot straight up or straight down they can hit things a lot closer to you, if they turn correctly.
Theirs currently some kind of bug with missiles intercepting targets properly, we're working on a fix.
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So you're giving all missile ships the ballistic arcs that the Missile Frigate had when it was first introduced?
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-30 14:44  
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On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI
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Sorry, Forgot about those. Let me write them all down with what they really are:
AR Missile: 85 GU/s * 1.5sec arm time = 300 gu
IT Missile: 70 GU/s * 3.0sec arm time = 210 GU
Harpex Missile: 70 GU/s * 6.8sec arm time = 430 GU
Peregrine Missile: 120 GU/s * 2.8sec arm time = 336 GU
Raptor Missile: 110 GU/s * 3.4sec arm time = 374 GU
Sparrow Missile: 115 GU/s * 3.1sec arm time = 356.5 GU
Linear Drive Missile: 95 GU/s * 4.8sec arm time = 456 GU
Shrould Missile: 100 GU/s * 2.1sec arm time = 210 GU
PSI Missile: 115 GU/s * 1.75sec arm time = 201.25 GU
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Airwolf^ Fleet Admiral
Joined: March 17, 2006 Posts: 16
| Posted: 2012-04-30 15:05  
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On 2012-04-30 14:44, Fattierob wrote:
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On 2012-04-30 08:29, Pinkie Pie wrote:
what about shroud and PSI
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Sorry, Forgot about those. Let me write them all down with what they really are:
AR Missile: 85 GU/s * 1.5sec arm time = 300 gu
IT Missile: 70 GU/s * 3.0sec arm time = 210 GU
Harpex Missile: 70 GU/s * 6.8sec arm time = 430 GU
Peregrine Missile: 120 GU/s * 2.8sec arm time = 336 GU
Raptor Missile: 110 GU/s * 3.4sec arm time = 374 GU
Sparrow Missile: 115 GU/s * 3.1sec arm time = 356.5 GU
Linear Drive Missile: 95 GU/s * 4.8sec arm time = 456 GU
Shrould Missile: 100 GU/s * 2.1sec arm time = 210 GU
PSI Missile: 115 GU/s * 1.75sec arm time = 201.25 GU
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Thanks for that Fattie
while your at it... please could you put along side them the base damage of each? Say... dread class? if it makes a difference [ This Message was edited by: Airwolf^ on 2012-04-30 15:06 ]
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-05-01 03:28  
You forgot Phoenix.
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