The approximation is due to eve running at 1 second intervals while missile flight time may not be a whole number. Also the missiles start at slower speed as the missile accelerates. Eve uses 1 second ticks. If the missile flight time is not an integer then the missile will fly for the integer number of seconds shown and has a chance to fly one more second.
For example a missile with a flight time of 7. The second exception is a result of the fact that missile ranges are calculated from center of the ship while ranges on overview are calculated from "edge" of the ship. To counter this large ships get small bonus to missile flight time. This information, as modified by your skills and equipment bonuses, along with the missile's dps and type of damage, is shown when you move your mouse over the icon for a missile launcher while in space.
Although the terms "range" and "distance" are often used interchangeably, technically, the range answers the question of whether the missile can reach its target: is it "in" or "out" of range? If the target is stationary, then the maximum distance will be the missile's range.
Normally, however, the target is moving, and the range depends on this motion. If the target is moving directly away from the missile, then it will take the missile longer to reach the target than it would a stationary one. In fact, if the target is moving fast enough, the missile may not be able to reach it at all - in this case, the target would be considered "out of range.
If the target is moving directly at the missile, then the missile will reach it much faster than it would reach a stationary target. In this case, the target may be "in range" even when it seems too far away to hit. In most cases, however, the target will be moving in a curve with regard to the missile ship - possibly in an orbit, possibly curving towards or away from the launch.
It is hard to specify the range, exactly, in these cases, but as always, the missile will head directly for the target, and it will continue as long as it has fuel. Its path is likely to be some sort of a spiral. There is no way to control the path of a missile once it has been launched.
It will point itself at its target and follow the target until it hits or runs out of fuel. Jump to: navigation , search. For details about using missile launchers, as well as other missile stats, see Missiles. For information about damage as it is received by a target ship, see Tanking. Small, fast ships often take less damage. It is NOT the speed of the missile that matters; but the speed and size of the explosion. The required speed is therefore The damage is determined by 1, the lowest of the three factors and the missile does full damage.
The required speed stays the same. Required speed is therefore changed to At times this produces considerable departures from the computed range. Categories : Weapons Game mechanics. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 27 August , at Sponsored Links. ECM tank: Electronic warfare and tanking may seem worlds apart but using ECM jammers a pilot has a chance to avoid damage entirely. ECM jammers have a percentage chance of causing the enemy to lose their target lock and be unable to acquire a new target lock for 20 seconds.
ECM specialist ships like the Falcon routinely use their jammers as a defence against tackling frigates and enemy snipers that would threaten their ship. ECM also works against NPCs but isn't really viable as you tend to get large numbers of enemies each individually dealing small amounts of damage.
To jam enough NPCs to make a difference would require more jammers than a ship can fit. Speed tank: Everyone has heard of speed tanking in some form or another. It was the primary drive behind the nano craze and the reason that speed was rebalanced.
Simply put, speed tanking involves orbiting an enemy so fast that their guns can't track you and will never hit. Enemy missiles are also reduced in damage by your speed, allowing a fast ship to resist turrets and launchers alike. Increased speed is primarily achieved through the use of a good afterburner or microwarpdrive and hull upgrades like the "Nanofibre Internal Structure I" or "Overdrive Injector System I". For those Metroid Dread fans that may be struggling to collect this Tank, assistance can be found in what follows.
From this room, fans should start running to the left and immediately activate Speed Booster in Metroid Dread.
When they reach the end of their runway, players should perform two jumps to the left, wall jump off of the small overhang on the left-side of the room, and run back toward the door that they just passed through.
Fans should then perform another wall jump off of the wall that is just above the aforementioned door. They should then immediately slide to pass over the Pitfall blocks and through the narrow tunnel, pressing L2 and down on the left joystick upon exiting the tunnel to store the Speed Booster energy.
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