actually you only need 1 Small Rocket Fuel Cache Partition II + Zainou 'Deadeye' Missile Bombardment MB-703 + 1 Antipharmakon Toxot to hit a flight time of 2s flat on the garmur. Drugging up a bit and using a 24M isk hardwiring implant may change the comparison if you only have to drop one of the hull rigs.
Thanks for the explanation about the missile flight time, I had no idea. It sounds like a the type of thing CCP really ought to just fix, or at least explain as a type of 'missile falloff'.
Because server ticks are every second similar effects occur on every module with time related stats (effects very, but the rounding always happens). With most things it carries on to the next tick, but with missiles it depends on when they took flight (fire rate) as to when the final tick ends their flight time (flight time compared to server tick). They really couldn't fix this without relying on client-side or reducing tick time.
Ah I didn't know the actual cause of it. In this case it is exacerbated by the short rocket flight time exacerbated by the Garmur's specific bonus. You could argue its an interesting mechanic, but without being mentioned specifically it is unintuative. A simple could fix it by ensuring that the flight time can only be an integer, and then adjust the speeds to make appropriate tweaks to distance. Then the distance shown by hovering over the module is in fact accurate, without needing to complicate the current system further by introducing 'missile falloff.'
Yeah, I'm with ya. I like the idea that missiles "feel different" because of flight time vs falloff, it makes them more unique (otherwise they'd just be end of cycle hitting artillery?). It does lead to the strange situations like this (especially with the bonuses as you mentioned) though that make them harder to understand. I don't know that forcing whole numbers would really help though given that pretty much everything in eve generally adds a bonus by percentage, non-zero values regularly occur. Knowing this server tick info should help you in the future though! e.g. that things like getting an align time of 2.5 vs 2.99 (both are rounded to 3 secs) are useless might allow for a little more versatility in those fits.
It would be great if they could update rockets to be checked every 0.1s instead of every 1s, that would increase consistency a lot, but would also pressure the server a lot more in big fights.
actually you only need 1 Small Rocket Fuel Cache Partition II + Zainou 'Deadeye' Missile Bombardment MB-703 + 1 Antipharmakon Toxot to hit a flight time of 2s flat on the garmur.
Drugging up a bit and using a 24M isk hardwiring implant may change the comparison if you only have to drop one of the hull rigs.
Thanks for the info. If you're going to make the fit a little more expensive that's great to know.
We need this channel to make a come back!
Thanks for the explanation about the missile flight time, I had no idea. It sounds like a the type of thing CCP really ought to just fix, or at least explain as a type of 'missile falloff'.
Because server ticks are every second similar effects occur on every module with time related stats (effects very, but the rounding always happens). With most things it carries on to the next tick, but with missiles it depends on when they took flight (fire rate) as to when the final tick ends their flight time (flight time compared to server tick). They really couldn't fix this without relying on client-side or reducing tick time.
Ah I didn't know the actual cause of it. In this case it is exacerbated by the short rocket flight time exacerbated by the Garmur's specific bonus. You could argue its an interesting mechanic, but without being mentioned specifically it is unintuative.
A simple could fix it by ensuring that the flight time can only be an integer, and then adjust the speeds to make appropriate tweaks to distance. Then the distance shown by hovering over the module is in fact accurate, without needing to complicate the current system further by introducing 'missile falloff.'
Yeah, I'm with ya. I like the idea that missiles "feel different" because of flight time vs falloff, it makes them more unique (otherwise they'd just be end of cycle hitting artillery?). It does lead to the strange situations like this (especially with the bonuses as you mentioned) though that make them harder to understand.
I don't know that forcing whole numbers would really help though given that pretty much everything in eve generally adds a bonus by percentage, non-zero values regularly occur. Knowing this server tick info should help you in the future though! e.g. that things like getting an align time of 2.5 vs 2.99 (both are rounded to 3 secs) are useless might allow for a little more versatility in those fits.
I've use something similar, usually use faction ammo and fly it like the Dual Prop Dram in Low Sec. As you say, great anti LML Garmur.
these are really common in FW LS
Dual Prop be daddy.
When I said I love DP I meant Dual Prop.
Sure you did... Great video as always o7
11:55 cmon pls
Can I get a few examples of ships I could be hunting with this, and which I should avoid?
slicers.
Is this still how missiles work?
ah suitcase i didnt reconize you with youre clothe's on
don't covetors have drones lol? what is ec-300 for 500 bob
Alex*
So i'm really new to this game.. as far as pvp goes... and i just spent 300mill on a garmur set up lol i may need help.
Wtf, that is so dumb...So the rocket range should be modified to a real range on the interface in the fitting.
It would be great if they could update rockets to be checked every 0.1s instead of every 1s, that would increase consistency a lot, but would also pressure the server a lot more in big fights.
That's my fit yo :D
stop....sharing....the...good....fits SUITONIA lol
You stole my fit. Didnt like being killed by me did you?
These fits are really common