OMG! What's next? How to mix your own propellant without dying!? I knew I should've taken more than Intro to Physics in college. And definitely kudos to Mrs. Capt Benzie!
Very good explanation of missiles and how they work, honestly the drawing and more in-depth explanation made me enjoy this video more than your other work :P
i just wanted to say a huge thankyou for your vids i got to play in both the alpha and beta (although wasnt able to make the battle royal at the end of the alpha due to it happening 3am my time) and im now currently all set for release tomorrow 13th thanks to the enjoyment of the game mostly due to the help from your vids im looking forward to playing once again thanks
Great video, I learned this the hard way, now I pause them when it looks like it's a hit left. Most of the time I'm spot on, some times I have to send another volly
Special thanks to the ADMIRAL aka captain benzie wife. so if i use a flare catalyst and a rigor rig it should do better damage aplication than clasic damage and reload rigs dps shown on fiting?>
even more confusing when hes using wrong information.... ive tested first hand, wiki.eveuniversity.org/Missile_mechanics is more accurate in EE than his explanation
o7 Captain! As a big fan of your EE videos, this one is very informative and looks a bit different than others, seems like you’ve actually had a script for it :) I enjoyed it very much, it covers every aspect and makes it very easy to understand all of the core mechanics! Keep up the good work, hoping to see more of those tutorials in future!
Captain Benzie - EVE Echoes This is not a bad thing, dont get me wrong, the new format suits this video very well and I would totally miss your sincere emotions during other videos :)
Excellent video. I’m a bit late to the party in terms of game time. I think I’m on Day5. Loving all the videos to date. Very very helpful. Off to fit out my new Talwar training missile boat for kiting after watching the vids
Will a missile always blow up the moment it hits the border of the signature radius or will it keep going closer towards the ship if it still has fuel? If it's the former it appears that in a handful of situations a slower explosion velocity would actually be better, e.g. a slow ship moving directly towards you, giving the ship time to fully enter the explosion radius.
It always explodes immediately, but it doesn't work like that. These visuals are just ways of imagining and understanding the concepts. The actual mathematical calculation is done immediately.
Hi, very useful videos for beginners, but you should update. Now in launcher description, ther is no "Single hit", and there is "Flight time, and "Reload time".
but its wrong though... and not a single launcher has greater flight time than cycle time, so soloing missiles will NEVER lose dps, only in fleets can you lose missile volleys to lost targets
@@uselessness01 Not all of your missiles have to be launched at the same time. If you activate a missile launcher, and activate a second one at some point during the cycle time of the first launcher, the first missile may destroy the target after the second missile is launched but before the second missile reaches its target.
@@xAJM27 fair play, you may lose a partial volley, but youll never lose an entire volley solo, due to the ROF being longer than Missile Flight Time for any given launcher, and youll never lose more than a single volley even when grouped
Torps and mediums will apply recently against Cruisers and especially Battlecruisers. Rapids are good for hitting smaller and faster, but have lower damage.
@@captainbenzie so the higer the explotion radius, the better agienst biger shops...(in general).? And realy tanx alot for taking the time and answering such an old video ..❤️
@@blank.24 not exactly. Larger missiles do more base damage. The larger the explosion radius, the worse it applies to smaller ships. The slower the explosion velocity, the worse it applies to faster ships. Ergo, small missiles have fast explosion velocity, small explosion radius (so do almost 100% to small fast ships) but not much damage. Large missiles have very high damage, but their slow explosion velocity and large explosion radius means they won't do much to smaller, faster ships
I noticed medium rapid launchers and medium launchers mentioned capacity, and there's a "reload time" on top of the activation time. How does the reload time and capacity work? Are they introducing ammo?
Dear sir, it took me a day to figure this out. Ship's signature IS ship's hitbox, when it comes to explosives. So "explosion might not even reach your ship, if moving away" is a huge mislead. According to eve university, missile damage formula is the following: missile damage multipler = min(1, sr/er, sr/er * ev/tv) er = explosive radius sr = sig radius ev = explosive velocity tv = target velocity So, ship's direction is not a thing, when calculating damage. Ship can -possibly- outrun rockets, while moving away, depending on initial distance and velocity difference, or outrun certain types at certain orbits and certain minimums of speed, due to those missiles curved trajectory. Like one can potentially catch long range mediums, but take little damage, due to high velocity/small signature versus their low ev and high er and outrun medium rapids, due to their relatively low speed and flight time. Thank you.
@@captainbenzie but its wrong though... tested first hand and basically NONE of the initial concepts were right. the latter half of back-loaded dps still applies, but chances are low that your missiles will be in flight by the time cycle timers cycle, as flight time are all seemingly LOWER than cycle timers. this is only a valid detriment when in fleet combat, and someone guns or another players volley of missiles hit whilst yours are in flight.
this info is wrong though... missiles dont explode 'at sig radius' at all, they just compare explosion velocity to target velocity and explosion radius to target radius upon impact, no relevance to direction of travel, some !MATH! later, either they do full damage to slower and larger targets, or fractions of damage to faster/smaller targets
diagrams were wrong though... direction of travel is irrelevant to damage, only speed and sig radius vs explosion velocity and explosion radius. stationary vs running away vs approaching target at sub-explosion velocity speed result in identical damage profiles
Hello how are you? I have a problem why the game is not supported on my Snapdragon 439.2GB and 16GB Galaxy a01. 10 hours ago it was Everything worked but right now it no longer supports the game why?
youve got a mistaken mechanic in there somewhere, tested first hand, direction of travel is irrelevant to damage as long as speed is under explosion velocity. missiles dont explode "at sig radius" and factor direction. they only factor Explosion Velocity vs ABSOLUTE speed(actual velocity target is moving at), and Explosion Radius vs Signature Radius(your ships sig rad is shown in targeting sub menu of fitting window). carac trainer with 1x MK5 Medium missile(31.17 dps,115 exp rad, 81m/s exp vel) vs stationary velator(36 sig rad) dealt 80/79/79/79/79/80/79/(missed)/79/79/81/ , average damage output of 79.2/12s cycle time, resulting in roughly 6.6dps, 21% of advertised dps, sig radius vs explosion radius should show 31% reduction, factor in resists for the rest of the loss of damage. aligning away, approaching and orbiting at 80m/s also consistently resulted in 79.2 average damage per single missile volley every 12s, direction of travel is absolutely irrelevant to missile damage, only current velocity and sig radius vs exp velocity and exp radius
Hiya Captain! Love your vids. incredibly useful and informative. The vids you mention at the need of this one... I can't seem to find them! Could you point me in the right direction? Also, do we need an invite to your Discord?
webfier slows down the speed velocity of the targeted ship's reduce the need of two factor frag authentication sounds like spiderman someone says about good old days during Bale also McGuire hhmmnnn.... interesting
you could rename this video to why missiles are junk the damage loss is nuts from explosion radius and velocity i mean even if the target is stationary the 2 circles overlapping wont even hit 50% damage assuming it goes from the center of your explosion on their outside of their signiture radius
I wish the other videos you mentioned were in the description instead of me needing to search for it
OMG! What's next? How to mix your own propellant without dying!? I knew I should've taken more than Intro to Physics in college. And definitely kudos to Mrs. Capt Benzie!
Very good explanation of missiles and how they work, honestly the drawing and more in-depth explanation made me enjoy this video more than your other work :P
but hes wrong though... concept makes sense in reality, but thats NOT how the mechanics work in either EO or EE....
Thank you, Captain's wife! Great diagrams! o7
i just wanted to say a huge thankyou for your vids i got to play in both the alpha and beta (although wasnt able to make the battle royal at the end of the alpha due to it happening 3am my time) and im now currently all set for release tomorrow 13th thanks to the enjoyment of the game mostly due to the help from your vids im looking forward to playing once again thanks
@@captainbenzie Thanks o7
Great video, I learned this the hard way, now I pause them when it looks like it's a hit left. Most of the time I'm spot on, some times I have to send another volly
Special thanks to the ADMIRAL aka captain benzie wife.
so if i use a flare catalyst and a rigor rig it should do better damage aplication than clasic damage and reload rigs dps shown on fiting?>
7:26
me: damn, this is quite confusing.
cap: now this is where it gets slightly more confusing
me: *w h a t*
even more confusing when hes using wrong information.... ive tested first hand, wiki.eveuniversity.org/Missile_mechanics is more accurate in EE than his explanation
Thank you, very helpful. I’m going to try missiles for the first time tomorrow.
Thanks for this, cant believe this game is about to come out
o7 Captain! As a big fan of your EE videos, this one is very informative and looks a bit different than others, seems like you’ve actually had a script for it :) I enjoyed it very much, it covers every aspect and makes it very easy to understand all of the core mechanics! Keep up the good work, hoping to see more of those tutorials in future!
Captain Benzie - EVE Echoes This is not a bad thing, dont get me wrong, the new format suits this video very well and I would totally miss your sincere emotions during other videos :)
Excellent video. I’m a bit late to the party in terms of game time. I think I’m on Day5. Loving all the videos to date. Very very helpful. Off to fit out my new Talwar training missile boat for kiting after watching the vids
Whats ur editing software?
Will a missile always blow up the moment it hits the border of the signature radius or will it keep going closer towards the ship if it still has fuel? If it's the former it appears that in a handful of situations a slower explosion velocity would actually be better, e.g. a slow ship moving directly towards you, giving the ship time to fully enter the explosion radius.
It always explodes immediately, but it doesn't work like that. These visuals are just ways of imagining and understanding the concepts. The actual mathematical calculation is done immediately.
@@captainbenzie Roger thanks for the reply :)
Hi, very useful videos for beginners, but you should update. Now in launcher description, ther is no "Single hit", and there is "Flight time, and "Reload time".
Excellent video, well done mate. Turrets soon?
What is the farthest missiles on a Battleship can fly? And what do I need (skills, nanocore, etc.) to get it to that point? Thank you in advance.
Excellent video. Dare I say your best yet. Thank you!
but its wrong though... and not a single launcher has greater flight time than cycle time, so soloing missiles will NEVER lose dps, only in fleets can you lose missile volleys to lost targets
@@uselessness01 Not all of your missiles have to be launched at the same time. If you activate a missile launcher, and activate a second one at some point during the cycle time of the first launcher, the first missile may destroy the target after the second missile is launched but before the second missile reaches its target.
@@xAJM27 fair play, you may lose a partial volley, but youll never lose an entire volley solo, due to the ROF being longer than Missile Flight Time for any given launcher, and youll never lose more than a single volley even when grouped
Where's the missile progression video mate? Love your work BTW, going to jump on your discord soon
9:15 so rapid medium missiles are better agienst cruisers and battle cruisers? Or is it the torps and launchers
Torps and mediums will apply recently against Cruisers and especially Battlecruisers. Rapids are good for hitting smaller and faster, but have lower damage.
@@captainbenzie so the higer the explotion radius, the better agienst biger shops...(in general).? And realy tanx alot for taking the time and answering such an old video ..❤️
@@blank.24 not exactly. Larger missiles do more base damage.
The larger the explosion radius, the worse it applies to smaller ships. The slower the explosion velocity, the worse it applies to faster ships.
Ergo, small missiles have fast explosion velocity, small explosion radius (so do almost 100% to small fast ships) but not much damage.
Large missiles have very high damage, but their slow explosion velocity and large explosion radius means they won't do much to smaller, faster ships
@@captainbenzie kk awsome tanx alot..
So how to you combine the missile weapons icon at 11:00 ish on that frig i would love to have that on my cruiser on the bottom right
I noticed medium rapid launchers and medium launchers mentioned capacity, and there's a "reload time" on top of the activation time.
How does the reload time and capacity work? Are they introducing ammo?
Dear sir, it took me a day to figure this out.
Ship's signature IS ship's hitbox, when it comes to explosives. So "explosion might not even reach your ship, if moving away" is a huge mislead.
According to eve university, missile damage formula is the following:
missile damage multipler = min(1, sr/er, sr/er * ev/tv)
er = explosive radius
sr = sig radius
ev = explosive velocity
tv = target velocity
So, ship's direction is not a thing, when calculating damage.
Ship can -possibly- outrun rockets, while moving away, depending on initial distance and velocity difference, or outrun certain types at certain orbits and certain minimums of speed, due to those missiles curved trajectory.
Like one can potentially catch long range mediums, but take little damage, due to high velocity/small signature versus their low ev and high er and outrun medium rapids, due to their relatively low speed and flight time.
Thank you.
Wow this is the best of the best video captain!
@@captainbenzie but its wrong though... tested first hand and basically NONE of the initial concepts were right. the latter half of back-loaded dps still applies, but chances are low that your missiles will be in flight by the time cycle timers cycle, as flight time are all seemingly LOWER than cycle timers. this is only a valid detriment when in fleet combat, and someone guns or another players volley of missiles hit whilst yours are in flight.
Great information.
thanks for the explanation dude o7 !
I needed this info thank you
this info is wrong though... missiles dont explode 'at sig radius' at all, they just compare explosion velocity to target velocity and explosion radius to target radius upon impact, no relevance to direction of travel, some !MATH! later, either they do full damage to slower and larger targets, or fractions of damage to faster/smaller targets
you mentioned a missile skill progression guide? i dont see a link to it anywhere
I like the new skipper’s cap.
Very well explained. The diagrams helped a lot.
diagrams were wrong though... direction of travel is irrelevant to damage, only speed and sig radius vs explosion velocity and explosion radius. stationary vs running away vs approaching target at sub-explosion velocity speed result in identical damage profiles
Solution for overkill is shoot the launchers separately with equal time between each
@@captainbenzie Better said, solution to REDUCE overkill. ;)
Should we mix different range of missiles or just use same range?
@@captainbenzie Do you have tutorial about skill prioritizing
how do you get that single hit damage stat? It doesn't show on my list?
Hello how are you? I have a problem why the game is not supported on my Snapdragon 439.2GB and 16GB Galaxy a01.
10 hours ago it was Everything worked but right now it no longer supports the game why?
Hey Cpt.... Are you in Zimbabwe?.. I'm a brother from S.A. Would like to join your Corp.
Did they remove the “heavy” missle launchers? Those had amazing range but slow reload times
I don't know the stats for heavy, but they may have been renamed "large" in EE.
Thanks sir!
Can you make a video on what is it like living in Zimbabwe?
I just got a notification saying you just uploaded this yet it says 4 days ago lol RUclips is a mess man
@@captainbenzie Oh I'm all over it Bro-ski lol soakin up knowledge like water to a dry sponge 🤣
Awesome video.
Nice explanation.
its wrong though... so BAD explanation....
youve got a mistaken mechanic in there somewhere, tested first hand, direction of travel is irrelevant to damage as long as speed is under explosion velocity. missiles dont explode "at sig radius" and factor direction. they only factor Explosion Velocity vs ABSOLUTE speed(actual velocity target is moving at), and Explosion Radius vs Signature Radius(your ships sig rad is shown in targeting sub menu of fitting window). carac trainer with 1x MK5 Medium missile(31.17 dps,115 exp rad, 81m/s exp vel) vs stationary velator(36 sig rad) dealt 80/79/79/79/79/80/79/(missed)/79/79/81/
, average damage output of 79.2/12s cycle time, resulting in roughly 6.6dps, 21% of advertised dps, sig radius vs explosion radius should show 31% reduction, factor in resists for the rest of the loss of damage. aligning away, approaching and orbiting at 80m/s also consistently resulted in 79.2 average damage per single missile volley every 12s, direction of travel is absolutely irrelevant to missile damage, only current velocity and sig radius vs exp velocity and exp radius
sig rad < recovery [recuperate] speed
Hey cap, many thanks for this video. Ive been on the fence with if i go into missles or drones. Any chance drones be next? 🙏
Hiya Captain! Love your vids. incredibly useful and informative. The vids you mention at the need of this one... I can't seem to find them! Could you point me in the right direction? Also, do we need an invite to your Discord?
Ok, nm on the Discord. Figured it out.
Hi captain just to let you know that liyang is now bad because his drone cant move once deployed so yeah and its like aug13 12:14 am philippine time
How do i get 40km range? I'm using mk5 med but only 27km range
@@captainbenzie thank you
webfier slows down the speed velocity of the targeted ship's reduce the need of two factor frag authentication
sounds like spiderman
someone says about good old days during Bale also McGuire
hhmmnnn.... interesting
t7 anomalies on a kestrel? which vid was that?
@@captainbenzie i tried only cleared first wave i had to bail
t6 easy peasy nice vid btw
7 hours to go!!!
Why my torpedoes arent dealing damage?
Are there Amarr ships that use missiles?
@@captainbenzie purifier(stealth bomber)
Would a pancake or a saccubas win?
thats not fair, we have limited missile ammo in eve online
@@captainbenzie wait then how can you amplify a seperate damage of a missile launcher in eve echoes?
you could rename this video to why missiles are junk the damage loss is nuts from explosion radius and velocity i mean even if the target is stationary the 2 circles overlapping wont even hit 50% damage assuming it goes from the center of your explosion on their outside of their signiture radius
The over kill is why I started staggering the firing of my launchers.
That's a good idea. But what is your metric for staggering? Do you fire A, wait til half recharged, then fire B, etc?
Thanks Captain. Please take care to not speak so fast. It is difficult to understand and follow your flow for foreigners. But you do great!
Your salute is atrocious lol
batman
Wtf is this? I want to learn about eve online wtf