If I were in Chris's shoes at this point i would say
"Please bear with me, I'll ask and get back to you"
Then I'd Ask permission,
Check any internal documentation,
Check with engineers while minimizing any distraction from their other jobs.
And then come back to comment.
Either way, Thank you Chris for engaging in this thread.
justcallme A S H, on 18 January 2019 - 11:16 PM, said:
The core issue as I see it though as the in-game tooltip says the number it says. Yet in the backrground it looks to be 1.6x faster. That changes things as it is misleading.
Then suddenly 10% velocity from skill tree for instance. On 220m/s isn't a lot. On 350m/s then that's really head into a different argument, especially say over 500m. Talking a difference of 165m/s - almost the base value of LRMs!
I mean people are basing game play and calculations on the numbers provided and 165m/s is a whopping difference. If the numbers are different in the back end to the front end - then that absolutely needs addressing.
Thanks for the replies either way Chris. We aren't meaning to give you a hard time - more so get to the bottom of it all, and we all just passionate peeps!
I'm curious as to what point in the equation the Velocity nodes get applied. And does it even make a difference to the final result? Its been a long time since i did math's properly but it looks like it works out the same either way.
Hence whether its applied to V Actual or V Stats the in game result is still the same % reduction on missile time to target.