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Shyra Storm
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Posted - 2004.09.19 11:33:00 -
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Shyra Storm
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Posted - 2004.09.19 11:33:00 -
[2]
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Dust Puppy
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Posted - 2004.09.19 11:49:00 -
[3]
Edited by: Dust Puppy on 19/09/2004 11:50:55 Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
Optimal Range and falloff: Says how far away you should be from the target. After optimal range the damage begins to fall according to some curve so that at optimal + falloff you have 50% damage as you had in optimal range. That doesn't mean that it is best to stay at optimal because of tracking it might be better to be a little farther away to get better tracking.
Weapon Signature: Now this makes no sense as you have signature radius on your ship and that basically tells how easy it is to hit your ship. The only reason I see why this is in is if the devs were maybe thinking about people being able to target certain modules of ship.
Hope that cleared something up but I did make a better post about this a week or two ago I just didn't find it. __________ Capacitor research |

Dust Puppy
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Posted - 2004.09.19 11:49:00 -
[4]
Edited by: Dust Puppy on 19/09/2004 11:50:55 Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
Optimal Range and falloff: Says how far away you should be from the target. After optimal range the damage begins to fall according to some curve so that at optimal + falloff you have 50% damage as you had in optimal range. That doesn't mean that it is best to stay at optimal because of tracking it might be better to be a little farther away to get better tracking.
Weapon Signature: Now this makes no sense as you have signature radius on your ship and that basically tells how easy it is to hit your ship. The only reason I see why this is in is if the devs were maybe thinking about people being able to target certain modules of ship.
Hope that cleared something up but I did make a better post about this a week or two ago I just didn't find it. __________ Capacitor research |

SixGun
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Posted - 2004.09.19 11:51:00 -
[5]
not so sure if i can be any help but here are my opinions: Tracking Speed is how fast your guns can swing around to "lead" the target, so when you fire off a round, you're actually NOT shooting at the target itself but rather at a point in space directly in front of its current trajectory so they have a better chance to "meet". Optimal Range is the distance your weapons are most likely dialed in for to achieve the best chance at greater damage and to some extent better chance of criticals. Falloff is the range beyond your weapons effective range to do CONSISTENT damage, you miss more I think. Not sure about the Weapon Signature part, and again these are my opinions on what I think, though I hope a vet will step up to correct me so I too can learn something 
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SixGun
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Posted - 2004.09.19 11:51:00 -
[6]
not so sure if i can be any help but here are my opinions: Tracking Speed is how fast your guns can swing around to "lead" the target, so when you fire off a round, you're actually NOT shooting at the target itself but rather at a point in space directly in front of its current trajectory so they have a better chance to "meet". Optimal Range is the distance your weapons are most likely dialed in for to achieve the best chance at greater damage and to some extent better chance of criticals. Falloff is the range beyond your weapons effective range to do CONSISTENT damage, you miss more I think. Not sure about the Weapon Signature part, and again these are my opinions on what I think, though I hope a vet will step up to correct me so I too can learn something 
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Caldorous
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Posted - 2004.09.19 16:07:00 -
[7]
Edited by: Caldorous on 19/09/2004 16:11:02 Optimal range: The distance that if the shot hits, you deal damage according to the type of shot, if it glances off you deal no damage, if it is light hitted you deal low damage, etc... Can be improved with different ammos, the sharpshooter skill and some modules.
Fall off: is the distance from the optimal range that the accuracy is reduced to a half. Can be improved with the trajectory analisis skill.
Tracking speed: Is the speed that the turrets rotate (or aim) at, if the target is too fast and the turrets cannot aim at it, you deal no damage. You can improve your aiming increasing the tracking speed (with motion prediction) or slowing the target (webfliers) or going away from the target.
Signature resolution: Affects the chance of hitting the target by: signature resolution/signature radius of the target.
If there is any mistake in this text feel free to correct it
Hope this helps  -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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Caldorous
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Posted - 2004.09.19 16:07:00 -
[8]
Edited by: Caldorous on 19/09/2004 16:11:02 Optimal range: The distance that if the shot hits, you deal damage according to the type of shot, if it glances off you deal no damage, if it is light hitted you deal low damage, etc... Can be improved with different ammos, the sharpshooter skill and some modules.
Fall off: is the distance from the optimal range that the accuracy is reduced to a half. Can be improved with the trajectory analisis skill.
Tracking speed: Is the speed that the turrets rotate (or aim) at, if the target is too fast and the turrets cannot aim at it, you deal no damage. You can improve your aiming increasing the tracking speed (with motion prediction) or slowing the target (webfliers) or going away from the target.
Signature resolution: Affects the chance of hitting the target by: signature resolution/signature radius of the target.
If there is any mistake in this text feel free to correct it
Hope this helps  -----------------------------
2005.03.13 01:11:29combatYour 350mm Railgun I perfectly strikes Asteroid (Veldspar), wrecking for 0.0 damage.
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ArcticWolf
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Posted - 2004.09.20 01:50:00 -
[9]
Originally by: Dust Puppy Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
This is wrong, if your trackng a slow moving target, you can be close and youll hit fine. the faster your target is however, the farther out you want to be. example is, i can hit cepters orbiting at 3.5km/s with 1400mms at 110km, but not at 50km
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ArcticWolf
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Posted - 2004.09.20 01:50:00 -
[10]
Originally by: Dust Puppy Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
This is wrong, if your trackng a slow moving target, you can be close and youll hit fine. the faster your target is however, the farther out you want to be. example is, i can hit cepters orbiting at 3.5km/s with 1400mms at 110km, but not at 50km
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Imhotep Khem
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Posted - 2004.09.20 01:57:00 -
[11]
Ignore falloff and optimum for a minute
Your ship: Vigil Signature radius: 44 scan resolution: 455
Your gun: 150mm autocannon I max tracking speed: .2966 rad/s optimal: 900 falloff: 5000 signature resolution: 100
enemy ship Rifter: Signature radius: 35 Scan resolution: 660
If you orbit @ 5000m the max speed you can orbit (the stationary rifter) and still hit is distance to target * max track speed 5000 * .2966 = 1483m/s
if you go faster than that you will not hit the ship. It also has to do with his speed. The speed in question is called 'transversal velocity' in your scanner.
so if you move further away at say 10km then max speed is 1000*.2966 = 2966m/s
mwd will put you @2000m/s so you can not hit using an mwd at 5000m but you might be able to at 10000m.
The above equation was for simplicity, in truth its not 100% accurate. You must consider the signature resolution of your gun and the signature radius of your target. So the REAL tracking is
Real tracking = base tracking * signature radius of ship / signature resolution of gun = .2966 * (35 / 40) = .2595
all small guns sig res of 40, mediums have 125, large have 400. rifter sig radius = 35 Rupture sig radius = 130 Typhoon sig radius = 320
so you can see how large guns have very bad tracking of small ships, even beyond the base when you consider their sig resolution. And you can see why hiting a BS with a small gun is like hitting a barn with a baseball.
Now that you have calculated the max 'transversal velocity' you can track lets consider the distance to target.
anything closer than or equal to optimal is average 2xbase damage over time, iirc. this approaches base damage @ optimal + falloff.
These are just averages over time. there is a situation where tracking wont let you hit till you approach optimal + falloff, but there is still this same underlying math, you just need to slow down a bit.
Finally higher scan resolution of your ship gives you faster targeting And lower signature radius of the enemy ship makes you take longer to target. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.09.20 01:57:00 -
[12]
Ignore falloff and optimum for a minute
Your ship: Vigil Signature radius: 44 scan resolution: 455
Your gun: 150mm autocannon I max tracking speed: .2966 rad/s optimal: 900 falloff: 5000 signature resolution: 100
enemy ship Rifter: Signature radius: 35 Scan resolution: 660
If you orbit @ 5000m the max speed you can orbit (the stationary rifter) and still hit is distance to target * max track speed 5000 * .2966 = 1483m/s
if you go faster than that you will not hit the ship. It also has to do with his speed. The speed in question is called 'transversal velocity' in your scanner.
so if you move further away at say 10km then max speed is 1000*.2966 = 2966m/s
mwd will put you @2000m/s so you can not hit using an mwd at 5000m but you might be able to at 10000m.
The above equation was for simplicity, in truth its not 100% accurate. You must consider the signature resolution of your gun and the signature radius of your target. So the REAL tracking is
Real tracking = base tracking * signature radius of ship / signature resolution of gun = .2966 * (35 / 40) = .2595
all small guns sig res of 40, mediums have 125, large have 400. rifter sig radius = 35 Rupture sig radius = 130 Typhoon sig radius = 320
so you can see how large guns have very bad tracking of small ships, even beyond the base when you consider their sig resolution. And you can see why hiting a BS with a small gun is like hitting a barn with a baseball.
Now that you have calculated the max 'transversal velocity' you can track lets consider the distance to target.
anything closer than or equal to optimal is average 2xbase damage over time, iirc. this approaches base damage @ optimal + falloff.
These are just averages over time. there is a situation where tracking wont let you hit till you approach optimal + falloff, but there is still this same underlying math, you just need to slow down a bit.
Finally higher scan resolution of your ship gives you faster targeting And lower signature radius of the enemy ship makes you take longer to target. ____ If your not dyin' your not tryin'. |

Mongooser
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Posted - 2004.09.20 04:00:00 -
[13]
I was under the immpression that the falloff figure applied to both sides of the optimal range. ie, optimal = 20k falloff = 5k Therefor your range window is between 15k-25k.
Mongooser
Must play EVE while drunk more......
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Mongooser
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Posted - 2004.09.20 04:00:00 -
[14]
I was under the immpression that the falloff figure applied to both sides of the optimal range. ie, optimal = 20k falloff = 5k Therefor your range window is between 15k-25k.
Mongooser
Must play EVE while drunk more......
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Dust Puppy
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Posted - 2004.09.20 08:44:00 -
[15]
Originally by: ArcticWolf
Originally by: Dust Puppy Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
This is wrong, if your trackng a slow moving target, you can be close and youll hit fine. the faster your target is however, the farther out you want to be. example is, i can hit cepters orbiting at 3.5km/s with 1400mms at 110km, but not at 50km
Nope I'm still right. Even if you can hit fine at half your optimal you still hit better at optimal range because you can track better there or at least you don't hit worse.
Oh right don't ever tell me I'm wrong. __________ Capacitor research |

Dust Puppy
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Posted - 2004.09.20 08:44:00 -
[16]
Originally by: ArcticWolf
Originally by: Dust Puppy Tracking speed: Says how fast your speed track objects basically how fast they can follow targets. Basically you want to be as far away as you can tracking a slow moving target.
This is wrong, if your trackng a slow moving target, you can be close and youll hit fine. the faster your target is however, the farther out you want to be. example is, i can hit cepters orbiting at 3.5km/s with 1400mms at 110km, but not at 50km
Nope I'm still right. Even if you can hit fine at half your optimal you still hit better at optimal range because you can track better there or at least you don't hit worse.
Oh right don't ever tell me I'm wrong. __________ Capacitor research |

Imhotep Khem
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Posted - 2004.09.21 03:30:00 -
[17]
tracking and optimal range are not directly related. ____ If your not dyin' your not tryin'. |

Imhotep Khem
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Posted - 2004.09.21 03:30:00 -
[18]
tracking and optimal range are not directly related. ____ If your not dyin' your not tryin'. |
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