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Malcolm Gyles
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Posted - 2009.12.28 23:12:00 -
[1]
I'm currently playing Amarr and I've found that the lasers with their optimal ranges built into the description make using these weapons fairly easy to do. However, I was curious about the finer details of targeting with both guns and launchers so I looked at Battleclinic's EVE Online Player Guide for more details about that... and was completely overwhelmed by the mathematical equations they used for signature resolution and tracking. This is especially problematic because I have no clue as to how to figure out what range I should get my ship at to be able to hit/hurt an enemy ship for maximum damage with a launcher. So my first question for you vet pilots out there is, how important is it to understand these equations when fighting opponents? Can you just wing it? Or do you really have to have a firm understanding of the math to do well in your fights? My second question is pretty much for anyone. Without getting into too much math (which by now you've probably figured out i'm not too good at) is there an easy rule of thumb to follow to determine at what range you want to begin to fire your launchers at a target?
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Intense Thinker
Minmatar
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Posted - 2009.12.28 23:24:00 -
[2]
It's pretty easy to wing it... with guns just keep the target a little over your optimal range.
With missiles just start shooting when they're in range. you need to do math to figure out the range... flight time * missile speed gives you a good estimation.
Originally by: a51 duke1406 The girls just dont understand that sunday is pvp night, not cuddle on the couch watching tv night.
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Jin Jemai
Tripod Enterprises
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Posted - 2009.12.29 00:16:00 -
[3]
For launchers: multiply the missile max flight time by its velocity to get the optimal range (fire within that range and the missile will always hit), keep in mind that your skills can change this.
For turrets: the optimal range shown when you do a right click > show info on the charge loaded turret will be the range that you ideally want to be under in order to not suffer falloff penalties. But, keep in mind as well that the closer the target is: the harder they are to track.
The math behind it all (transversal, tracking, falloff, signature radius etc..) is just a bunch of gobble**** to me as well, but you get a hang of it after a while.
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Alexeph Stoekai
Stoekai Corp
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Posted - 2009.12.29 01:51:00 -
[4]
Edited by: Alexeph Stoekai on 29/12/2009 01:51:24
Originally by: Jin Jemai keep in mind that your skills can change this.
If you fit and load a launcher and check info on the loaded ammo, I do believe that the bonuses from the ship, implants and skills are automatically applied to the statistics listed. That way you won't have to calculate a pile of stacking percentage boni just to figure out your minimum range. -----
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Comodore John
Gallente KILRATHI INDUSTRIES
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Posted - 2009.12.29 02:06:00 -
[5]
For missiles, don't forget to take off a few KM for acceleration. |

Trini Darkmoor
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Posted - 2009.12.29 06:51:00 -
[6]
If you primarily interested in the optimal range you should familiarize with the use of the Tactical View. If you activate it, moving the mouse over your modules will visualize your current optimal range and falloff. You can estimate the optimal range from the highlighted sphere on the overlay. |

Malcolm Gyles
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Posted - 2009.12.29 19:41:00 -
[7]
My thanks for the handy tips everyone. I'm relieved i don't have to be a rocket scientist to understand piloting and targeting in this game. That would have been a handicap for me to say the least! 
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LHA Tarawa
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Posted - 2009.12.29 20:46:00 -
[8]
Originally by: Malcolm Gyles
My second question is pretty much for anyone. Without getting into too much math (which by now you've probably figured out i'm not too good at) is there an easy rule of thumb to follow to determine at what range you want to begin to fire your launchers at a target?
I go with velocity * flight time * 1.5 for missile projection skill. Sometimes the first launch misses, sometimes not. This is usually close enough. If there are special circumstances, like I'm firing at a fast ship that is heading away from me, I'll give it a little less distance.
The key to missiles AND turrits is understanding the "role" of the weapon.
Some turrets are designed for big and slow targets at range. Some are desinged for small and fast that are close in. If the turret has a low tracking speed, large resolution and long range, it is designed for big and slow targets at range. If it has high tracking speed and small resolution with short range, then it is designed for fast and small targets that are close in.
Ignoring the detailed math, the turrets designed for big and slow targets will miss or score very poor hits on small, fast targets. The turrets designed for small and fast have lower damage so won't hit big and slow targets very hard. The ideal is to have the guns designed to hit what the enemy is flying.
Well, the same applies for missiles. Sure, they always hit, but they get the damage modifiers. Missiles have explosion velocity and explosion radius which corilate to target speed and target size.
Some missiles are designed for hitting small and fast ships. These have a high explosion velocity and small explosion radius. The small and fast ship can't escape most of the damage of the warhead so takes most of the potential damage.
Other missiles are designed for slow and big targets, and as you may guess, they generally have a slow explosion velocity and large explosion radius. These missiles have a much higher damamge modifier like the big turrets, but much of their damamge is diluted against small, fast ships as most of the explosion misses them.
In short, whether using turrets ror launchers, figure out if it is designed for slow and fast, big and slow, or something between, then fit the turret or launcher that matches what you expect to fight.
For example, my combat alt that is in Factional Warfare has 2 huricanes fitted and ready to go. One has autocannons and assault missiles designed for short range against small and fast targets, and the other has artillary and heavy missiles designed for hitting big slow targets at range. If we're facing a cruiser/frigate gang I fly the autocannon fit, and if we're facing a BS/BC gang I'll ship up to the artillary fit.
If we just faught a battle and we see the enemy shipping up to bigger ships, our FC will request we "ship up". I leave in my 'cane and come back in a 'cane. "I thought you were shipping up." "Yeah, I did."
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