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Snyderm
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Posted - 2010.05.03 20:43:00 -
[1]
I wanted to find out what modules would be best for hitting a medium sized ship (hac) with my gardes.
So what I did was I found the actual formula that determines whether ships hit or miss, and ran the calculations with 2 sentry drone omnidirectional trackers VS 2 target painter modules.
Surprisingly, the two target painters hit more frequently than the two omnitrackers, vs a 173 sig radius ship at 30k distance. Which is not what I would have figured.
Has anyone actually done the math on this? What did you find? I don't see where I could have made a mistake.
Because Gallante are the Washington Generals of EVE. |
Seriously Bored
Minmatar
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Posted - 2010.05.03 21:02:00 -
[2]
It makes sense from the perspective that ODTLs increase tracking of your sentries by 20%, while a properly skilled Target Painter increases a target's sig by 37.5%.
Increased sig and increased tracking are roughly equivalent when it comes to chance to hit, so it makes sense the greater value would give you the better chance.
ODTLs have the additional effect of increasing your optimal as well, so if a target would have fallen outside your optimal beforehand, that also increases your chance to hit in some circumstances. ODTLs also affect every shot, while TPs need to be activated on your target and have a cooldown time.
Up to you to weight the pros and cons.
Unless you're shooting at distant targets and need optimal, I can see TPs being more useful in PVP for your specific example.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.03 21:21:00 -
[3]
Plus TPs assist everyone in your gang, so I would say unless you must have the optimal range as well TPs are overall a significantly better choice.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Footoo Rama
Gallente Caldari Illuminati
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Posted - 2010.05.03 22:15:00 -
[4]
Sentries generally are used against BC and larger hulls, in the instances that they are used on Frigs they really do not make a difference since they are one shot kills anyway at range, where the tracking is a better stat.
Large sig radius on BC and BS hulls is pretty pointless, as it does not increase dmg against larger hulls. Sig radius while affecting targeting primarily affects dmg with sentries, and one shotting frigs at distance pretty much means that you do not need more dmg against smaller hulls.
I do have a fleet Ishtar that uses 2x omni and a TP to help the gang out a bit. Or if you are on the edge of a fit and are flying in a fleet the 2nd omni can be a tp if you are short 15 cpu...
Although there is a chance that years of common knowledge is wrong... ------- "Because the Dominix is the Chuck Norris of Eve!" |
Qwert0
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Posted - 2010.05.04 00:45:00 -
[5]
Also remember that TP's have an optimal of only 45km, after that they have a chance to not apply any bonus at all as they go deeper into falloff.
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Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2010.05.04 07:30:00 -
[6]
Originally by: Qwert0 Also remember that TP's have an optimal of only 45km, after that they have a chance to not apply any bonus at all as they go deeper into falloff.
Tbh sentries don't have much of an issue hitting stuff 45km away, and, as I understand it TP falloff works a bit like turret fallof in a TP way, always hits but the effect diminishes over range.
Hitting cruisers that orbit at 10-20km with sentries is tricky, even with an omni. I generally take care of them at longer range and let the sentries clean up the large ships last.. All the above is prolly crap Drone Guide
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NoNah
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Posted - 2010.05.04 08:25:00 -
[7]
Originally by: Keitaro Baka
Originally by: Qwert0 Also remember that TP's have an optimal of only 45km, after that they have a chance to not apply any bonus at all as they go deeper into falloff.
Tbh sentries don't have much of an issue hitting stuff 45km away, and, as I understand it TP falloff works a bit like turret fallof in a TP way, always hits but the effect diminishes over range.
Hitting cruisers that orbit at 10-20km with sentries is tricky, even with an omni. I generally take care of them at longer range and let the sentries clean up the large ships last..
Afraid not, all ewar works the same in falloff, as in it's hit or miss. The quality aspect is only for turrets.
As for op, mind you they're not mutually exclusive - but stacking penalized. Bringing 4 target painters in a GANG is generally plenty(per active target), however with omnilinks you'll want to bring a few per ship.
The same applies to tracking computers/target painters for normal turrets. Target painters are more effective as such, but after your first few there's no point in having any more for the entire gang. For solo there's a whole different aspect to it, caused by the same thing. Target painters are projected meaning you won't be able to keep the effect on constantly while switching targets. Most of the time this more than makes up for the difference in effectiveness, which as mentioned above only shows while the target is within optimal in the first place. Parrots, commence!
Postcount: 223924
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Tippia
Sunshine and Lollipops
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Posted - 2010.05.04 08:57:00 -
[8]
Personally, I use both: an Omni to get more out of my drones, and a TP to get even more out of them and also to help my guns track better û it's that double-whammy that's really nice with the fit I'm using. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Dr Fighter
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Posted - 2010.05.04 08:58:00 -
[9]
Originally by: NoNah
Afraid not, all ewar works the same in falloff, as in it's hit or miss. The quality aspect is only for turrets.
hmm
i was under the impression that fall off did work for EWAR like it does for guns, the deeper into fall off the less chance you will hit but also if you do it hit it will be for reduced damage/effect.
TP opt + falloff = minus 50% effectivness on a successful hit.
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Malcanis
Vanishing Point. The Initiative.
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Posted - 2010.05.04 09:31:00 -
[10]
Originally by: Dr Fighter
Originally by: NoNah
Afraid not, all ewar works the same in falloff, as in it's hit or miss. The quality aspect is only for turrets.
hmm
i was under the impression that fall off did work for EWAR like it does for guns, the deeper into fall off the less chance you will hit but also if you do it hit it will be for reduced damage/effect.
TP opt + falloff = minus 50% effectivness on a successful hit.
Nope. They work at full power, but with a chance to "miss".
Note that I find TPs pretty reliable out to lock range in my CNR. They very rarely "miss" even at 90Km.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2010.05.04 10:47:00 -
[11]
Originally by: Qwert0 Also remember that TP's have an optimal of only 45km, after that they have a chance to not apply any bonus at all as they go deeper into falloff.
With skills at IV, a PWNAGE has optimal 42 km and falloff 84 km. This means an 80% chance to work at 90 km range. Range really isn't a problem with painters.
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Ohhh Matron
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Posted - 2010.05.04 15:13:00 -
[12]
Originally by: Malcanis
Originally by: Dr Fighter
Originally by: NoNah
Afraid not, all ewar works the same in falloff, as in it's hit or miss. The quality aspect is only for turrets.
hmm
i was under the impression that fall off did work for EWAR like it does for guns, the deeper into fall off the less chance you will hit but also if you do it hit it will be for reduced damage/effect.
TP opt + falloff = minus 50% effectivness on a successful hit.
Nope. They work at full power, but with a chance to "miss".
Note that I find TPs pretty reliable out to lock range in my CNR. They very rarely "miss" even at 90Km.
Yeah I find a TP handy for drawing in rats that are 90km+ away. Never fails to get their attention.
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Homo Erectus
Evolution IT Alliance
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Posted - 2010.05.04 15:45:00 -
[13]
wups
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