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Nuthyn
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Posted - 2011.08.14 14:48:00 -
[1]
Hello,
I am fairly new to mission running. I am mostly a mining and doing PI stuff. As such, I have the ISK and the ships (I will be using a Golem eventually, practicing with a Raven for now), but I want to learn a bit more before running Lvl 4 missions (I breeze through Lvl 3s).
I would like to get into mission running and I have a question about target painters.
How far will I be able to hit effectively and whatÆs my maximum distance going to be assuming all Lvl 5 skills and no implants (Frequency Modulation, Long Distance Jamming, Signature Focusing, and Target Painting)?
I would like to apologize and ôNoobness.ö I do not use EFT (CanÆt use it at work). I have tried to do the work myself.
Here is what I have come up withà
Assume I am using a Phased Weapon Navigation Array Generation Extron. Optimal range is 30km. Falloff is 60km.
Applying my skills (Again, assuming they are all level 5), my Optimal would be 37.5 and my Falloff would be 75km.
So, does that mean that I will hit ôReally wellö up to 37.5 km and my maximum range that will receive some type of bonus from my target painter is 75km???
Again, I apologize for my ôNoobness.ö
Thank you for reading my wall of text.
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san kookai
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Posted - 2011.08.14 15:33:00 -
[2]
optimal and falloff of TP only are only applied on TP. you will hit at the same distance but the TP will be more or less efficient according to his proper specs.
at least i understand it like that
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Nuthyn
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Posted - 2011.08.14 16:41:00 -
[3]
SO....
will my targets be "painted" out to 75km?
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.08.14 16:57:00 -
[4]
First, optimal plus falloff on an unbonused hull at max skills on a PWNAGE is 45+90, so check your math on that one.
Second, EWAR always "hits" within optimal (this is only complicated by the fact that ECM then makes a dice role with an independent result). So your target will always be painted within 45. In falloff, the chance to hit is reduced along the same steady decline turrets are (ie, 50% chance to hit at 135, almost zero chance at 225). Since EWAR is not affected by tracking you can safely ignore that part of the turret hit calculation and do just fine anywhere within optimal. (ECM makes falloff complicated because, again, it makes two independent dice rolls in falloff: one to hit and one to jam; TPs have no such issue with just the straight roll to hit in falloff.)
If your painter hits, it will show next to the target icon with a timer. If it doesn't, it won't show up and you'll know you missed.
Make sense?
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Nuthyn
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Posted - 2011.08.14 17:20:00 -
[5]
Got it.
So, if I "Paint" and it works, I can get some bounus up to 90km?
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Zhilia Mann
Tide Way Out Productions
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Posted - 2011.08.14 18:24:00 -
[6]
Originally by: Nuthyn Got it.
So, if I "Paint" and it works, I can get some bounus up to 90km?
You'll always get bonuses up to optimal (45) and fairly reliably get them up to half falloff (90), which slowly declines down to a 50% chance at optimal + falloff (135) and drop precipitously from there. The actual effect doesn't decline, just the chance to hit. |
Nuthyn
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Posted - 2011.08.14 19:35:00 -
[7]
Got it.
So, on a related note...
I will be using a Golem with torpedoes. I get a bonus to Target Painters , so I will be using one.
How far can I effectively use my torpedoes? Again, letÆs assume all Lvl 5 skills for Tech 1 with no implants. I will be using a Caldari Seige Launcher?
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Tau Cabalander
Retirement Retreat
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Posted - 2011.08.14 20:24:00 -
[8]
I have no problems painting out to 100 km or so without any ship bonuses and level 4 skills.
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Nuthyn
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Posted - 2011.08.14 21:04:00 -
[9]
Not with torpedoes????
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Nuthyn
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Posted - 2011.08.14 21:34:00 -
[10]
Thanx for the data about 100km BTW.
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Tau Cabalander
Retirement Retreat
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Posted - 2011.08.15 00:05:00 -
[11]
With a Golem, a ZML1000 velocity implant, T2 cache/thruster rigs, javelins, about 65 km.
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Nuthyn
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Posted - 2011.08.15 02:07:00 -
[12]
Thank you for your response.
My connection is questionable at best. My build will be cap stable and this no rigs for damage/gank.
I am curious, without rigs or implantsà. How far will I be able to use my tech 1 torps???
Thanks again everyone.
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Tau Cabalander
Retirement Retreat
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Posted - 2011.08.15 03:27:00 -
[13]
Originally by: Nuthyn Thank you for your response.
My connection is questionable at best. My build will be cap stable and this no rigs for damage/gank.
I am curious, without rigs or implantsà. How far will I be able to use my tech 1 torps???
Thanks again everyone.
Don't even bother without T2 torps. Seriously.
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Soldarius
Caldari Caldari Provisions
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Posted - 2011.08.15 05:58:00 -
[14]
Torpedo range is short enough that you can safely ignore target painter optimal and falloff ranges. You should concentrate on TP effectiveness skills. That would be target painting and signature focusing I think.
Originally by: Krutoj You dont have a supercapital? buy PLEX trade it for ISK, buy supers. Just like any other mmo you can use your RL to pimp your character out (or tank for that matter).
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