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Jack Apples
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Posted - 2005.05.11 05:37:00 -
[1]
I don't quite understand how range works in this game. I've heard people say that guns have a minimum range as well as a maximum range, but I don't know how to calculate it. Let's say we have a gun with a 20km optimal range and a 15km falloff. So at 20km the guns would be very accurate, and the further you move away above 20km the guns become less and less accurate, all the way up to 35km (20+15) where above that the guns won't hit anything. So 35km is the maximum range. Well how do you calculate the minimum? Would this gun be accurate at, say, 10km? 5? 3000m? Or maybe the falloff works both ways, such that the gun becomes completely inaccurate above 35km (20+15) and below 5km (20-15)?
Also, I don't really understand tracking speed/accuracy either. I understand that a higher tracking speed allows you to be accurate while shooting faster-moving ships, but how does range play into the calculations? So I only know of 3 factors that determine accuracy: targeting gun's optimal and falloff ranges, targeting gun's tracking speed, and targeted ship's speed. Are there any others? Does the speed of the targeting ship or the size of the targeted ship factor in somehow?
I know this a lot of questions that have probably been answered before but the forum doesn't have a search feature and I don't have time to browse through a bunch of pages. --- yub yub |

F'nog
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Posted - 2005.05.11 06:17:00 -
[2]
Tracking is the determiner for minimum range. There are 2pi rads in a circle, and tracking is measured in rads/sec. So if you multiply a range by the tracking number, that will give the m/s the guns can track at that range. If the ship you are firing on is travelling at less than that value, you'll have an easier time hitting it. Also, the signature radius of the target will effect the chances of hitting.
Thus the minimum range of a gun depends on too many variables to give a definite answer. It all depends on the situation. The minimum range could be 0m or greater than the optimal range, depending on what the target is doing.
Sorry this probably isn't the answer you want, but it's all the game mechanics allow.
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MutationZ
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Posted - 2005.05.11 06:19:00 -
[3]
Linkage courtesy of Joshua Calvert on how to search the forums
http://oldforums.eveonline.com/?a=topic&threadID=90036 Linkage
You are on the right track with your optimal and fall off.
I started writing something on tracking speed and signature radius but I realised I'll make a crap teacher.
There was a quite excellent post on this some time ago, I'll let you use the search funtion to find it
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Golgrath
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Posted - 2005.05.11 07:19:00 -
[4]
http://www.ittensohn.ch/eve/eve-tracking.html
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Ak Gara
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Posted - 2005.05.11 08:20:00 -
[5]
Just to note, you can still kill people using Optimal + Falloff.
24 km optimal + 60% range from ammo + 12 km falloff = around 50km railgun sniper fun action.
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Grosvenor Corama
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Posted - 2005.05.11 08:38:00 -
[6]
Quick note: Optimal+falloff=50% hit chance, so you can hit beyond falloff, it's just a lot less likely. Within optimal, range doesn't play a roll on it's own, but only tracking does ( and this is affected by range ) but this has been explained alread in this thread, so I won't do it again.
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