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Nuthyn
Redshift Interstellar
0
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Posted - 2011.10.08 15:04:00 -
[1] - Quote
Looking for a little knowledge from you veteransGǪ I have been missioning for some time in regular battleships and I am going to upgrade to a Golem soon. I have my ship build set up (suggested builds are welcome BTW) and I am going to be using a Target Painter (or three). I am curious about the range that I can use a target painter effectively. I have never used one. The module says it has an optimal range of 30km and a falloff of 60km. I think this means that up to 30km it will lock and be most effective. I think it also means I can lock up to 90km total (Optimal + Falloff), but I will not be as effective farther than 30 but up 90. Is this correct?
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Goose99
Republic Military School Minmatar Republic
36
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Posted - 2011.10.08 15:08:00 -
[2] - Quote
Nuthyn wrote:Looking for a little knowledge from you veteransGǪ I have been missioning for some time in regular battleships and I am going to upgrade to a Golem soon. I have my ship build set up (suggested builds are welcome BTW) and I am going to be using a Target Painter (or three). I am curious about the range that I can use a target painter effectively. I have never used one. The module says it has an optimal range of 30km and a falloff of 60km. I think this means that up to 30km it will lock and be most effective. I think it also means I can lock up to 90km total (Optimal + Falloff), but I will not be as effective farther than 30 but up 90. Is this correct?
It can miss in falloff. Then you don't get bonus. It's hardly an issue for torps. |
Zmaychek2 Dragons1
Scorpion Road Industry
0
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Posted - 2011.10.08 15:09:00 -
[3] - Quote
im not veteran but im using Target Painter for some time now and between 30km and 60km TP is doing best for me |
Delucian
Blue Republic RvB - BLUE Republic
1
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Posted - 2011.10.08 15:10:00 -
[4] - Quote
Your lock is of course dependent on ship lock range.
You are correct that the TP range has an optimal and falloff where it produces less effect on your target.
Also, something I did not learn (and seems wrong in theory due to their already enormous sig) but a TP will give you slightly better DPS on large objects like BS'. I had been told early on that it would not, but that is not what I have experienced.
I typically use the named TP's and they work quite well ("Weapon Navagation" type).
If you have a drone boat they are a great addition to increase drone damage if you have the slots for them. |
Nuthyn
Redshift Interstellar
0
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Posted - 2011.10.08 16:25:00 -
[5] - Quote
Thank you everyone for your responses. On to part two of my question(s)GǪ I also have all four of the target painter skills to 5 (Frequency Modulation, Long Distance Jamming, Signature Focusing, Target Painting). As per the above skills, my optimal is going to be (30 x 1.25) 37.5 and my total with falloff is going to be (37.5 +(60 x 1.25)) 112.5? So, I can lock out to 112.5km if my ship allows it? That seems really far (I realize I wonGÇÖt be doing much painting at this range, but can be locked)? Golem has a lock range of 90 base. Combined with level 5 long range targeting, I should be able to lock out to 112.5? Thank you for the input about the drones. I am coming from a Dominix, so my drone skills are pretty awesome. I am going to try using my Domi with a TP first to get practice. The tank on my Domi is very forgiving! I know the Golem is designed for torpedoes, but with the range I can paint, couldnGÇÖt I use the cruise missiles more effectively with the TP (If I get one of those long range missions)?
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Goose99
Republic Military School Minmatar Republic
36
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Posted - 2011.10.08 16:40:00 -
[6] - Quote
Poor info flying around...
It's either hit or miss. In optimum, it always hit. In falloff, it has a chance to miss, depending on range. If miss, TP has zero effect. Painting on BS gives some benefits if you use torps with bad skills, as their exp radius is so big they don't even hit BS properly. It gives no benefit on BS for hams. For cruise or hml, use rigors. |
Nuthyn
Redshift Interstellar
0
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Posted - 2011.10.08 16:49:00 -
[7] - Quote
Got it.
Thank you again.
Fly Safe |
Tanya Powers
Science and Trade Institute Caldari State
9
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Posted - 2011.10.08 16:54:00 -
[8] - Quote
Delucian wrote:Also, something I did not learn (and seems wrong in theory due to their already enormous sig) but a TP will give you slightly better DPS on large objects like BS'. I had been told early on that it would not, but that is not what I have experienced.
Since sign radius is IN the tracking formula the answer is: YES for hybrids projectiles lasers Has for missiles like Cruise/Torps (the 2 last because of the missile radius explosion being important but also works for heavy's on very small signatures) |
Gavin DeVries
JDI Industries
4
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Posted - 2011.10.08 22:49:00 -
[9] - Quote
Nuthyn wrote:Thank you everyone for your responses. On to part two of my question(s)GǪ I also have all four of the target painter skills to 5 (Frequency Modulation, Long Distance Jamming, Signature Focusing, Target Painting). As per the above skills, my optimal is going to be (30 x 1.25) 37.5 and my total with falloff is going to be (37.5 +(60 x 1.25)) 112.5? So, I can lock out to 112.5km if my ship allows it? That seems really far (I realize I wonGÇÖt be doing much painting at this range, but can be locked)? Golem has a lock range of 90 base. Combined with level 5 long range targeting, I should be able to lock out to 112.5?
I know the Golem is designed for torpedoes, but with the range I can paint, couldnGÇÖt I use the cruise missiles more effectively with the TP (If I get one of those long range missions)?
Long Distance Jamming and Frequency Modulation give 10% per level instead of 5%. If you have both maxxed, then either a TP 2 or a PWNAGE will have 45+90 km range. You'll automatically hit up to 45 km away, and a chance of missing for another 90 km beyond that, with the miss chance getting larger the farther out you go.
And as to cruise vs torps with the Golem, since the Golem doesn't get a rate of fire bonus, a cruise Golem won't put out quite as much damage as a Navy Raven does. The Golem has 4 double damage launchers, effectively 8 regular launchers. The Navy Raven has 7 each of which fires 25% faster, effectively 9.3 launchers. The Golem WILL use a lot less ammo, though. |
Fon Revedhort
Monks of War DarkSide.
6
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Posted - 2011.10.09 02:41:00 -
[10] - Quote
Gavin DeVries wrote:Nuthyn wrote:Thank you everyone for your responses. On to part two of my question(s)GǪ I also have all four of the target painter skills to 5 (Frequency Modulation, Long Distance Jamming, Signature Focusing, Target Painting). As per the above skills, my optimal is going to be (30 x 1.25) 37.5 and my total with falloff is going to be (37.5 +(60 x 1.25)) 112.5? So, I can lock out to 112.5km if my ship allows it? That seems really far (I realize I wonGÇÖt be doing much painting at this range, but can be locked)? Golem has a lock range of 90 base. Combined with level 5 long range targeting, I should be able to lock out to 112.5?
I know the Golem is designed for torpedoes, but with the range I can paint, couldnGÇÖt I use the cruise missiles more effectively with the TP (If I get one of those long range missions)?
Long Distance Jamming and Frequency Modulation give 10% per level instead of 5%. If you have both maxxed, then either a TP 2 or a PWNAGE will have 45+90 km range. You'll automatically hit up to 45 km away, and a chance of missing for another 90 km beyond that, false, you may hit at 200 km as well. Falloff doesn't mean you all of a sudden can't hit getting 1m beyond that range. By definition, chance to hit at optimal+falloff equals to 0.5. It's about 6% (give or take) for optimal+2 x falloff 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |
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