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TheSmokingHertog
TALIBAN EXPRESS
100
|
Posted - 2013.04.29 01:41:00 -
[1] - Quote
Hello all,
While wanting to add a post to version 2 of the Hints and Tips topic. I discovered it was locked. So, welcome to version 3!
A 'short' list from V.2
- Used mining crystals can be refined
- The onscreen location of your locked up targets can indeed be moved. You'll want to find a small, white indicator that can be dragged wherever the heck you want it to be. Your targets are anchored to it.
- Double click in space to manually fly there
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
- Unlock targets my Ctrl+Shift clicking on them.
- "snapped" windows can be moved together by holding down shift
- there are shortcuts for almost all windows and combat commands
- when sending mail to your corp or alliance, you can write "corp" or "alliance" in the TO field and it will be converted to the name of the corp/alliance
- you can display the session change timer
- there are filters in the settings tab in the market window. There you can filter out orders, but also filter the list on the left hand side so it won't show you stuff you cannot use on your current ship or don't have the skills for
- you can group a few thing together in the necom (right click empty space in the neocom and go to "configure")
- the search field in the asset window has some clever advanced search functionality
- you can zoom better in on things by holding down the right mouse button, move the mouse a little bit up or down, and then hold down the left mouse button (holding both down) and move the mouse up.
- you can drag stuff from your hangar to the ship/item button in the neocom and it will be moved to the hangar
- You can list the meta level of each item in your hangar by displaying them in list or detail view then right clicking the header and selecting, "show meta level"
- If you click on the first name in local, then shift click on the last name in local all the names in local will become highlighted.
- Then when someone enters local you can instantly tell who it was as they are not highlighted.
- Set wrecks to reverse type loot system so you don't jam your cargohold full of cap booster 800s when racing against someone else to loot the can.
- To deliver multiple industry jobs that are ready and in your skill-based control range, select all the ready ones and hit "Deliver".
- You can burn out your capacitor by initiating and cancelling warp multiple times to give you greater control over bookmark placement in space.
- There is a tab in your map to show corp members in space. You don't need roles to see it.
- If the first order is 1 000 000 i click on modify order, type 1 000 000 then mouse wheel scroll down a bit. Just 0.01
- In "Orders Overview" you can use the first letter of the index to search in that collumn
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TheSmokingHertog
TALIBAN EXPRESS
100
|
Posted - 2013.04.29 01:42:00 -
[2] - Quote
Ok, thing I wanted to add, as told in the Community Round table on Fanfest.
When clicking the DEV clip in DEV forum posts, you will autoguided to the next DEV post in that forum thread. |
Rachel Starchaser
Perkone Caldari State
1
|
Posted - 2013.04.29 02:58:00 -
[3] - Quote
Thanks for the help. |
TheSmokingHertog
TALIBAN EXPRESS
106
|
Posted - 2013.07.11 20:11:00 -
[4] - Quote
Bump |
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CCP Explorer
C C P C C P Alliance
1675
|
Posted - 2013.07.11 20:44:00 -
[5] - Quote
Really liked v1 and v2, hoping to find interesting things here in v3 Erlendur S. Thorsteinsson | Software Director | EVE Universe, EVE Online // CCP Games | @erlendur |
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TheSmokingHertog
TALIBAN EXPRESS
107
|
Posted - 2013.07.11 21:42:00 -
[6] - Quote
You can select the first letter of the primary collum in your market orders tab;
Example; Sort on Region, want to see your Metro orders? click M. |
TheSmokingHertog
TALIBAN EXPRESS
107
|
Posted - 2013.07.11 21:43:00 -
[7] - Quote
You can click the DEV tag on forums to forward to the NEXT DEV post in that thread.
Same with CSM tags.
However, they do not crossclick. |
Xercodo
Xovoni Astronautical Manufacturing and Engineering
2494
|
Posted - 2013.07.11 22:17:00 -
[8] - Quote
-One I learned from the last version was that /open_overview_settings works in any chat to play with overview settings while docked
-I always would right click the sell order I wanted to buy from and pick the Buy option from there but you can also double click the order to pop that window open
-Tracking camera when checked on the dscanner will only turn on tracking camera when you have the scanner open and will always center it to ensure perfect accuracy when scanning celestial. Normal tracking camera will stay off when you close the scanner and activating it outside the scanner will retain the focus offset you use.
-Dragging and dropping a ship from the inventory into any area of the background of a station will activate it, even in CQ mode
-Any key can be used for a hotkey because they can be used any time a text box doesnt have focus. I use the accent mark (shift is tilde ~, the key next to the number 1) for my drones to engage so that I can keep my hand up in the area around my F1-4 keys.
-Individual ship cargo, station items, and station ship hangers all still have shortcuts/the ability to have short cuts set. I removed w/e was set to Alt+I (I think it was the industry window) and set it to my inventory. Then I take the old Alt+C command my inventory used ot have and assigned it to my ships' cargo. I now only open my full inventory with full tree if I want to get to things like corp hangers in station or if I wanna see all the things in my POS without having to find them in space among all the brackets.
-There is a menu on the top left of the inventory to change how it works when opening new windows.
-You can set up an inventory filter to not show ammo and scripts so that you can filter out any ammo on your mission boat and do a quick loot drop and not accidentally leave ammo or scripts in station. Then you only have to manually sort out just the ammo in the same category as your own.
-You can drag and drop cargo and drones into the little icons on the bottom left of the fitting window to put them on the ship without opening the ship's inventory.
-Dragging and dropping a character into the user list of a channel will invite them to it.
-You can drag and drop characters into private contract and email fields.
-You can link alliances, factions, constellations, and regions by searching for them in people and places. Constellation and region can also be linked dragging and dropping them from the info panel in the top left.
-Info panels can have their order changed by dragging their representative icons left and right at the top
-The same way that targets can be moved as mentioned in the OP you can also set them to be vertical by right clicking the cross hair used to move them.
-Carry 16 probes with you when you're core scanning, as soon as you launch the first 8 the launcher will auto reload like a gun and have the next 8 ready
-The radial menu can be used on your own ship to set new defaults for warp distance, orbit, and keep at range. It can also be used to bookmark your current location without having to use people and places
-The module icons can be moved anywhere regardless of their slot size to make using them easier. If you fly a covert cloaky ship putting your MWD on the F1 slot and the cloak on the F2 slot makes fro a very easy and quick burn away from a camp. targeted ewar like webs and points can be put in this row too.
-Selling a bunch of BPCs? Make one contact, then click the menu in the bottom and copy the contract. Bam, you're now selling a dozen of identical BPCs for the same price.
-Fittings can be dragged into your market quick bar to make a shopping list
-Grouping a chat to be tabbed up with a system channel that cant be removed like local, corp, or alliances prevents you from accidentally closing it.
-Alt Shift X will toggle special brackets, allowing you to see moons and LCOs without changing your overview into a clusterfuck
-Use the tactical overlay together with a mining overview to find which asteroids are closer together, all of the pyro might be 20km from you, but most of it is to the left... :P
-Ungroup battleship guns when fighting frigates in PVE, you can probably one shot several simultaneously at a distance
-Almost any table can be copy and pasted from EVE into excel (or third party equivalent). You can do this with inventory in list/details mode, market orders, blueprint BoMs, and dscan.
-You can drag and drop things into the compare tool to compare items that arent exact variations of each other, like maybe a deadspace passive hardener with a T2 active hardener
-Keep seeing abandoned rookie ships at gates and stations? If you're feeling bold you can board them, wait out the 10 second session change and them jump back to your own ship. The rookie ship will now be labeled as being in your corporation and you can now pop it and clean up space without having concord wasting you
-In PI the command center doesnt actually have to be connected to anything, you can hide it near the poles of the planet if you want
-The tracking camera is very useful in PVP for always making sure you can see what your opponent is up to, was well as instantly giving you the direction they warped off to should they happen to escape.
-The market settings and filters mentioned in the OP can be used to avoid all lowsec and null sec orders as well as can be used to only find orders in the same system when you're building a new ship at a trade hub.
-You can customize your CQ videos that are played on the large middle screen, the sound works too. There is a dev blog on how to do this (Google is your friend) The Drake is a Lie |
James Amril-Kesh
4S Corporation RAZOR Alliance
5669
|
Posted - 2013.07.11 22:45:00 -
[9] - Quote
TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works. -áMy (mostly boring) Youtube channel. |
TheSmokingHertog
TALIBAN EXPRESS
107
|
Posted - 2013.07.11 22:46:00 -
[10] - Quote
James Amril-Kesh wrote:TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works.
It was a copy paste out of the old thread, not my statement ;) |
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James Amril-Kesh
4S Corporation RAZOR Alliance
5669
|
Posted - 2013.07.11 23:10:00 -
[11] - Quote
TheSmokingHertog wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works. It was a copy paste out of the old thread, not my statement ;) Fair enough, but it's still incorrect.
Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case. -áMy (mostly boring) Youtube channel. |
cyndrogen
Occultum Scientia Black Flame.
175
|
Posted - 2013.07.11 23:14:00 -
[12] - Quote
Best new feature IMHO is having the ability to SCROLL you orbiting range (o to 30km) by dragging your mouse over the orbit icon on the new interactive circular menu. |
CowRocket Void
Apathy Unleashed The Kadeshi
1
|
Posted - 2013.07.12 00:50:00 -
[13] - Quote
TheSmokingHertog wrote:
- If you click on the first name in local, then shift click on the last name in local all the names in local will become highlighted.
- Then when someone enters local you can instantly tell who it was as they are not highlighted.
Click any name in chat(local), then "Ctrl A" highlights them all.
then you can drag list and mail spam them too
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James Amril-Kesh
4S Corporation RAZOR Alliance
5672
|
Posted - 2013.07.12 16:49:00 -
[14] - Quote
James Amril-Kesh wrote:TheSmokingHertog wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works. It was a copy paste out of the old thread, not my statement ;) Fair enough, but it's still incorrect. Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case. Also with missiles:
If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity. -áMy (mostly boring) Youtube channel. |
Frostys Virpio
Lame Corp Name
557
|
Posted - 2013.07.12 17:23:00 -
[15] - Quote
James Amril-Kesh wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works. It was a copy paste out of the old thread, not my statement ;) Fair enough, but it's still incorrect. Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case. Also with missiles: If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity.
Just to be sure I understand the final results of this, it emans that given a large enough sig radius (shield extenders, MWD, bllom from painters), anything with a large enough paper alpha could blap a frig? |
David Laurentson
Laurentson INC StructureDamage
57
|
Posted - 2013.07.12 18:16:00 -
[16] - Quote
Hold "T" and click on something to show-info it quickly.
This is really handy when scouting in wormhole space, when you might only have a second to catch the name of the guy jumping in. |
Sabriz Adoudel
Paragon Blitz
527
|
Posted - 2013.07.15 09:55:00 -
[17] - Quote
Correction on turrets and angular velocity:
If your target's angular velocity exceeds 50% of your tracking, you will miss a noticeable amount. (Hit chance ~80% at 50%) If it exceeds 100% of your tracking, you will miss the majority of the time. (Hit chance 50% at 100%) If it exceeds 150% of your tracking, you will miss a large majority of the time. (Not sure on probability, think it's around 20%) If it exceeds 200% of your tracking, you will almost never hit (Hit chance 6.25% at 200%) If it exceeds 250% of your tracking, there is no point firing.
This is exactly the same mechanic as optimal range and falloff, except that all turrets have 'optimal' of zero, and 'falloff' equal to their tracking.
The formula:
Chance to not incur a miss due to angular velocity: 2^(-(AV/T)^2) Chance to not incur a miss due to range: 2^(-((Actual Range-Optimal)/Falloff)^2)
Example: Angular velocity = 0.06 rad/sec Tracking = 0.05 rad/sec Actual range = 24km Optimal range = 20km Falloff = 40km
Chance to not miss due to range: 2^(-((24-20)/40)^2) = 2^(-((4/40)^2)) = 2^(-(0.01)) = 99.309% Chance to not miss due to angular: 2^(-(0.06/0.05)^2) = 2^(-1.44) = 36.857%
Overall hit chance: 36.602%
Is it worth firing in this situation? That's a strategic question there's no blanket answer for.
An enemy is just a friend that you stab in the front. |
Mark Androcius
157
|
Posted - 2013.07.15 10:08:00 -
[18] - Quote
Never ending corp bookmarks Normally a corp is limited to 250 bookmarks, but there is a way to make indefinite numbers of corp bookmarks, here's what you do.
Make a PERSONAL bookmark. Drag the bookmark into your cargo hold. Drag the bookmark from your cargo hold into corp bookmarks, using the people and places window. Done, now you can make a million if you wanted. If a man speaks his mind in the forest and no woman hears him, is he still wrong? |
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Chribba
Otherworld Enterprises Otherworld Empire
8878
|
Posted - 2013.07.15 10:11:00 -
[19] - Quote
Anyone mentioned you can search for names in just about all lists simply by typing the name, eg local pilot list, station guest list.
Copy the result from d-scan by pressing Ctrl+A and Ctrl+C
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James Amril-Kesh
4S Corporation RAZOR Alliance
5675
|
Posted - 2013.07.15 19:57:00 -
[20] - Quote
Sabriz Adoudel wrote:Correction on turrets and angular velocity:
If your target's angular velocity exceeds 50% of your tracking, you will miss a noticeable amount. (Hit chance ~80% at 50%) If it exceeds 100% of your tracking, you will miss the majority of the time. (Hit chance 50% at 100%) If it exceeds 150% of your tracking, you will miss a large majority of the time. (Not sure on probability, think it's around 20%) If it exceeds 200% of your tracking, you will almost never hit (Hit chance 6.25% at 200%) If it exceeds 250% of your tracking, there is no point firing.
This is exactly the same mechanic as optimal range and falloff, except that all turrets have 'optimal' of zero, and 'falloff' equal to their tracking.
The formula:
Chance to not incur a miss due to angular velocity: 2^(-(AV/T)^2) Chance to not incur a miss due to range: 2^(-((Actual Range-Optimal)/Falloff)^2)
Example: Angular velocity = 0.06 rad/sec Tracking = 0.05 rad/sec Actual range = 24km Optimal range = 20km Falloff = 40km
Chance to not miss due to range: 2^(-((24-20)/40)^2) = 2^(-((4/40)^2)) = 2^(-(0.01)) = 99.309% Chance to not miss due to angular: 2^(-(0.06/0.05)^2) = 2^(-1.44) = 36.857%
Overall hit chance: 36.602%
Is it worth firing in this situation? That's a strategic question there's no blanket answer for. No, this is wrong. You've ignored the effect of signature radius.
I just gave you an example earlier in the thread where target's angular velocity is 200% of the gun's tracking speed and yet 81% of shots fired hit the target. Not 6.25%. -áMy (mostly boring) Youtube channel. |
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TheSmokingHertog
TALIBAN EXPRESS
142
|
Posted - 2013.09.11 04:01:00 -
[21] - Quote
Bump. |
TheSmokingHertog
TALIBAN EXPRESS
142
|
Posted - 2013.09.23 21:24:00 -
[22] - Quote
"CTRL click" a selected item in an Inventory field to unselect it. |
Ivan Krividus
Born Crazy Brothers of Tangra
14
|
Posted - 2013.09.24 02:13:00 -
[23] - Quote
This is very interesting. I would love to see a "open cargo" hotkey, because right-clicking numerous cargo cans is highly annoying and clunky. |
Diomedes Calypso
Aetolian Armada
129
|
Posted - 2013.09.24 16:55:00 -
[24] - Quote
Some invaluable stuff there. I'll try to add a few (also for ease of player reference you might sort them a bit more by market, combat UI, inventory management .. or at least roughly so)
Information Windows - be sure to click on extra tabs in almost all primary pop up windows as there is lot of information on secondary tabs , and in turn many of those tabs include buttons at the bottom that allow access to yet more information
- there is a "compare items" button at the bottom of the last of 5 tabs ("variations" tab )of the "show info" window, so that you can actually see the different attributes of the variations listed without clicking on each one, and in turn switching tabs to the "attributes" and "fitting" tabs of each meta version and trying to remember them
- the compare items button at the bottom of that last tab in the pop up info windows allows you to choose information to display in the created table such as metal level, cpu and power grid usage, and utility factors of chosen items like speed boost for a microwarp drive variation, damage and rang variations for weapons . It shows little useful information if you do not select attributes to compare.
- Items of different item-groups can be "compared" if you do not close the "show info" window before you select a different item to "show info" on. Accessing the variations and attributes of the last item type you compared will remain in the "compare item" table this way. That will allow you to to compare damage and cpu use of a medium laser turret to a medium hybrid turret or the power and cpu use of a micro-warp drive to a after burner (or an afterburner to a turret - which isn't what you usually want, and can avoid if you closed your after turret r "show info window" before clicking on "show info" for the after burner.
- almost all tables can be sorted from High to low by clicking on the column name in the header (with the market you can sort by number of jumps, the price high to low or low to high, station name and even duration. It only takes seconds to toggle between numbers of jumps and high to low price . This sorting can be the cause of very costly mistakes on what you think are trivial purchases when you inadvertently have prices sorted high to low and sneaky players have listed dozens of the item with an extra three 000s filling up a screen with cargoholds selling for 550 million to 850 million MILLION not 100s of thousand
- almost all windows such as the "show info" and the market details windows have little forward and back buttons at the top right that allow you to see the information of the previous item you pulled up. If you were shopping for a turret in a far flung region, and then looked at the ammo market details, you could see the station that had ammo available then use the back table to verify that the same station had turrets for sale so that you could buy both items as the same station and avoid docking and undocking. Using forward and back keeps you from searching for the last item on the market navigation sub window to the left.
- the market details window showing products for sale has a market history tab - do not trust the high and low sales or average sale price to always reflect the actual highest and lowest prices, as a undisclosed algorithm throws out outlying high and low sale prices in what still feels like an erratic way after years of trading.
Risk management in trading
- the market details pane showing items available for sale has the price history tab, which in turn can be toggled between chart and table form with a bottom button and give you a longer history of transactions using the pull down on the form window to select nuber of months options. Be sure table is sorted with most recent days on top. Consulting this information can give you some clue if you're buying in a manipulated market and should jump to another region to get a fair price.
- you can make commas appear in the purchase and sell place order pop-up window by making that window "lose focus" by either tabbing to another window or clicking on another or on the hangar.
- You can send isk to any character, including your own character when they are off line, by right clicking on their name and finding the "give isk" tab on the tiered menu that pops up.
- An alt on a 2nd and 3rd slot on your account needs no training at all to hold isk for your main characters: there is no need for them to be logged in to recieve the itmes. You can also contract items to them but you will not be able to create a contract to an alt if that account is in a trial period.
- Your alt can create a one person corporation with only minutes of training "corporations management" . This allows the alt to futher stash isk in corrporate wallets to limit their losses with miss clicks while purchasing items for your main or traidng.
Inventory windows
- you can open mutiple inventory windows at once such more than one ships storage bays, station item hangar, corporate hangar divisions, ship hangar, drone hangar for specific ships by dragging the hangar name on the index off to the side. (as in other tip in list you can move items without opening two windows by dragging to the name of the other hangar or ship.)
Standings
- right clicking on a faction, corporation, or agent name in your player standing's pane (accessed through navigation bar in your character sheet) allows you to select "show transactions" from the pop up window right clicking gives you. You can see the rep gains from each of your last missions completed. (it only keeps them for so long .. 6 months? .. so they could be empty with no recent activity) |
Diomedes Calypso
Aetolian Armada
129
|
Posted - 2013.09.24 17:14:00 -
[25] - Quote
- you can add game time to your account by right clicking on a plex in your assets table from any region in the game, no matter how many jumps away that plex is. You can add game time to your account right clicking on a plex you purchased or left in a station that is no accessible to dock in. |
Diomedes Calypso
Aetolian Armada
132
|
Posted - 2013.09.25 19:48:00 -
[26] - Quote
- overview settings can be changed in 100s of ways beyond a full explanation in the this thread - but know that there are thousands of such tips that effect important UI information available. EVEN a lowly transportation alt can see trouble coming or better escape a % of ganks with changes to overview settings as not all the choices you make are related to PVP or PVE and the default client options only have a percentage of important options worked in
-- you can import and export overview settings files (option at bottom of drop down menu you get from right clicking on the tiny parrel bar logo you can use to find setting choices in so many types of game windows). You can get overview files from other experienced players/corporations that you've downloaded from external sites (find a reputable one of course consulting overview threads and new plilot learning corp sites
- importing other peoples overview -filter- settings does not erase your existing custom created -filters- settings (consult detailed threads for details) . You can add options with the import without fearing you'll be forced into the unknown until you delete your previous filter options that will be in the list among those you imported.
- Overview Settings/Appearance (tab two): Overview settings choices are not limited to filters of "type" of item shown. The color coding system based upon what color and what flash status you will see in overview rely on dragging and dropping in the ordered list . You don't want a corp mate to appear orange to you by dragging the criminal or pirate status above the item that you've used to set fleetmates to purple, corpmates to blue etc ...see third party site for details
- Pilots shown in the local list will have color squares in their name box with changes you make to the appearancs tab. The local list can thus quickly show you that there are flagged criminals in the system you jumped into before you warp in on them and see them begin to target you in overview. |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
448
|
Posted - 2013.09.25 20:09:00 -
[27] - Quote
CCP Explorer wrote:Really liked v1 and v2, hoping to find interesting things here in v3 You know the game is super complex when even the devs look forward to a Hints and Tips thread... |
Georgina Parmala
Science and Trade Institute Caldari State
220
|
Posted - 2013.09.25 21:12:00 -
[28] - Quote
James Amril-Kesh wrote: Also with missiles:
If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity.
That's not quite right. There is a minimum velocity threshold before it enters the equation. If the ship is moving below that threshold or is stationary like a structure, only the explosion radius and signature radius matter.
TL;DR You can bloom the signature radius to better hit a fast object. Webbing down a small object already below explosion velocity will not increase the damage it takes from a missile with a big explosion. Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members
https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38 |
TheSmokingHertog
TALIBAN EXPRESS
148
|
Posted - 2013.09.25 21:32:00 -
[29] - Quote
Nyancat Audeles wrote:CCP Explorer wrote:Really liked v1 and v2, hoping to find interesting things here in v3 You know the game is super complex when even the devs look forward to a Hints and Tips thread...
A nice example, outside the game UI btw, is that one of the Community Team devs did not know about the clicking of DEV clips in forums, until long after launch... as confessed on Fanfest 2013. |
TheSmokingHertog
TALIBAN EXPRESS
148
|
Posted - 2013.09.26 00:39:00 -
[30] - Quote
Someone suggested in help today to fit a cargo scanner before to be used before starting your hacking attempt.
Any people experience with that? |
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Diomedes Calypso
Aetolian Armada
134
|
Posted - 2013.09.26 00:42:00 -
[31] - Quote
- you can open trade with a pilot in the station you are in by right clicking on a name in your contact list, or a name in a chat window (corp, fleet, local etc). "Trade" is only listed on those right click menus if they are in station with you (for the longest time I thought I needed to find the name in "guests" to open trade. That caused a very difficult game of "whack the mole" when there were hundreds of people in station and the names kept moving a few spaces in the alphabetical listing as people docked and undocked)
- the settings for the "CSPA" charge to initiate a conversation with you and the option to block conversations from unknown players are accessed from the right click on parallel bars in the MAIL window. While not entirely illogical, the Mail windo is often the last place people look to block conversations. |
Evi Polevhia
True Slave Foundations Shaktipat Revelators
315
|
Posted - 2013.09.26 01:09:00 -
[32] - Quote
TheSmokingHertog wrote:Someone suggested in help today to fit a cargo scanner before to be used before starting your hacking attempt.
Any people experience with that? Yes, I have experience with that and it does work. All you have to do is carry around the scanner and scan things before you even start hacking them. This way you can see if there is a blueprint or something else worth while in there before you open it. Or you can discover it is a waste of your time and move on. |
Caviar Liberta
Moira. Villore Accords
176
|
Posted - 2013.09.26 02:23:00 -
[33] - Quote
James Amril-Kesh wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:James Amril-Kesh wrote:TheSmokingHertog wrote:
- If a target's angular velocity is greater than your equipped turret's tracking speed then surely you're going to miss.
That's not really how it works. It was a copy paste out of the old thread, not my statement ;) Fair enough, but it's still incorrect. Saying the reverse would also be incorrect. Many players assume that if your gun's tracking speed is greater than the target's angular velocity, and you're within optimal range, that volleys should always hit. Because of the same signature radius vs. signature resolution effect, that's not the case. Also with missiles: If the target's velocity is less than the explosion velocity and their signature radius is larger than the explosion radius then missiles will always hit for full damage. However many people assume that if either one of these is not true then missiles will have reduced damage. Again, they can compensate for each other much like in the turret damage. If the explosion velocity is sufficiently higher than the target's velocity then a missile can still hit for full damage even if the target's signature radius is smaller than the explosion radius, and if the explosion radius is sufficiently smaller than the target's signature radius then the missile can still hit for full damage even if the ship is traveling faster than the explosion velocity.
I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right? |
Georgina Parmala
Science and Trade Institute Caldari State
220
|
Posted - 2013.09.26 02:46:00 -
[34] - Quote
Caviar Liberta wrote: I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right?
When the missile hits the target, it explodes. The explosion then travels outward from the impact point as the target tries to outrun the blast.
If the target's velocity is lower than the explosion velocity it takes full damage. If the target is moving faster than the shrapnel from the exploding missile, it only takes partial damage. Unless it's a really small explosion and a really big target, in which case it takes full damage anyway. Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members
https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38 |
Evi Polevhia
True Slave Foundations Shaktipat Revelators
316
|
Posted - 2013.09.26 03:31:00 -
[35] - Quote
Caviar Liberta wrote: I would think that the only time the ships speed would have any effect vs missiles would be if you were shooting at something at the missiles maximum range and the target is just outside the explosion radius as the missile explodes right?
You're confusing Missile Flight Time/Missile Speed with Explosion Velocity. |
TheSmokingHertog
TALIBAN EXPRESS
150
|
Posted - 2013.10.02 05:43:00 -
[36] - Quote
A friend in game asked me how I could get fast replies on ore prices when buying them from him. Here a link to a nice table with all ores in it that can be used to get a general price indication for such prices. Change the index to find some nice other listings too;
All Ores The Minerals Biggest dayly movers
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TheSmokingHertog
TALIBAN EXPRESS
153
|
Posted - 2013.10.23 19:37:00 -
[37] - Quote
when wanting to copy the contents of a remote container to (for example) an excel sheet, follow this;
open the window, do ctrl+c without selecting anything and everything in the list should be selected
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Shander Maxum
Shander Maxum Universal Ltd.
8
|
Posted - 2013.10.24 02:35:00 -
[38] - Quote
anyone have some more? |
Minmatar Citizen160812
The LGBT Last Supper
508
|
Posted - 2013.10.24 03:22:00 -
[39] - Quote
-Always bet on stupid
|
Diesel Funaila
Ceptacemia Cult of War
4
|
Posted - 2013.10.24 12:50:00 -
[40] - Quote
There is actually a Capital Navigation window where all your available beacons are shown together with their distance. By default it does not have a shortcut.
To set it: ESC -> Shortcuts -> "Window" tab -> "Open Capital Ship Navigation" |
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Marrnius DeLeon
Deep Void Merc Syndicate Sicarius Draconis
6
|
Posted - 2013.10.24 20:27:00 -
[41] - Quote
Drag and drop a ship fitting into the market quickbar so you can quickly buy all the stuff at once. |
TheSmokingHertog
TALIBAN EXPRESS
158
|
Posted - 2013.11.04 16:37:00 -
[42] - Quote
A new link is added to a forum thread that says; "jump to first DEV post", how nice. |
Diomedes Calypso
Aetolian Armada
164
|
Posted - 2013.11.04 19:01:00 -
[43] - Quote
You can drag the "Item Hangar" tab onto the neo-com which both opens the Item Hangar and creates a temporary button directly to the Item Hangar. If you keep that separate item window open when you un-dock , it will re-open as a separate window automatically.
The window popping up is distinct from the window that will open when you hit the 'Inventory" button on the neocom .
(If you don't struggle with small things taking you off task this probably won't be as helpful to you) |
Solstice Project
Red Federation RvB - RED Federation
4484
|
Posted - 2013.11.12 23:33:00 -
[44] - Quote
*BUMP* ! |
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