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Krondor Thork
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Posted - 2005.10.15 00:07:00 -
[1]
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Krondor Thork
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Posted - 2005.10.15 00:12:00 -
[2]
Sorry hit enter. When you look at the weapon stat you see optimal range and falloff range. What is the maximum range on those weapons if for example i would use ammo that gave no adjustments on the range, would it be the optimal range, double that range? When you use a ship that add bonus to the weapon range does it affect the optimal range or only the max range from which the weapon can hit. Do the skills that add range affect the weapon the same way? thanks for the insight
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Azuriel Talloth
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Posted - 2005.10.15 00:37:00 -
[3]
Edited by: Azuriel Talloth on 15/10/2005 00:37:58 Fit the weapon to your ship and put the ammo in it. Right click the turret on your fitting screen and show info. The optimal and falloff ranges listed are the ranges of the turret taking into account your the ammo type fitted and your skills, ship bonus and implants etc.
Take out the ammo to see the turret's "default" ranges. Ammo info contains range modifiers, for example Antimatter hybrid ammo has -50% range, so you can get an indication of what your range will be with various ammo types.
"Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." |

Pestillence
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Posted - 2005.10.15 01:15:00 -
[4]
Max range is optimal + falloff.
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Yossar
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Posted - 2005.10.15 01:15:00 -
[5]
Is there an easy way to determine missile range, or you have to mentally multiply together missile speed, flight time, and that skill that improves missile range?
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Liu Kaskakka
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Posted - 2005.10.15 01:17:00 -
[6]
Originally by: Pestillence Max range is optimal + falloff.
no
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Hllaxiu
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Posted - 2005.10.15 03:18:00 -
[7]
Originally by: Pestillence Max range is optimal + falloff.
Given a stationary target with a resolution equal to or greater in size than the turret's signature resolution, at optimal you have a 100% chance of hit (note, you may still get light hits and etc). At 1x falloff, you have a 50% chance of hit, at 2x falloff you have a 0% chance of hit. The curve isn't linear I don't think.
The absolute maximum range of any turret/effect in this game is 250km. Think logistics ship/scorp (dunno the exact numbers) with tracking links + 425mms/1400s/tachs can get out that far depending on ammo.
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shivan
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Posted - 2005.10.15 03:21:00 -
[8]
still wrong, the devs did some nice pretty graphs a while back, but ill sum it up here.
Your max range is optimal + falloff + falloff.
At optimal + falloff if you hit, you damage will be with in 50%-100% of what you would normaly hit for,
At optimal + falloff + falloff if you hit you damage will be with in 50%-0% of what you normaly hit for.
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ToX1c Revamp
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Posted - 2005.10.15 05:26:00 -
[9]
Originally by: shivan still wrong, the devs did some nice pretty graphs a while back, but ill sum it up here.
Your max range is optimal + falloff + falloff.
At optimal + falloff if you hit, you damage will be with in 50%-100% of what you would normaly hit for,
At optimal + falloff + falloff if you hit you damage will be with in 50%-0% of what you normaly hit for.
still wrong :) damage is not affected, only accuracy
disregarding tracking speed and transversal velocity it is like this:
point blank ---> optimal = 100% accuracy optimal ----> optimal + falloff = 100% ----> 50% accuracy slope optimal + falloff ---> optimal + falloff + falloff = 50% ----> almost 0% accuracy slope
http://www.eve-online.com/guide/en/g26.asp <-- tracking guide
so your 'max' range is optimal + (falloff * 2) but you wont hit much at that range
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Akaviri
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Posted - 2005.10.15 07:05:00 -
[10]
Originally by: Hllaxiu The absolute maximum range of any turret/effect in this game is 250km. Think logistics ship/scorp (dunno the exact numbers) with tracking links + 425mms/1400s/tachs can get out that far depending on ammo.
Is that really true? Is there a hard limit that puts the max range for turrets at 250km?
Just doing the math shows that a Typhoon can hit much farther than that. It will do poor damage but it should be able to hit once in a while at around 300km.
1400mm II has 48km optimal and 35km falloff 4x Tracking computer II: (1.15^4)^((1/4)^0.25) = 1.4848 to optimal Sharpshooter V: 1.25 to optimal Trajectory analysis V: 1.25 to falloff Carbonized Lead Ammo: 1.6 to optimal Minmatar BS V: 1.5 to optimal
Max Optimal: 48 * 1.4848 * 1.25 * 1.6 * 1.5 = 213.8 km Max Falloff: 35 * 1.25 = 43.75 km
Optimal + Falloff = 257.56 km Optimal + 2 * Falloff = 301.3 km
Of course it would need a support ship with remote sensor boosters so it could lock that far.
Doing similar math with the Nagflar. 5x Tracking comp IIs, carbonized lead, max skills, and a 3500mm I gives it an Optimal+Falloff of 293km and Optimal+2*Falloff of 380.5km. Though, it would need a ship boosting it's sensors as well.
And then you have the POS turrets. The Large Artillery Battery has optimal+2*falloff of 480km.
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Remedial
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Posted - 2005.10.15 07:23:00 -
[11]
Listen guys, E=MC^2 ok
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Kyle Caldrel
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Posted - 2005.10.15 07:28:00 -
[12]
Originally by: Akaviri
Originally by: Hllaxiu The absolute maximum range of any turret/effect in this game is 250km. Think logistics ship/scorp (dunno the exact numbers) with tracking links + 425mms/1400s/tachs can get out that far depending on ammo.
Is that really true? Is there a hard limit that puts the max range for turrets at 250km?
Just doing the math shows that a Typhoon can hit much farther than that. It will do poor damage but it should be able to hit once in a while at around 300km.
1400mm II has 48km optimal and 35km falloff 4x Tracking computer II: (1.15^4)^((1/4)^0.25) = 1.4848 to optimal Sharpshooter V: 1.25 to optimal Trajectory analysis V: 1.25 to falloff Carbonized Lead Ammo: 1.6 to optimal Minmatar BS V: 1.5 to optimal
Max Optimal: 48 * 1.4848 * 1.25 * 1.6 * 1.5 = 213.8 km Max Falloff: 35 * 1.25 = 43.75 km
Optimal + Falloff = 257.56 km Optimal + 2 * Falloff = 301.3 km
Of course it would need a support ship with remote sensor boosters so it could lock that far.
Doing similar math with the Nagflar. 5x Tracking comp IIs, carbonized lead, max skills, and a 3500mm I gives it an Optimal+Falloff of 293km and Optimal+2*Falloff of 380.5km. Though, it would need a ship boosting it's sensors as well.
And then you have the POS turrets. The Large Artillery Battery has optimal+2*falloff of 480km.
You can get even further with someone remote tracking enhancing you and sensor boosting you afaic.
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Bournie
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Posted - 2005.10.15 20:46:00 -
[13]
Originally by: Remedial Listen guys, E=MC^2 ok
hmmmmm atom bomb 
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Garramon
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Posted - 2005.10.15 21:29:00 -
[14]
Originally by: Hllaxiu
Originally by: Pestillence Max range is optimal + falloff.
Given a stationary target with a resolution equal to or greater in size than the turret's signature resolution, at optimal you have a 100% chance of hit (note, you may still get light hits and etc). At 1x falloff, you have a 50% chance of hit, at 2x falloff you have a 0% chance of hit. The curve isn't linear I don't think.
The absolute maximum range of any turret/effect in this game is 250km. Think logistics ship/scorp (dunno the exact numbers) with tracking links + 425mms/1400s/tachs can get out that far depending on ammo.
Sorry Hll, you are close but not quite on. They only hard capped the range on the scorpion, because at the time, it was the only ship that could even attempt to hit that far. Unfortunately for Scorp pilots (not that anyone snips with one), times have changed and modules have changed, allowing other ships to shoot past 250km. ------------------------------------------------
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Soulita
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Posted - 2005.10.15 23:22:00 -
[15]
The tracking guide in the player guide will give you exact info on how optimal+falloff curves work, as well as a lot of other very usefull information.
Tracking Guide
Press start button in the guide and first window answers your question.
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