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Verunae Caseti
Fugutive Task Force
0
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Posted - 2013.06.06 16:36:00 -
[1] - Quote
I feel like a have a relatively decent handle on the basics of Gunnery, but remain frustratingly inaccurate.
I am running Security II missions in a Rupture fitted as follows:
425mm AutoCannon I [Titanum Sabot M] 425mm AutoCannon I [Titanum Sabot M] 425mm AutoCannon I [Titanum Sabot M] 425mm AutoCannon I [Titanum Sabot M] Advanced 'Limos' Heavy Missile Bay I [Nova Heavy Missile]
Experimental 10MN Microwarpdrive I Medium Shield Booster I X5 Prototype Engine Enervator Medium Automated Structure Restoration
Gyrostabilizer I Gyrostabilizer I F-aQ Phase Code Tracking Subroutines Overdrive Injector System II Inertia Stabilizers II
Valkyrie I Valkyrie I Valkyrie I
I set my orbit and keep at ranges to my modified Optimal Range (2499), approach targets to roughly optimal and then burn away with the MWD while webbing with the X5 Prototype. This results in transveral velocities in the area of 90-150m/s on small/fast targets.
Launch drones and open fire, and miss, miss, miss, miss, miss all night long - weapons and drones both just fire off into space like nothing is there. My optimal range is 2.5km and I'm within the range of 1700-2400m and missing 90% of my shots still, even at what seems like very low TVs.
What am I missing (besides the enemy ships!!)? It's taking me 2-3 minutes to deal with a single target... |
Daradz Navagel
School of Applied Knowledge Caldari State
50
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Posted - 2013.06.06 16:39:00 -
[2] - Quote
This (http://www.hostile.dk/files/eve/eve-tracking101.swf) presentation helped me quite a bit in understanding the complexity of gunnery in New Eden. |
Xercodo
Xovoni Astronautical Manufacturing and Engineering
2383
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Posted - 2013.06.06 16:51:00 -
[3] - Quote
Even though you're within optimal your guns dont have the tracking speed to keep up at that range. Try using angular instead of transversal....no idea why anyone uses transversal really, angular is the one that's directly relatable to your gun tracking speed.
Since you're using auto cannons try to fight out in the middle of your falloff range.
Also, there's signature radius working against you. If the target has a smaller sig radius than your guns' scan resolution then you'll miss shots (or do less damage) even when you're at optimal and everyone is standing still. The Drake is a Lie |
Dheeradj Nurgle
Hoover Inc. Test Alliance Please Ignore
420
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Posted - 2013.06.06 17:25:00 -
[4] - Quote
With Autocannons you really don't want to be in Optimal, but in your Falloff. it would seem they have the worst tracking(But highest falloff) of all shortrange weapons. |
Paul Panala
Beyond the Shadows
27
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Posted - 2013.06.06 18:30:00 -
[5] - Quote
It sounds like you are doing PvE, missions at every level always has a number of small fast ships and those tend to be heard to deal with using bigger guns. In fact, as you move up, the frigates get faster and have a better tank.
If you have the skills to launch T2 drones, a flight of smalls should deal with the small ships while your bigger guns do the rest. If not, then you will be suck "wasting" some DPS.
Try to get all of the gunnery support skills trained to level 4, that will help a lot! Also, trying to hit those targets before they get too close helps a lot. Tracking is only an issue once they start orbiting you.
Best of luck to you. |
Tau Cabalander
Retirement Retreat Working Stiffs
1908
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Posted - 2013.06.06 18:41:00 -
[6] - Quote
Verunae Caseti wrote:I set my orbit and keep at ranges to my modified Optimal Range (2499), approach targets to roughly optimal and then burn away with the MWD while webbing with the X5 Prototype. This results in transveral velocities in the area of 90-150m/s on small/fast targets.. You don't have the tracking for that. AutoCannons have a long falloff for a reason. You want to be around optimal + 1/ 2 falloff.
Up to optimal range you don't miss because of distance, though you can still miss because of tracking..
Falloff begins after optimal range.
* Optimal + falloff = 50% chance to hit because of distance
* Optimal + 2x falloff = near 0% chance to hit because of distance
Increasing optimal and falloff increases range BUT keep in mind that some ammo types reduce optimal! For example, projectile EMP is -50% to optimal. A bonus to optimal reduces the range penalty on using heavier hitting ammo, or lets you shoot further.
As the distance increases past optimal, hit damage starts to drop. A bonus to falloff means you can do more damage in falloff as well as lets you shoot further.
http://wiki.eveonline.com/en/wiki/Turret_damage
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Tau Cabalander
Retirement Retreat Working Stiffs
1908
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Posted - 2013.06.06 18:51:00 -
[7] - Quote
double post |
Gritz1
Ice Fire Warriors Late Night Alliance
181
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Posted - 2013.06.06 19:29:00 -
[8] - Quote
You could try using smaller guns as well. The 425's do not have the best tracking out there, especially against frigs/dessies. |
Degnar Oskold
Justified Chaos
22
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Posted - 2013.06.06 19:45:00 -
[9] - Quote
Hi Verunae,
You're on the right path to fixing your problem - recognising that you have one, which is tracking enemy ships.
You should now be thinking "What can I change to fix this problem?"
Let's look at your ship from a High, Medium, and Low slot perspective.
High Slots You are using 425mm autocannons. Amongst the autocannons, these do the best damage, but have the worse tracking (ability to hit small moving targets). Being theoretically able to do lots of damage is great, but servers no purpose if all your shots miss. So you should changed to Dual 180mm guns. These have much better tracking than 425mm guns do. Sure, you'll do less damage, but you'll actually get to hit and apply that damage.
Mid Slots. Your MWD is fine Your web is great! The Shield Booster is slightly questionable. Perhaps a shield extender would work better for you? With new player skills, a shield booster will hurt your capacitor a lot. The hull repairer should not be there, period. If you are taking structure damage, you need to leave the mission right away. If you are concerned about the cost of repairs in station, then keep the repairer in your cargo hold and only install it to repair while undocked at the exit of a station. Since you are having trouble hitting, replace the hull repairer with a targeting computer with a tracking script in it. This will also help to offset the range disadvantage of the 180mm guns because when you need range instead of tracking, you can use an optimal range script instead.
Low Slots Gyrostabilizer I - PERFECT Gyrostabilizer I - PERFECT F-aQ Phase Code Tracking Subroutines - PERFECT
Overdrive Injector System II - Don't need it Inertia Stabilizers II - Don't need it
Speed is not your problem. So replace the Overdrive Injector with another F-aQ Phase Code Tracking Subroutines, or ideally another gyrostabilizer. You also don't need inertial stabilization in a mission ship. Replace it with a damage control 1 unit fo a substantially improved tank. As soon as possible upgrade to a Damage Control II (it's only a few days training and is totally worth it)
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Verunae Caseti
Fugutive Task Force
0
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Posted - 2013.06.06 19:48:00 -
[10] - Quote
Thanks for all the great replies; looks like I've got some tweaking to do when I get home.
Cheers. |
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Spathe Ne Boirelle
Federal Navy Academy Gallente Federation
0
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Posted - 2013.06.06 19:59:00 -
[11] - Quote
If your doing level 2 missions(level 2 missions still has a lot of frigates and a couple of cruisers with can die super fast from your rupture.), you need to use small guns instead of mediums because of the signature radius. some people left some good links with how the gun "system" works so perhaps a small review should help.
signature and tracking speed and some other mechanics are in effect with your problem
PS: if you really want to use medium turrets, try to use the Bellicose with a target painter...that might work |
Thomas Builder
Center for Advanced Studies Gallente Federation
27
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Posted - 2013.06.06 20:02:00 -
[12] - Quote
Others gave good advice.
I'll add some maths.
150m/s at 2500m distance gives you an angular velocity of 0.06 rad/sec. This seems to be within the 0.1 rad/sec tracking speed of the 425mm Autocannons. However, you also have to take into consideration sig radius. Your 425mm have a sig resolution of 125m, while a typical NPC frig has a sig radius of 32 or 37m. You have to multiply your tracking speed with sig radius / sig resolution, so against a 37m frig, your 425mm autocannons only have ~0.03 rad/sec tracking.
Trying to hit something that moves at twice your tracking gives you about a 6% chance to hit. |
Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
12592
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Posted - 2013.06.06 20:09:00 -
[13] - Quote
You need to zero your sights first "Little ginger moron" ~David Hasselhoff-á
Want to see what Surf is training or how little isk Surf has?-á http://eveboard.com/pilot/Surfin%27s_PlunderBunny |
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