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smallgreenblur
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Posted - 2006.04.26 12:55:00 -
[1]
Turret tracking guide
First we read, then we post.
sgb
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Capone McFredrik
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Posted - 2006.04.26 12:55:00 -
[2]
?
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Capone McFredrik
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Posted - 2006.04.26 13:08:00 -
[3]
Originally by: smallgreenblur Turret tracking guide
First we read, then we post.
sgb
Allow me to rephrase, you smart ****...
On a TARGET PAINTER, what does the fallof range do?
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Testy Mctest
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Posted - 2006.04.26 13:12:00 -
[4]
Optimal range is the range where your weapon works to its full potential.
Falloff is the range beyond your optimal where your weapon still operates, at an ever decreasing efficiency.
Maths wise:
At optimal, your weapon is 100% efficient At optimal+falloff, it is 50% efficient At optimal+(2*falloff), it is 0% efficient
Therefore, ideally you will always be in your optimal, your painter will have a lesser sig radius bonus in its optimal+falloff, and even less bonus in its optimal+2*falloff.
Testy's Eve Blog!
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smallgreenblur
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Posted - 2006.04.26 13:37:00 -
[5]
Edited by: smallgreenblur on 26/04/2006 13:40:39 Edited by: smallgreenblur on 26/04/2006 13:38:43 Edited by: smallgreenblur on 26/04/2006 13:37:51
Originally by: Capone McFredrik
Originally by: smallgreenblur Turret tracking guide
First we read, then we post.
sgb
Allow me to rephrase, you smart ****...
On a TARGET PAINTER, what does the fallof range do?
Hehe, as testy has shown above, it decreases the effectiveness of the tp. Same as guns and everything else.
sgb
Edit: testy i thought the curve went off into invinity, being only very close to 0% @ 2x falloff. Might be wrong tho... *goes to read tracking guide*
Edit#2: I was mostly right. Chance to hit decreases to 50% at falloff, decreases to NEARLY 100% at 2x falloff, after which is slowly reduces to 0 at extreme i'm never gonna lock that far anyway range. Woot for knowing something testy didn't. \o/
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Astrum Ludus
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Posted - 2006.04.26 14:01:00 -
[6]
He knew.
He was Mctesting you :)
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Testy Mctest
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Posted - 2006.04.26 14:08:00 -
[7]
I did know actually, but for practical purposes it might as well be zero :P Also for practical purposes, shooting at anything beyond optimal+falloff gets fairly crappy, too. Its only really worth doing if you're desperate to do so :)
Testy's Eve Blog!
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smallgreenblur
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Posted - 2006.04.26 14:11:00 -
[8]
Originally by: Testy Mctest I did know actually, but for practical purposes it might as well be zero :P Also for practical purposes, shooting at anything beyond optimal+falloff gets fairly crappy, too. Its only really worth doing if you're desperate to do so :)
Damn. I reckon you're making that up to look like you know everything. Yarr i win
Random wreckings @ 100ks out of optimal ftw (except they nerfed that too).
sgb
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Merin Ryskin
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Posted - 2006.04.27 00:21:00 -
[9]
Originally by: Testy Mctest Therefore, ideally you will always be in your optimal, your painter will have a lesser sig radius bonus in its optimal+falloff, and even less bonus in its optimal+2*falloff.
So for painters (and other EW modules), it's always a decrease in effect strength, not full effect strength with a % chance to miss completely? You'll always "hit" the target unlike turrets, but you just won't jam them as hard?
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