| Pages: 1 2 3 4 5 6 7 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Aebe Amraen
Dreddit Test Alliance Please Ignore
37
|
Posted - 2014.07.02 22:24:00 -
[1] - Quote
Prologue: I want to make it clear before getting into the post that what I am proposing here will have literally no effect on chance to hit or applied damage. It is purely a cosmetic change with no implications for game mechanics, though it will make game mechanics easier to understand.
Background: Turrets currently have four stats that affect damage application: optimal and falloff deal with range, while tracking and signature resolution deal with the target's movement. I am not interested in optimal and falloff today, and will ignore them. The turret chance-to-hit formula, for our purposes, looks like this:
Link
Most people understand the basic idea of tracking, but in my experience most people do not understand turret signature resolution. For example, let's suppose we double a turret's signature resolution. What happens?
Link
That is, doubling the turret's signature resolution is effectively identical to halving its tracking speed.
Here is the crux of the matter: tracking speed and signature resolution are two stats which affect exactly the same thing in exactly the same way. The effect of changing one in one direction is identical to the effect of changing the other in the other direction. Having two stats instead of one combined stat is confusing and serves no purpose whatsoever (other than to confuse). Indeed, based on my conversations with people, most Eve players are confused about the role of turret signature resolution.
Proposal: Because the turret signature resolution stat is useless, duplicative, and poorly understood by most EVE players, I suggest we do away with it entirely, adjust turret tracking speeds to keep each gun the same as it is currently, and stop confusing people. This does not even require any change in the Eve code base, just in the item database: pick a convenient number, for example 100, change all turret signature resolutions to 100, and multiply the tracking speed by 100/(old signature resolution). This can easily be accomplished with a database script and requires minimal programmer time to implement.
Summary: This will have literally no effect on how guns actually work in the game, on how often you hit or miss or on how much damage you apply. It will make the chance-to-hit formula easier to understand, allow easy comparison of tracking across guns of different sizes, and more natural comparison of your tracking speed to the angular velocity of targets.
What do you think?
Edit: fixed a typo. |

Ko'Ahi
Dreddit Test Alliance Please Ignore
91
|
Posted - 2014.07.02 22:28:00 -
[2] - Quote
Aebe Amraen wrote:Prologue: I want to make it clear before getting into the post that what I am proposing here will have literally no effect on chance to hit or applied damage. It is purely a cosmetic change with no implications for game mechanics, though it will make game mechanics easier to understand. Background: Turrets currently have four stats that affect damage application: optimal and falloff deal with range, while tracking and signature resolution deal with the target's movement. I am not interested in optimal and falloff today, and will ignore them. The turret chance-to-hit formula, for our purposes, looks like this: LinkMost people understand the basic idea of tracking, but in my experience most people do not understand turret signature resolution. For example, let's suppose we double a turret's signature resolution. What happens? LinkThat is, doubling the turret's signature resolution is effectively identical to halving its tracking speed.Here is the crux of the matter: tracking speed and signature resolution are two stats which affect exactly the same thing in exactly the same way. The effect of changing one in one direction is identical to the effect of changing the other in the other direction. Having two stats instead of one combined stat is confusing and serves no purpose whatsoever (other than to confuse). Indeed, based on my conversations with people, most Eve players are confused about the role of turret signature resolution. Proposal: Because the turret signature resolution stat is useless, duplicative, and poorly understood by most EVE players, I suggest we do away with it entirely, adjust turret tracking speeds to keep each gun the same as it is currently, and stop confusing people. This does not even require any change in the Eve code base, just in the item database: pick a convenient number, for example 100, change all turret signature resolutions to 100, and multiply the tracking speed by 100/(old signature resolution). This can easily be accomplished with a database script and requires minimal programmer time to implement. Summary: This will have literally no effect on how guns actually work in the game, on how often you hit or miss or on how much damage you apply. It will make the chance-to-hit formula easier to understand, allow easy comparison of tracking across guns of different sizes, and more natural comparison of your tracking speed to the angular velocity of targets. What do you think? Edit: fixed a typo.
I think you're a NERD.
koahisquad - please have fun and be cool, EVERYONE GET OUT
Pls follow me on twitter at http://twitter.com/koahico tom hanks )) |

Joraa Starkmanir
Republic Military School Minmatar Republic
16
|
Posted - 2014.07.02 22:36:00 -
[3] - Quote
I think turrets should rely MORE on signature radius than they do currently not less. Remove it from the tracking formula, but add it as part of the dmg formula, so stationary targets dont take full dmg unless they are larger than the turret signature. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
37
|
Posted - 2014.07.02 22:43:00 -
[4] - Quote
Ko'Ahi wrote:Aebe Amraen wrote:Prologue: I want to make it clear before getting into the post that what I am proposing here will have literally no effect on chance to hit or applied damage. It is purely a cosmetic change with no implications for game mechanics, though it will make game mechanics easier to understand. Background: Turrets currently have four stats that affect damage application: optimal and falloff deal with range, while tracking and signature resolution deal with the target's movement. I am not interested in optimal and falloff today, and will ignore them. The turret chance-to-hit formula, for our purposes, looks like this: LinkMost people understand the basic idea of tracking, but in my experience most people do not understand turret signature resolution. For example, let's suppose we double a turret's signature resolution. What happens? LinkThat is, doubling the turret's signature resolution is effectively identical to halving its tracking speed.Here is the crux of the matter: tracking speed and signature resolution are two stats which affect exactly the same thing in exactly the same way. The effect of changing one in one direction is identical to the effect of changing the other in the other direction. Having two stats instead of one combined stat is confusing and serves no purpose whatsoever (other than to confuse). Indeed, based on my conversations with people, most Eve players are confused about the role of turret signature resolution. Proposal: Because the turret signature resolution stat is useless, duplicative, and poorly understood by most EVE players, I suggest we do away with it entirely, adjust turret tracking speeds to keep each gun the same as it is currently, and stop confusing people. This does not even require any change in the Eve code base, just in the item database: pick a convenient number, for example 100, change all turret signature resolutions to 100, and multiply the tracking speed by 100/(old signature resolution). This can easily be accomplished with a database script and requires minimal programmer time to implement. Summary: This will have literally no effect on how guns actually work in the game, on how often you hit or miss or on how much damage you apply. It will make the chance-to-hit formula easier to understand, allow easy comparison of tracking across guns of different sizes, and more natural comparison of your tracking speed to the angular velocity of targets. What do you think? Edit: fixed a typo. I think you're a NERD.
Can't disagree there. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
37
|
Posted - 2014.07.02 22:50:00 -
[5] - Quote
Joraa Starkmanir wrote:I think turrets should rely MORE on signature radius than they do currently not less. Remove it from the tracking formula, but add it as part of the dmg formula, so stationary targets dont take full dmg unless they are larger than the turret signature.
That's a question of game design and completely unrelated to my proposal. Feel free to start a thread about it, though. |

Rowells
Unknown Soldiers Fidelas Constans
876
|
Posted - 2014.07.02 23:23:00 -
[6] - Quote
If it's simplification than I'm all for it.
Also, I second the you are a nerd claim. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.02 23:24:00 -
[7] - Quote
From what I understand, Tracking speed and turret res don't affect damage the same way.
Tracking speed is tracking speed. Either your guns have the ability to track the target or they don't, and this reduces the applied damage by a degree relevant to how much faster your target's transversal is than your tracking speed.
Basically you're assuming that your turrets are always locked on the ships weak point and hammering away at it, and if you don't have sufficient tracking speed your turrets slip off into a less vulnerable area of the ship.
Turret resolution is different in that it is, as I understand it, a percentage chance to hit the target based upon the targets size as compared to the turrets size, and the distance to the target. Either you hit, or you don't, based upon the formula, it doesn't merely reduce the damage.
I may have it entirely wrong, but that's what I've picked up from various documents that went into fine detail on the subject. The bottom line is that Turret Resolution and Tracking speed are controlling two different mechanics for mitigating damage to the target. The names make it sound like they contradict each other, but from a nuts and bolts perspective they do two entirely different things. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.02 23:29:00 -
[8] - Quote
Bohneik Itohn wrote:From what I understand, Tracking speed and turret res don't affect damage the same way.
Tracking speed is tracking speed. Either your guns have the ability to track the target or they don't, and this reduces the applied damage by a degree relevant to how much faster your target's transversal is than your tracking speed.
Basically you're assuming that your turrets are always locked on the ships weak point and hammering away at it, and if you don't have sufficient tracking speed your turrets slip off into a less vulnerable area of the ship.
Turret resolution is different in that it is, as I understand it, a percentage chance to hit the target based upon the targets size as compared to the turrets size, and the distance to the target. Either you hit, or you don't, based upon the formula, it doesn't merely reduce the damage.
I may have it entirely wrong, but that's what I've picked up from various documents that went into fine detail on the subject. The bottom line is that Turret Resolution and Tracking speed are controlling two different mechanics for mitigating damage to the target. The names make it sound like they contradict each other, but from a nuts and bolts perspective they do two entirely different things. The actual chance to hit formula uses the ratio of sig res to sig rad to modify tracking speed directly. It isn't evaluated individually, but multiplied by the ratio of the tracking factors.
Edit: ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2) |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.02 23:35:00 -
[9] - Quote
Tyberius Franklin wrote:
Edit: ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
Yeah, give me a moment to remember how math works, I only do this about once every 6 months thanks to everything in my life having nothing to do with it.
I saw this in his links, but my eyes just kind of glazed over and I referred back to what I've read before. This seems to be a less confusing way to represent it though. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:00:00 -
[10] - Quote
Bohneik Itohn wrote:Tyberius Franklin wrote:
Edit: ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
Yeah, give me a moment to remember how math works, I only do this about once every 6 months thanks to everything in my life having nothing to do with it. I saw this in his links, but my eyes just kind of glazed over and I referred back to what I've read before. This seems to be a less confusing way to represent it though. Edit: And this is where the confusion comes in. The stuff that I read ages ago never showed a correlation between tracking speed and turret resolution, they were addressed as two different calculations. Same procedure if you were to take and mash the two together, but they were supposedly not. Bad information? Unless the formula has changed I'd say so. The way it works now basically treats it as a tracking modifier.
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number (100) their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.03 00:05:00 -
[11] - Quote
Tyberius Franklin wrote:Unless the formula has changed I'd say so. The way it works now basically treats it as a tracking modifier.
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly.
That was bothering me also. It's pretty easy to just break tracking utterly so you can't be touched as it is, wouldn't this make that extreme even more accessible by fitting with that goal in mind? Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
38
|
Posted - 2014.07.03 00:07:00 -
[12] - Quote
Tyberius Franklin wrote:
(snip)
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly.
You do not understand it correctly. My proposal, as I stated several times in my OP, changes literally nothing about how damage is applied. It does not remove sig radius as a concern. All it does is simplify the underlying concepts to make them easier to understand. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:12:00 -
[13] - Quote
Bohneik Itohn wrote:Tyberius Franklin wrote:Unless the formula has changed I'd say so. The way it works now basically treats it as a tracking modifier.
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly. That was bothering me also. It's pretty easy to just break tracking utterly so you can't be touched as it is, wouldn't this make that extreme even more accessible by fitting with that goal in mind? Depends on the number normalized on. Anything with a sig res below that number gets buffed, and above gets nerfed. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.03 00:14:00 -
[14] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:
(snip)
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly.
You do not understand it correctly. My proposal, as I stated several times in my OP, changes literally nothing about how damage is applied. It does not remove sig radius as a concern. All it does is simplify the underlying concepts to make them easier to understand.
And the more I think about it, the more I start to believe it'd take a complete overhaul of every ship and module to rebalance this.
Turret sig res is a static value. Everything else in that formula is a variable that can be changed by the player. What you're asking would make the calculation easier for the player to understand, and make balancing much, much harder because the field of averages suddenly becomes far wider. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:19:00 -
[15] - Quote
Bohneik Itohn wrote:
(snip)
And the more I think about it, the more I start to believe it'd take a complete overhaul of every ship and module to rebalance this.
Turret sig res is a static value. Everything else in that formula is a variable that can be changed by the player. What you're asking would make the calculation easier for the player to understand, and make balancing much, much harder because the field of averages suddenly becomes far wider.
You obviously still don't understand. My proposal changes literally nothing about how damage is applied in any case. Every single ship with every single possible fit will perform exactly the same after the change as before. Since it changes exactly nothing, it does not cause any need for rebalancing.
Edit: typo |

Daichi Yamato
Xero Security and Technologies
1758
|
Posted - 2014.07.03 00:21:00 -
[16] - Quote
no this does change how the game works. ur assuming the guns are only shooting at targets of their own size.
what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well.
So even if a frig is webbed to hell, a battleship is not gonna have an easy time of hitting it. and even if an inty is mwd'ing round a BS, its still going to make good hits.
This somewhat parallels how missiles behave, where small missiles make near perfect hits against larger targets, and large missiles cant hit small targets for **** even when painted and webbed.
TL:DR
-1 EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:22:00 -
[17] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:
(snip)
That said I'm not sure I'm fond of the ops idea if I understand it correctly. If you normalize tracking while removing sig radius concerns you nerf weapons with resolutions larger than the set number you normalized on. IE: a weapon with a sig res of 400 hits other ships with 400 sigs at it's stated tracking, where with the op's proposal and using the example number their tracking would be 25% of what it is now against same size targets.
It would also eliminate the ability to modify how much damage a hull takes with sig tanking without modifying it's base speed accordingly.
You do not understand it correctly. My proposal, as I stated several times in my OP, changes literally nothing about how damage is applied. It does not remove sig radius as a concern. All it does is simplify the underlying concepts to make them easier to understand. I guess I'm missing what you mean when you saw "I suggest we do away with it entirely." If we are still using it, just normalized it makes things more confusing as unintuitively, I can hit BS's with radial velocities several times my tracking speed (sig rad greater than normalized sig res), but can't hit frigates moving at even half of that well (sig rad less than normalized rig res). Either way the presented tracking number is still not what it appears. It also means more phantom numbers to deal with, a factor I only recently found out about in missile damage calculation.
Edit: It also doesn't simplify the formula at all, just transforms one factor into a constant. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:27:00 -
[18] - Quote
Daichi Yamato wrote:what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well.
No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions.
The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:29:00 -
[19] - Quote
Aebe Amraen wrote:Daichi Yamato wrote:what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well. No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions. The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution. Sig radius does that by directly comparing to sig resolution. It's not independent of it. If sig res goes away sig rad only affects lock time and has no effect on damage or chance to hit. Note that chance to hit directly affects hit quality as well. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.03 00:31:00 -
[20] - Quote
Daichi Yamato wrote:no this does change how the game works. ur assuming the guns are only shooting at targets of their own size.
what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well.
So even if a frig is webbed to hell, a battleship is not gonna have an easy time of hitting it. and even if an inty is mwd'ing round a BS, its still going to make good hits.
This somewhat parallels how missiles behave, where small missiles make near perfect hits against larger targets, and large missiles cant hit small targets for **** even when painted and webbed.
TL:DR
-1
This, which is exactly where you start to see examples of tracking speed breaking down and not working properly under extreme situations. These situations would be exacerbated by making tracking speed, which is a variable, the primary fator.
Having a static in the formula makes it much easier to control the range of the variable, and reduces extremes. Remember that everything that modifies tracking speed goes by percentages. All of that would have to be re-evaluated, because that percentage was not previously being applied to Turret sig res. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:34:00 -
[21] - Quote
Tyberius Franklin wrote:Aebe Amraen wrote:Daichi Yamato wrote:what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well. No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions. The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution. Sig radius does that by directly comparing to sig resolution. It's not independent of it. If sig res goes away sig rad only affects lock time and has no effect on damage or chance to hit. Note that chance to hit directly affects hit quality as well.
Sig radius does that by being included in the denominator of a fraction in the term to which 0.5 is raised in the chance-to-hit formula. The fact that there is an arbitrary number we call turret sig resolution in the numerator of that fraction is completely irrelevent to the effect sig radius has. Sig radius would still have exactly the same effect if my proposal was implemented as outlined in the OP. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
445
|
Posted - 2014.07.03 00:43:00 -
[22] - Quote
Aebe Amraen wrote: The fact that there is an arbitrary number we call turret sig resolution in the numerator of that fraction is completely irrelevent to the effect sig radius has.
Turret Sig res is not the arbitrary number here. 0.5 is. There is still no way to address the static becoming a variable without a complete rebalance. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Arla Sarain
27
|
Posted - 2014.07.03 00:44:00 -
[23] - Quote
The ratio of turret scan res to target sig radius is a big chunk to the tracking formula and tracking tanking.
You need a power of 6.25 (+-) to drop the chance to around 1%.
To make this extremely easy, ignoring range (assume always within enemy optimal), and focusing just on whats inside those brackets (ignoring the square), you need a total ratio of 1.8 to drop the chance to be hit to 10%.
Now, doing what you're asking to do means that pilots focusing on tracking tanking have to fly so that their angular velocity is 80% faster than enemy tracking.
That's quite challenging. Try orbiting at 500 at max non-prop speed. Few ships can do that, if any at all. First due to agility your 500 orbit is blown up to 800. Then, your speed is about 80-90% of its max speed. You basically hover at around 400m/s at 800m orbit, giving you angular velocity of ~0.5 rad/s.
Hence, enemy tracking has to be 0.27.
Neutrons with void have about 0.35rad/s.
Getting under guns will be very difficult, because cruiser 125 scan res on turrets gives frigates some leeway on how fast they should be to avoid fire.
Please don't do this. Yes, it's a clustrefudge of an equation. But tracking is something that favors those who take the time to understand it. Sig radius and turret resolution included. It's one of those few things that are interesting in a way, and different from all the EFT DPS warriors and people who focus on out DPSing their opponents. And it's not like all the sources are locked up somewhere - everything is available, and those who want to understand can and should take the time to study the formula and apply it ingame.
Yes it would make understanding the system simpler, but it would not make the game better for it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:45:00 -
[24] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:Aebe Amraen wrote:Daichi Yamato wrote:what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well. No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions. The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution. Sig radius does that by directly comparing to sig resolution. It's not independent of it. If sig res goes away sig rad only affects lock time and has no effect on damage or chance to hit. Note that chance to hit directly affects hit quality as well. Sig radius does that by being included in the denominator of a fraction in the term to which 0.5 is raised in the chance-to-hit formula. The fact that there is an arbitrary number we call turret sig resolution in the numerator of that fraction is completely irrelevent to the effect sig radius has. Sig radius would still have exactly the same effect if my proposal was implemented as outlined in the OP. What? I'm sorry, I just have to make sure I understand your claim here. It sounds like you are saying that 1 half of a fraction which serves as a factor in the equation is somehow irrelevant to the result.
Also calling it arbitrary is meaningless. Sig res is just as arbitrary as are the base tracking numbers themselves.
And the op is unclear, are we normalizing sig res in the equation or removing it?
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:46:00 -
[25] - Quote
Arla Sarain wrote:Yes it would make understanding the system simpler, but it would not make the game better for it.
You are right, it would not make the game better, because it would make literally no difference to the game. Apart from making it easier to understand.
|

Daichi Yamato
Xero Security and Technologies
1759
|
Posted - 2014.07.03 00:48:00 -
[26] - Quote
no the turret sig res DOES do that.
What u obviously think is that if i take a small turret and shoot at a moving frig, and then take a large turret and add enough tracking computers that its tracking is the same as the small turrets, that both weapons will have the same chance of hitting?
No, this is not how it works.
u cannot buff the tracking of a large turret so that it hits as well as a small turret, because of turret res.
Quote: The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution.
oh the irony EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:48:00 -
[27] - Quote
Bohneik Itohn wrote:Aebe Amraen wrote: The fact that there is an arbitrary number we call turret sig resolution in the numerator of that fraction is completely irrelevent to the effect sig radius has.
Turret Sig res is not the arbitrary number here. 0.5 is. There is still no way to address the static becoming a variable without a complete rebalance. Technically there would be no performance change, just a bunch of numbers which no longer make sense compared to performance if we are normalizing sig res.
That's if we are just normalizing, haven't received an answer clarifying that yet.
Edit: that's a yes on the normalizing so he is correct that there is no functional change. |

Arla Sarain
27
|
Posted - 2014.07.03 00:48:00 -
[28] - Quote
Aebe Amraen wrote:Arla Sarain wrote:Yes it would make understanding the system simpler, but it would not make the game better for it. You are right, it would not make the game better, because it would make literally no difference to the game. Apart from making it easier to understand. You are being ignorant.
It's a huge difference. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:48:00 -
[29] - Quote
Tyberius Franklin wrote: (snip) And the op is unclear, are we normalizing sig res in the equation or removing it?
We are removing sig res as a variable. The easiest way to do that, to avoid having to change a bunch of game code, is to make sig res equal for all guns and adjust tracking accordingly. The end result is that the game mechanic is exactly the same as it was before the change--just easier to understand. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:49:00 -
[30] - Quote
Quoting the issue brought up from before:
"If we are still using it, just normalized it makes things more confusing as unintuitively, I can hit BS's with radial velocities several times my tracking speed (sig rad greater than normalized sig res), but can't hit frigates moving at even half of that well (sig rad less than normalized rig res). Either way the presented tracking number is still not what it appears. It also means more phantom numbers to deal with, a factor I only recently found out about in missile damage calculation.
Edit: It also doesn't simplify the formula at all, just transforms one factor into a constant." |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:51:00 -
[31] - Quote
Daichi Yamato wrote:no the turret sig res DOES do that.
What u obviously think is that if i take a small turret and shoot at a moving frig, and then take a large turret and add enough tracking computers that its tracking is the same as the small turrets, that both weapons will have the same chance of hitting?
No, this is not how it works.
u cannot buff the tracking of a large turret so that it hits as well as a small turret, because of turret res.
You are correct. A large gun with 0.1 tracking will not track as well as a small gun with 0.1 tracking because of the sig res. This is exactly the problem I am trying to solve. By getting rid of sig res and changing the tracking numbers so that the tracking is exactly the same as it was previous to the change, we make no change to the game mechanic but make it easier to understand because there is now only one number to compare (tracking) rather than two (tracking and sig res). |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 00:54:00 -
[32] - Quote
Aebe Amraen wrote:Daichi Yamato wrote:no the turret sig res DOES do that.
What u obviously think is that if i take a small turret and shoot at a moving frig, and then take a large turret and add enough tracking computers that its tracking is the same as the small turrets, that both weapons will have the same chance of hitting?
No, this is not how it works.
u cannot buff the tracking of a large turret so that it hits as well as a small turret, because of turret res.
You are correct. A large gun with 0.1 tracking will not track as well as a small gun with 0.1 tracking because of the sig res. This is exactly the problem I am trying to solve. By getting rid of sig res and changing the tracking numbers so that the tracking is exactly the same as it was previous to the change, we make no change to the game mechanic but make it easier to understand because there is now only one number to compare (tracking) rather than two (tracking and sig res). It introduces another issue with understanding: Why don't my guns hit some targets moving slower that my tracking while hitting others significantly faster?
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 00:57:00 -
[33] - Quote
Tyberius Franklin wrote: (snip)
It introduces another issue with understanding: Why don't my guns hit some targets moving slower that my tracking while hitting others significantly faster?
Because big things are easier to hit.
Edit: This is not an issue that my proposal introduces, this is already the case now. |

Arla Sarain
28
|
Posted - 2014.07.03 00:58:00 -
[34] - Quote
Aebe Amraen wrote:Daichi Yamato wrote:no the turret sig res DOES do that.
What u obviously think is that if i take a small turret and shoot at a moving frig, and then take a large turret and add enough tracking computers that its tracking is the same as the small turrets, that both weapons will have the same chance of hitting?
No, this is not how it works.
u cannot buff the tracking of a large turret so that it hits as well as a small turret, because of turret res.
You are correct. A large gun with 0.1 tracking will not track as well as a small gun with 0.1 tracking because of the sig res. This is exactly the problem I am trying to solve. By getting rid of sig res and changing the tracking numbers so that the tracking is exactly the same as it was previous to the change, we make no change to the game mechanic but make it easier to understand because there is now only one number to compare (tracking) rather than two (tracking and sig res).
Think about it this way: you remove turret scan res, and to compensate you change tracking as per your suggestion.
All guns have to be 1 scan res, or some other constant. The implication is that you blow up turret tracking to astronomical proportions. Whilst this holds no computation difference, it ruins interpretation.
How do you translate your turrets' 6 radian tracking (now that it went up from 0.5, substantially due to removal of turret resolution) to your ships angular velocity of 0.2? How?
You don't. Those numbers are far apart and feel MORE arbitrary than before.
AS mentioned - you are being ignorant. Turret scan resolution is not as arbitrary as you believe; whether intended by CCP or not, is up to debate.
Their PURPOSE is to normalise tracking numbers. Without them your tracking to angular velocity numbers would be largely out of proportion.
0.5 tracking is easy to relate to 0.2 angular velocity. Far easier. No it doesn't tell much to the casual layman, but it's a lot more secure understanding. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 01:00:00 -
[35] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote: (snip)
It introduces another issue with understanding: Why don't my guns hit some targets moving slower that my tracking while hitting others significantly faster?
Because big things are easier to hit. Great, so what is the relevance of my tracking stat? How does it compare to anything I'm being presented in game?
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:01:00 -
[36] - Quote
Arla Sarain wrote:
(snip)
How do you translate your turrets' 6 radian tracking (now that it went up from 0.5, substantially due to removal of turret resolution) to your ships angular velocity of 0.2? How?
HOLY **** I HAVE AWESOME TRACKING.
Arla Sarain wrote: (snip)
0.5 tracking is easy to relate to 0.2 angular velocity. Far easier. No it doesn't tell much to the casual layman, but it's a lot more secure understanding.
So we should use the current, less-informative, harder-to-understand system because it feels "more secure"? |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:02:00 -
[37] - Quote
Tyberius Franklin wrote:Aebe Amraen wrote:Tyberius Franklin wrote: (snip)
It introduces another issue with understanding: Why don't my guns hit some targets moving slower that my tracking while hitting others significantly faster?
Because big things are easier to hit. Great, so what is the relevance of my tracking stat? How does it compare to anything I'm being presented in game?
Yes, it compares to angular velocity. And unlike right now, it compares the same way to angular velocity no matter what size of ship you're flying. |

Arla Sarain
28
|
Posted - 2014.07.03 01:03:00 -
[38] - Quote
It's not broken.
So don't break it.
If you want to know more about tracking you can ask me. It's not that difficult. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.03 01:08:00 -
[39] - Quote
So.... what your saying is you want to nerf target painters. Because thats literally the only effect that this change would have.
And the easy to understand argument. Srsly you cant handle highschool algebra 1 and understand it? Its not hard. Im not even good at math and it seems straightforward. Try explaining to a noob how passive shield tanking works instead. |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
446
|
Posted - 2014.07.03 01:09:00 -
[40] - Quote
Arla Sarain wrote:
Think about it this way: you remove turret scan res, and to compensate you change tracking as per your suggestion.
All guns have to be 1 scan res, or some other constant. The implication is that you blow up turret tracking to astronomical proportions. Whilst this holds no computation difference, it ruins interpretation.
How do you translate your turrets' 6 radian tracking (now that it went up from 0.5, substantially due to removal of turret resolution) to your ships angular velocity of 0.2? How?
You don't. Those numbers are far apart and feel MORE arbitrary than before.
AS mentioned - you are being ignorant. Turret scan resolution is not as arbitrary as you believe; whether intended by CCP or not, is up to debate.
Their PURPOSE is to normalise tracking numbers. Without them your tracking to angular velocity numbers would be largely out of proportion.
0.5 tracking is easy to relate to 0.2 angular velocity. Far easier. No it doesn't tell much to the casual layman, but it's a lot more secure understanding.
This is what I was trying to say, but I guess I was being too vague.
You can't remove a number that is pretty much constant as it stands (Turret sig res) and replace it with a constantly changing number which just inherited a wider degree of variance (tracking speed) without changing everything else involved.
And that is literally everything. Everything will be effected by this. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 01:10:00 -
[41] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:Aebe Amraen wrote:Tyberius Franklin wrote: (snip)
It introduces another issue with understanding: Why don't my guns hit some targets moving slower that my tracking while hitting others significantly faster?
Because big things are easier to hit. Great, so what is the relevance of my tracking stat? How does it compare to anything I'm being presented in game? Yes, it compares to angular velocity. And unlike right now, it compares the same way to angular velocity no matter what size of ship you're flying. Actually it doesn't. That's the point. Using 100 as a normalization again, a 200mm rail gun will track a BS at much higher angular than it's stated tracking, but that frigate? Nope, hitting that is harder than suggested by it's angular compared to your tracking. How much so? Guess you need to learn the tracking formula. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:11:00 -
[42] - Quote
The issie that Tyberius brings up about hitting some things and not hitting others is a matter of sig radius and has nothing to do with my proposal. It will continue to exist after implementation of my proposal exactly as it exists now.
Suppose I'm flying along in lowsec and a frigate tackles me. My tracking is 0.2, his angular velocity is 0.1. Can I hit him?
Under the current system, it depends on what size of guns I have. If I have small guns then those numbers mean I can definitely hit him. If I have large guns then those numbers mean I probably can't.
Under my proposal, those numbers would mean the same thing no matter which size of ship you're flying. See how that makes it simpler?
Edit: Typo |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:12:00 -
[43] - Quote
Linkxsc162534 wrote:So.... what your saying is you want to nerf target painters. Because thats literally the only effect that this change would have.
And the easy to understand argument. Srsly you cant handle highschool algebra 1 and understand it? Its not hard. Im not even good at math and it seems straightforward. Try explaining to a noob how passive shield tanking works instead.
Your personal attack is appreciated, but you are wrong. This would have literally no effect on the performance of target painters, just like it would have literally no effect on anything game-mechanics wise. All it does is free us from a redundant and difficult-to-understand turret stat. |

Daichi Yamato
Xero Security and Technologies
1759
|
Posted - 2014.07.03 01:14:00 -
[44] - Quote
Aebe Amraen wrote: In this brave new world, a gun with tracking 0.1 always has better than a gun with tracking 0.05, while in our current world this may or may not be the case.
Edit: A little clarification.
right so u admit this changes how the games works. because what happens with ur proposal is that large turrets will hit frigates more easily, and small turrets wont hit battleships as easily.
'so we nerf large weapon tracking' i hear u say.
so i respond 'so its harder for them to hit targets of their own size?'
and then u say 'oohhhhh....now i see.' EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:18:00 -
[45] - Quote
Daichi Yamato wrote:Aebe Amraen wrote: In this brave new world, a gun with tracking 0.1 always has better than a gun with tracking 0.05, while in our current world this may or may not be the case.
Edit: A little clarification.
right so u admit this changes how the games works. because what happens with ur proposal is that large turrets will hit frigates more easily, and small turrets wont hit battleships as easily. ' so we nerf large weapon tracking' i hear u say. so i respond ' so its harder for them to hit targets of their own size?' and then u say ' oohhhhh....now i see.'
No. The numbers change, but the way the game works does not change. A battleship turret that used to have 0.1 tracking might have 0.02 tracking now, but it will hit both small and large ships exactly the same way it did previously. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 01:19:00 -
[46] - Quote
Aebe Amraen wrote:The issie that Tyberius brings up about hitting other things and not hitting others is a matter of sig radius and has nothing to do with my proposal. It will continue to exist after implementation of my proposal exactly as it exists now.
Suppose I'm flying along in lowsec and a frigate tackles me. My tracking is 0.2, his angular velocity is 0.1. Can I hit him?
Under the current system, it depends on what size of guns I have. If I have small guns then those numbers mean I can definitely hit him. If I have large guns then those numbers mean I probably can't.
Under my proposal, those numbers would mean the same thing no matter which size of ship you're flying. See how that makes it simpler? That's entirely untrue. The comparison of angular velocity to tracking will only be accurate for targets with sigs around the number you normalize at. Sufficiently smaller targets than the normalization point will NOT be able to be hit when tracking speed = angular velocity, likewise sufficiently larger targets will be able to be hit even when angular velocity is much higher than tracking speed.
In the end the uncertain part of the comparison is shifted from the guns to the target but it doesn't create a situation where the comparison tells the whole story like the idea is being billed. And to compensate accurately it still requires out of game knowledge. |

Arla Sarain
28
|
Posted - 2014.07.03 01:20:00 -
[47] - Quote
Daichi Yamato wrote:Aebe Amraen wrote: In this brave new world, a gun with tracking 0.1 always has better than a gun with tracking 0.05, while in our current world this may or may not be the case.
Edit: A little clarification.
right so u admit this changes how the games works. because what happens with ur proposal is that large turrets will hit frigates more easily, and small turrets wont hit battleships as easily. ' so we nerf large weapon tracking' i hear u say. so i respond ' so its harder for them to hit targets of their own size?' and then u say ' oohhhhh....now i see.' His proposal is absorb the effect of turret scan res into tracking,by an amount dictated by the turret size.
Yes, as far as calculations go nothing should change. But this won't make it easier to understand.
You will still be staring at 2 different numbers, which mean jack all to you, and ponder why you can't hit a frigate that's moving slow than your tracking, when being in a frigate yourself.
For referance https://www.flickr.com/photos/42106607@N07/14538975516/ tracking. All you need now is to approximate ratios. The product of their tracking to their turret scan res over your angular velocity times your sig. Not difficult. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
39
|
Posted - 2014.07.03 01:21:00 -
[48] - Quote
Tyberius Franklin wrote:Aebe Amraen wrote:The issie that Tyberius brings up about hitting other things and not hitting others is a matter of sig radius and has nothing to do with my proposal. It will continue to exist after implementation of my proposal exactly as it exists now.
Suppose I'm flying along in lowsec and a frigate tackles me. My tracking is 0.2, his angular velocity is 0.1. Can I hit him?
Under the current system, it depends on what size of guns I have. If I have small guns then those numbers mean I can definitely hit him. If I have large guns then those numbers mean I probably can't.
Under my proposal, those numbers would mean the same thing no matter which size of ship you're flying. See how that makes it simpler? That's entirely untrue. The comparison of angular velocity to tracking will only be accurate for targets around the number you normalize at. Sufficiently smaller targets than the normalization point will NOT be able to be hit when tracking speed = angular velocity, likewise sufficiently larger targets will be able to be hit even when angular velocity is much higher than tracking speed. In the end the uncertain part of the comparison is shifted from the guns to the target but it doesn't create a situation where the comparison tells the whole story like the idea is being billed. And to compensate accurately it still requires out of game knowledge.
Currently, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, my target's sig radius, and my sig resolution.
Under my proposal, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, and my target's sig radius.
See how that makes it simpler? |

Arla Sarain
28
|
Posted - 2014.07.03 01:24:00 -
[49] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:Aebe Amraen wrote:The issie that Tyberius brings up about hitting other things and not hitting others is a matter of sig radius and has nothing to do with my proposal. It will continue to exist after implementation of my proposal exactly as it exists now.
Suppose I'm flying along in lowsec and a frigate tackles me. My tracking is 0.2, his angular velocity is 0.1. Can I hit him?
Under the current system, it depends on what size of guns I have. If I have small guns then those numbers mean I can definitely hit him. If I have large guns then those numbers mean I probably can't.
Under my proposal, those numbers would mean the same thing no matter which size of ship you're flying. See how that makes it simpler? That's entirely untrue. The comparison of angular velocity to tracking will only be accurate for targets around the number you normalize at. Sufficiently smaller targets than the normalization point will NOT be able to be hit when tracking speed = angular velocity, likewise sufficiently larger targets will be able to be hit even when angular velocity is much higher than tracking speed. In the end the uncertain part of the comparison is shifted from the guns to the target but it doesn't create a situation where the comparison tells the whole story like the idea is being billed. And to compensate accurately it still requires out of game knowledge. Currently, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, my target's sig radius, and my sig resolution. Under my proposal, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, and my target's sig radius. See how that makes it simpler?
Sir, please.
40, 125, whatever else. Not difficult to "know" anything. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1224
|
Posted - 2014.07.03 01:26:00 -
[50] - Quote
Aebe Amraen wrote:Currently, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, my target's sig radius, and my sig resolution.
Under my proposal, to estimate whether my guns can track a target, I need to know my tracking speed, my target's angular velocity, my target's sig radius, and the normalization point.
See how that makes it simpler? Corrected, in which case the only real difference is replacing remembering the sig res of weapons with the new normalized sig number, granted a singular factor reducing numbers to deal with, but more arbitrary and IMHO much less intuitive than the current idea that a gun tracks about as well as it says it does against same sizes targets and degrades as you go down. |

Gorn Arming
Merch Industrial Goonswarm Federation
380
|
Posted - 2014.07.03 05:10:00 -
[51] - Quote
This thread has been a goldmine of posts by people who don't understand math.
Anyway, currently we have three variables: turret sig resolution, target sig radius, and turret tracking. Fixing turret sig resolution and rolling the variability there into tracking reduces your variables to just target sig radius and turret tracking.
It's simpler to understand and changes nothing about how the game works. On the other hand, it requires some degree of developer effort and it changes nothing about how the game works. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.03 05:20:00 -
[52] - Quote
This change wouldn't make anything simpler, it jsut wouldn't work period, my jab at your lack of algebra knowledge should have pointed to your lack of actually running the numbers, so here out of the goodeness of my heart and wasting an evening of playing the videyagames (baldurs gate) I'll do the math for you.
Heres the turret damage calculation simplified for our purposes
( Vt / R * -ë) * ( Sg / St)
Vt = target traversal velocity (Meters / Second) R = range ( Meters, also could be understood as radius of a circle) -ë = tracking speed of turret ( Radians / Second, angular velocity. This times the radius gets you a m/s because radians are m/m and cancel themselves out. Literally the tracking portion of the equation is comparing the target traversal speed and a "max traversal" speed that the turret can hit)
Sg = weapon sig rez (Meters, values are 40m/125m/400m for the small med and large turret sizes) St = target sigrad (Meters, valuse also tend towards nominal 40m/125m/400m however a sample set of merlin moa rokh gets you 39/135/500 so they do change from ship to ship)
All other parts of the equation don't matter because they are either constants (the ^2, and the .5 out front. The range/optimal-falloff part also drops out because we are assuming the guns are all firing from their optimal range.
So lets throw some numbers in there. You said lets work with a nominal value of 100m for the weapon sig of all guns correct. So, Sg = 100m Going on the assumption that a target is orbiting you at optimal and with perfect tracking (because we are trying to work out the effect of this new sigrad equation) Lets say Vt and R are both 1. Our equation becomes...
1/-ë * 100 / St St is from our target ship, well roll with the average values. And now you are saying we will be changing the -ë of all the guns after the change to account for the changes Sg.
Any gun shooting at a frigate after change 1/-ë * 100/40 -> 100-ë = 40 -> -ë = .4r/s
Same gun... shooting a cruiser.... 1/-ë * 100/125 -> 100-ë = 125 -> -ë = 1.25r/s ?
Battleships? 1/-ë * 100/400 -> 100-ë = 400 -> -ë = 4r/s ???
So, after this change.... a single gun firing at 3 different targets would have 3 different tracking speeds???????? Please sir, elaborate for me how its easier to understand for players that a gun just switches tracking speeds when you start shooting at different targets??? How do you even balance that? Theres some other values there to work with...
Range to target... well maybe if you stop shooting a frigate and start shooting a BS, he'll magically get forced back a distance to balance the equations?
Target Traversal... Maybe he'll slow down?
Target Sigrad.... well theres 1 that isn't controlled by the fight and instead is a built in stat... but well if you start shifting THOSE numbers around to fix it, youll end up with all ships having the same sigrad, missiles will be broken, and every ship and shootable structure int the game would need to be reworked to allow for this change to be viable....
That doesn't seem like good game design.
Perhaps though, the problem could be worked around by adding some kind of factor (DRF like missiles??) into the ammos themselves. But now we're starting to get kinda ridiculous, because we're just shoving the same value, into a different part of the problem. |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
284
|
Posted - 2014.07.03 05:23:00 -
[53] - Quote
Aebe Amraen wrote:The issie that Tyberius brings up about hitting some things and not hitting others is a matter of sig radius and has nothing to do with my proposal. It will continue to exist after implementation of my proposal exactly as it exists now.
Suppose I'm flying along in lowsec and a frigate tackles me. My tracking is 0.2, his angular velocity is 0.1. Can I hit him?
Under the current system, it depends on what size of guns I have. If I have small guns then those numbers mean I can definitely hit him. If I have large guns then those numbers mean I probably can't.
Under my proposal, those numbers would mean the same thing no matter which size of ship you're flying. See how that makes it simpler?
Edit: Typo
I think this is the problem. It's possible that I am not entirely understanding your proposal, but from what I've seen in this thread I am of the opinion that you are mistaken about removing the stat not effecting anything. Yes, turret sig res has the same effect on turret tracking as tracking speed. But equal value in the equation does not mean they are the same, as they are applied to different things.
Tracking speed is balanced against angular/transversal velocities an so forth. Basically, if my target is orbiting me, I have more trouble hitting it then if my target was sitting stationary (assuming that my ship is not moving, as ang/trans velocity is relative between the two objects, in this case my ship and the enemy ship).
Turret signature resolution is balanced against target signature radius, a stat that is effected by ship size, TP's, whether or not they are running their MWD ect. Basically, the size of my guns vs the perceived size of the target. This allows for the addition of tracking penalty to large guns shooting at small targets, regardless of ang/trans velocity. It also allows for increased tracking of small guns vs large targets by merits of shooting a much bigger target.
So while yes, turret tracking speed and turret res have scale to the same degree of how well you can hit your target, they are balanced against different stats; with tracking speed balancing damage application in regards to movement and turret sig res balancing damage application against size. Removing turret sig res (or replacing the value with tracking speed) would essentially break the curve upon which size factors into an engagement. In the absolute best case scenario, every signature radius in the game would have to be rebalanced against the tracking modifier, which scales between 0 and 1, where as presently sig rad is balanced against turret sig res, which scales between 0 and several 1000 (for instance, lasers go 40, 125, 400 and 2000 for S,M,L and XL respectively).
This does not simplify the turret damage application equation, if anything, it makes it more complex. It essentially hamstrings the game into using the same value for two different applications, instead of using two unique but equal values to adjust for the two different measurements being taken.
But here's the kicker, you don't want to simply replace one value with the other. You want to do away with the value entirely. This means that tracking, while rebalanced, will be entirely decided upon based on ship speed and trans velocity. You would be removing the variable size factor from the equation entirely. Basically, you would be altering how the game deals with tracking on the weapon side, but not on the target side. In this scenario, a large turret would hit a stationary battleship exactly the same as a stationary frigate, where as presently, I do not believe it is possible to do this. You may hit said frigate for enough damage to one shot it, but I don't think the upper limit on how much you can hit the frigate for will ever be the same as the upper limit on the battleship, unless the frigate is somehow sporting the same signature radius.
TL;DR Either I don't understand you/some facet of the equation, or you've missed the concept of size-relative tracking and are trying to change it to a static form of tracking which will NOT work the same as it presently does; even though tracking speed/trans velocity and sig res/sig rad scale equally into how well you hit your target. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.03 06:02:00 -
[54] - Quote
Besides, if we were to do this change, wouldn't we then have to normalize missile exp rads across the board and shovel the remainder into the exp velocity part of the equation to keep turrets and missiles balanced to eachother????
Actually as thought I've been having for a while. Since they've been claiming to want an anti-missile tracking disruptor type module.
Make a new Ewar mod that hits either turret sig resolution (makes it higher while ewared and gives poorer application) and hits missile exprad (also makes higher, hurts application) |

Gorn Arming
Merch Industrial Goonswarm Federation
380
|
Posted - 2014.07.03 06:17:00 -
[55] - Quote
Linkxsc162534 wrote:This change wouldn't make anything simpler, it jsut wouldn't work period, my jab at your lack of algebra knowledge should have pointed to your lack of actually running the numbers, so here out of the goodeness of my heart and wasting an evening of playing the videyagames (baldurs gate) I'll do the math for you.
Heres the turret damage calculation simplified for our purposes
( Vt / R * -ë) * ( Sg / St)
Vt = target traversal velocity (Meters / Second) R = range ( Meters, also could be understood as radius of a circle) -ë = tracking speed of turret ( Radians / Second, angular velocity. This times the radius gets you a m/s because radians are m/m and cancel themselves out. Literally the tracking portion of the equation is comparing the target traversal speed and a "max traversal" speed that the turret can hit)
Sg = weapon sig rez (Meters, values are 40m/125m/400m for the small med and large turret sizes) St = target sigrad (Meters, valuse also tend towards nominal 40m/125m/400m however a sample set of merlin moa rokh gets you 39/135/500 so they do change from ship to ship)
All other parts of the equation don't matter because they are either constants (the ^2, and the .5 out front. The range/optimal-falloff part also drops out because we are assuming the guns are all firing from their optimal range.
So lets throw some numbers in there. You said lets work with a nominal value of 100m for the weapon sig of all guns correct. So, Sg = 100m Going on the assumption that a target is orbiting you at optimal and with perfect tracking (because we are trying to work out the effect of this new sigrad equation) Lets say Vt and R are both 1. Our equation becomes...
1/-ë * 100 / St St is from our target ship, well roll with the average values. And now you are saying we will be changing the -ë of all the guns after the change to account for the changes Sg.
Any gun shooting at a frigate after change 1/-ë * 100/40 -> 100-ë = 40 -> -ë = .4r/s
Same gun... shooting a cruiser.... 1/-ë * 100/125 -> 100-ë = 125 -> -ë = 1.25r/s ?
Battleships? 1/-ë * 100/400 -> 100-ë = 400 -> -ë = 4r/s ???
So, after this change.... a single gun firing at 3 different targets would have 3 different tracking speeds???????? Please sir, elaborate for me how its easier to understand for players that a gun just switches tracking speeds when you start shooting at different targets??? How do you even balance that? Theres some other values there to work with...
Range to target... well maybe if you stop shooting a frigate and start shooting a BS, he'll magically get forced back a distance to balance the equations?
Target Traversal... Maybe he'll slow down?
Target Sigrad.... well theres 1 that isn't controlled by the fight and instead is a built in stat... but well if you start shifting THOSE numbers around to fix it, youll end up with all ships having the same sigrad, missiles will be broken, and every ship and shootable structure int the game would need to be reworked to allow for this change to be viable....
That doesn't seem like good game design.
Perhaps though, the problem could be worked around by adding some kind of factor (DRF like missiles??) into the ammos themselves. But now we're starting to get kinda ridiculous, because we're just shoving the same value, into a different part of the problem. Put the crayons down, because you're not ready to do algebra yet, kid.
What you've actually done is compute the tracking speed necessary to yield a constant hit probability on ships of varying signature radii (and you botched that, too, because (1/-ë * 100/40 = 1) yields -ë = 2.5, not 0.4) . It should not be surprising that this result varies by target signature radius--of course the tracking speed needed to generate the same hit probability is different for different sig radii. That's the whole point. You need a higher -ë to achieve the same hit probability for a 40m frigate than for a 125m cruiser, all other things being equal.
In reality, the weapon tracking speed is fixed for a given ship/skill/implant/velocity/etc. combination and it is the hit probability that varies by target signature radius. But setting the expression (1/-ë * 100/St) equal to a constant carries the implicit assumption that hit probability is being held constant. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1225
|
Posted - 2014.07.03 06:49:00 -
[56] - Quote
Gorn Arming wrote:This thread has been a goldmine of posts by people who don't understand math.
Anyway, currently we have three variables: turret sig resolution, target sig radius, and turret tracking. Fixing turret sig resolution and rolling the variability there into tracking reduces your variables to just target sig radius and turret tracking.
It's simpler to understand and changes nothing about how the game works. On the other hand, it requires some degree of developer effort and it changes nothing about how the game works. It's no simpler since you have some invisible factor breaking any apparent relationship between tracking speed and angular velocity. So we replace knowing general weapon size sig res with remembering actual tracking offsets for different target sigs sizes.
The end result is functionally no better or easily understood without knowing the same things you have to know now to figure it all out. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
931
|
Posted - 2014.07.03 07:16:00 -
[57] - Quote
The OP's maths are correct and I understand the proposal.
However, I don't like it.
With the current system, you can compare the target's angular velocity with your guns' tracking speed, if you're shooting at the 'standard target' for your gun size:
. Small turrets --> frigates . Medium turrets --> cruisers . Large turrets --> battleships
If you're shooting cruisers with small turrets, you know your tracking is 3x better. Likewise, if you're shooting cruisers with large turrets, you know your tracking is 3x worse.
But, even if PVP is extremely varied, most of the time you'll be shooting at the 'standard target'.
With the OP's proposal, if all signature resolutions were 'normalized' say to medium turret values (125), nothing would change for medium turrets but in, say, every frig vs. frig fight we'd have to mentally divide our small turrets' tracking by 3 to get a tracking speed that we could actually relate to the target's angular velocity as shown in the overview.
Unnecessarily complicated, imo. Especially considering that, while PVP in EVE comes in all shapes and sizes, it's safe to say that most of the time you'll be shooting at frigates with small guns, cruisers with medium guns and battleships with large guns.
Also, while some may argue it's a matter of personal taste, in this case change is bad in itself because regular PVPers are used to the current system. Casual PVPers won't understand tracking and sig res anyway, becuase there's really no easy way around it: if you're 'serious' about PVP, you have to invest some time to fully understand the maths. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
933
|
Posted - 2014.07.03 07:36:00 -
[58] - Quote
I'll just add a 'shocking fact'.
At least, it was a bit of a surprise to me, when I first realized it.
If you're in optimal range
if you're shooting at something that has the same signature radius as your guns' signature resolution
if your target's angular velocity is equal to your turrets' tracking speed
you'll be hitting for 50% damage (on average)!
To hit for 90% damage, you have to reduce angular velocity to around a third of your nominal tracking speed.
So if you want to maximise your own damage, don't orbit @500m !!!
Tracking speed should maybe be renamed 'tracking speed falloff'  |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.03 07:39:00 -
[59] - Quote
Gorn Arming wrote: Put the crayons down, because you're not ready to do algebra yet, kid.
What you've actually done is compute the tracking speed necessary to yield a constant hit probability on ships of varying signature radii (and you botched that, too, because (1/-ë * 100/40 = 1) yields -ë = 2.5, not 0.4) . It should not be surprising that this result varies by target signature radius--of course the tracking speed needed to generate the same hit probability is different for different sig radii. That's the whole point. You need a higher -ë to achieve the same hit probability for a 40m frigate than for a 125m cruiser, all other things being equal.
In reality, the weapon tracking speed is fixed for a given ship/skill/implant/velocity/etc. combination and it is the hit probability that varies by target signature radius. But setting the expression (1/-ë * 100/St) equal to a constant carries the implicit assumption that hit probability is being held constant.
.4/1 = 2.5 You basically stated the reciprocal of what I said.
But yeah, I just ran those numbers real fast with only the built in calculator (doesnt support exponents btw) on my phone while sitting in a carpool on the way home. (no excel warrioring) Now at home with proper excel warrioring, actually the numbers come out just fine across the board, with no notable change to turret accuracy after the change.
Things to note however. choosing a 100m as the nominal works just fine, and scanning through other nominal values of turret resolutions just makes the numbers wonky with what your new tracking should be. For example, choosing a 1m instead makes all tracking speeds terribly low, and 200m gets strange fast.
Also unless my excel warrioring is wrong, there should be no change in effect from TP sig bloom (MWDs, all that jazz), or warfare links lowering sig, between current and post change. I don't think TDs/TCs should change either, but im going to bed soon, someone else figure it
Oh well, guess its not a bad change, the math works, and meh.
Though it begs the question, where did the 40/125/400 gunrez stats come from? is this 1 of those old... back in the early days of eve before resist things (missiles still had a "shield damage" and "armor damage" stat a year or so ago that they finally got rid of I think, actually hevent checked in a while, is that still there on missiles? I think ammos had it too)
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
933
|
Posted - 2014.07.03 07:46:00 -
[60] - Quote
Linkxsc162534 wrote:Though it begs the question, where did the 40/125/400 gunrez stats come from? is this 1 of those old... back in the early days of eve before resist things (missiles still had a "shield damage" and "armor damage" stat a year or so ago that they finally got rid of I think, actually hevent checked in a while, is that still there on missiles? I think ammos had it too) Easy:
. Frigates have a sig radius of around 40 . Cruisers around 125 . Battleships around 400
Destroyers and Battlecruisers are somewhere in between.
Easy, right?
That's why the OP's idea complicates things rather than simplifying them.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1243
|
Posted - 2014.07.03 07:51:00 -
[61] - Quote
Gorn Arming wrote:This thread has been a goldmine of posts by people who don't understand math.
Yep. Threads about tracking are always like this. And the sig resolution issue is a pretty bit part of people's misunderstanding, a distressing number of people think it's a to-hit chance separate to tracking, as if turrets were missiles.
The counter-argument of the current system making it easier to relate your turrets' tracking speed to the angular velocity of a same-size opponent has some merit though. Although, since the sigs of different ships are so variable, it's not sure it's really that valuable. |

Aiyshimin
Imperial Collective Unsettled.
46
|
Posted - 2014.07.03 08:25:00 -
[62] - Quote
Bigger guns struggle to hit smaller targets, I don't get what's so "complicated" about this sig radius/resolution issue that would require spending dev time changing something that doesn't change anything.
|

Rab See
Fool Mental Junket
74
|
Posted - 2014.07.03 09:51:00 -
[63] - Quote
I win at eve becuase I understand the way these things interact. Lets make those 13 year olds work for their account and investigate the differences.
What, when you have removed signature, will target painters do? They are crap as it is. |

Arya Regnar
Darwins Right Hand
470
|
Posted - 2014.07.03 09:53:00 -
[64] - Quote
Joraa Starkmanir wrote:I think turrets should rely MORE on signature radius than they do currently not less. Remove it from the tracking formula, but add it as part of the dmg formula, so stationary targets dont take full dmg unless they are larger than the turret signature. No, no and no.
Turret mechanics are the only thing that works as it should at the moment.
EvE-Mail me if you need anything.
|

Velicitia
Arma Artificer
2398
|
Posted - 2014.07.03 10:40:00 -
[65] - Quote
Aebe Amraen wrote:Daichi Yamato wrote:what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well. No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions. The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution.
hint -- the correlation between the target's sig radius and the turret's sig res is the crux of the matter.
The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) . One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1243
|
Posted - 2014.07.03 10:43:00 -
[66] - Quote
Velicitia wrote:The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .
Rab See wrote:What, when you have removed signature, will target painters do? They are crap as it is.
And yet, the fail continues.  |

Vayn Baxtor
Brutor Tribe Minmatar Republic
132
|
Posted - 2014.07.03 10:53:00 -
[67] - Quote
I would keep signature resolution. In fact, I'd rather see more uses and ideas applying it than just removing it. Last thing I'd want to see is big turrets hitting smaller ships that easily. Redundant or not, the concept of it isn't that difficult.
It would be great to see more ships using this particular attribute, or turrets that have other numbers than ~40, 125, 400 etc.
So for removing turret signature resolution stat, I'd say no. Using tablet, typoes are common and I'm not going to fix them all. |

Velicitia
Arma Artificer
2398
|
Posted - 2014.07.03 10:54:00 -
[68] - Quote
Gypsio III wrote:Velicitia wrote:The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) . Rab See wrote:What, when you have removed signature, will target painters do? They are crap as it is. And yet, the fail continues. 
where am I wrong in the comparison?
it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing. One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
939
|
Posted - 2014.07.03 11:02:00 -
[69] - Quote
Velicitia wrote:Gypsio III wrote:Velicitia wrote:The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) . Rab See wrote:What, when you have removed signature, will target painters do? They are crap as it is. And yet, the fail continues.  where am I wrong in the comparison? it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing. If the transversal is zero (or very close to zero) the whole equation 'zeroes out' and you hit perfectly.
A moros will hit perfectly an unmoving pod, a Phoenix won't.
In your previous post it seems you said both wouldn't hit. |

Velicitia
Arma Artificer
2398
|
Posted - 2014.07.03 11:08:00 -
[70] - Quote
Gully Alex Foyle wrote:Velicitia wrote:Gypsio III wrote:Velicitia wrote:The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) . Rab See wrote:What, when you have removed signature, will target painters do? They are crap as it is. And yet, the fail continues.  where am I wrong in the comparison? it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing. If the transversal is zero (or very close to zero) the whole equation 'zeroes out' and you hit perfectly. A moros will hit perfectly an unmoving pod, a Phoenix won't. In your previous post it seems you said both wouldn't hit.
my bad -- it's lack of coffee .. .editing it to clear it up... One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Deerin
Federal Navy Special Forces
257
|
Posted - 2014.07.03 11:22:00 -
[71] - Quote
OP Math is correct. It does simplify things mathematically and does have ZERO effect on the way game is played.
However, from a lore and phyical point of view, I wouldn't want to see a 125mm autocannon and 1400mm arillery to have the same "radius".
I believe there is an easier fix to make things more "readable":
Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people. |

Daichi Yamato
Xero Security and Technologies
1760
|
Posted - 2014.07.03 11:26:00 -
[72] - Quote
people get how tracking works and how turret res affects everything. Just not grasping everything in its entirety (im bad and feel bad).
i kept forgetting that after u half a large weapons res to 200 u get a doubled tracking buff against BS's because they still have a sig rad of 400. so modifying turret tracking proportionally to its new turret res does not affect chances to hit.
Blowing up a ship sig with painters still works. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
939
|
Posted - 2014.07.03 11:39:00 -
[73] - Quote
Deerin wrote:OP Math is correct. It does simplify things mathematically and does have ZERO effect on the way game is played.
However, from a lore and phyical point of view, I wouldn't want to see a 125mm autocannon and 1400mm arillery to have the same "radius".
I believe there is an easier fix to make things more "readable":
Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people. Clearer to understand, but a bit harder to apply.
Example: a small turret has 0.3 rad/s tracking. Quick question: can it hit stuff up close?
Assuming 1,000 m as 'up close', I'd get 0.3 rad/s if the target orbited at 300 m/s. An AB frig will go 1,000 m/s at least, 400 m/s if webbed.
So, answer: up close, it hits well only frigs without a prop mod that are also webbed*. It will hit faster stuff too, but a severe (>50%) dmg reduction is to be expected.
Now, imagine the same question, but the turret's tracking is 17-¦/s. Try giving a quick approximate answer without using a calculator. 
*Unless I can reduce transversal by also moving my own ship, of course, but that's beyond the point. |

Deerin
Federal Navy Special Forces
258
|
Posted - 2014.07.03 11:52:00 -
[74] - Quote
Gully Alex Foyle wrote:Deerin wrote:deg/s argument Good reply
Just make sure the angular velocity column in overview is also deg/s. So that you can have a fairly good idea on how fast your opponent circles you. Comparing 35 degrees to 18 degrees is easier than comparing 0.03523 to 0.01823. Yes they are essentially the same, but much readable as a bigger number. |

Arla Sarain
29
|
Posted - 2014.07.03 12:00:00 -
[75] - Quote
Deerin wrote:
Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.
How so?
What is difficult about rad/s versus degrees/s? Do you get confused by inches and cm? Does it matter? If the whole system is built around the same units.
Set up your overview to accommodate angular velocity. Both it and tracking are measured in radians per second. Same units.
Rad/s are far more intuitive. Because,as mentioned several times, they have physical meaning, whereas degrees is just a convention.
1rad/s is when the magnitude of speed is the same as the range/orbit. 500m/s at 500m orbit, or 1000m/s at 1000m orbit, will all give you an angular velocity of 1rad/s. This would be 57.3 degrees per second. How do degrees help you? |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
940
|
Posted - 2014.07.03 12:04:00 -
[76] - Quote
Deerin wrote:Gully Alex Foyle wrote:Deerin wrote:deg/s argument Good reply Good suggestion Agree.
My workaround is to shrink the ang velocity column to have only the first 4 digits visible. :)
So I see 0.035 vs. 0.018.
But yeah, my personal preference would be milli-radians!
- Easier to calculate in your head while creating a new fit or deciding whether to engage something (just divide expected max speed in m/s by expected minimum distance in km).
- Easier to read on your overview
Yes, I'm a nerd.  |

Deerin
Federal Navy Special Forces
258
|
Posted - 2014.07.03 13:29:00 -
[77] - Quote
Arla Sarain wrote:This would be 57.3 degrees per second. How do degrees help you?
Bigger number easier to read. Totally cosmetic...and also somehow easier to visualise.
Personal preference I guess ::shrugs::
|

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
462
|
Posted - 2014.07.03 15:46:00 -
[78] - Quote
I've always thought of turret signature resolution as kind of turret "accuracy", where in the lower the number, the closer to the point of aim the shot is likely to land. Like "grouping" on a rifle. The tighter your grouping the more accurate you are.
I like this variable. I would even be interested in seeing ships get a bonus to this variable or, when module teircide occurs, perhaps weapon teirs will see this stat adjusted.
So, no. I think this complexity needs to remain but the system should be explained better via the wiki or something. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
53
|
Posted - 2014.07.03 16:20:00 -
[79] - Quote
I'm happy to see some discussion going other than 'lol OP your terrible at math.' Thanks for sharing your perspectives. Just one thing I want to reply to personally:
Gully Alex Foyle wrote: But, even if PVP is extremely varied, most of the time you'll be shooting at the 'standard target'.
This is not the case in my experience. I very often find myself shooting at battleships with cruisers and shooting at frigates with battlecruisers and shooting at battlecruisers with destroyers. Perhaps I'm unusual though. |

Ashley Animus
7th Temporal Lounge
9
|
Posted - 2014.07.03 16:32:00 -
[80] - Quote
How about this to explain it.
Devide the tracking by its signature and you find the Absolute tracking value.
An Electron Blaster Cannon with 0.075 rad/s and a signature of 400. 0.075 / 400 = 0,0001875 Absolute
A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125. 0,02566 / 125 = 0,00020528 Absolute
Logically people think that the blaster has a lot more tracking because of the higher number. But in reality it has 9% worse tracking than the railgun. It confuses people without any reason.
+2 Good idea and stayed calm. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.03 17:13:00 -
[81] - Quote
Ashley Animus wrote:How about this to explain it.
Devide the tracking by its signature and you find the Absolute tracking value.
An Electron Blaster Cannon with 0.075 rad/s and a signature of 400. 0.075 / 400 = 0,0001875 Absolute
A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125. 0,02566 / 125 = 0,00020528 Absolute
Logically people think that the blaster has a lot more tracking because of the higher number. But in reality it has 9% worse tracking than the railgun. It confuses people without any reason.
+2 Good idea and stayed calm.
QFT
Comparing a large weapon to a medium in terms of their tracking is kind of fail |

Gizznitt Malikite
Agony Unleashed Agony Empire
4025
|
Posted - 2014.07.03 18:29:00 -
[82] - Quote
I don't really give a **** if people don't take the time to understand the formula's.
The turret sig resolution is a great way to help balance the ability to hit smaller targets.
Large Guns (400m sig resolution) have 10x as much trouble tracking a frig (40m sig radius) as it does a Battleship (400m sig radius). Seems alright to me. Why do we want to change this?
|

Gizznitt Malikite
Agony Unleashed Agony Empire
4025
|
Posted - 2014.07.03 18:53:00 -
[83] - Quote
A quick follow up:
Removing the sig resolution part will undermine the role of sig radius.
Many things in game alter the sig radius of your ship: Target Painters, Gang Links, Implants, MWD, Rigs, Modules, etc.
Removing the sig resolution from the turret hit formula essentially removes all the penalties and benefits of all these things.
|

Lady Rift
What Shall We Call It
22
|
Posted - 2014.07.03 19:03:00 -
[84] - Quote
Gizznitt Malikite wrote: A quick follow up:
Removing the sig resolution part will undermine the role of sig radius.
Many things in game alter the sig radius of your ship: Target Painters, Gang Links, Implants, MWD, Rigs, Modules, etc.
Removing the sig resolution from the turret hit formula essentially removes all the penalties and benefits of all these things.
all those things would still work like they do now. your large guns will still suck at shooting small things. MWD will still make you easyer to hit. TP's still as effective.
The op's post is 100% about trying to make the math easier to understand and grasp so that people don't fail like you just did. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
115
|
Posted - 2014.07.03 19:04:00 -
[85] - Quote
Aebe Amraen wrote:Proposal: Because the turret signature resolution stat is useless, duplicative, and poorly understood by most EVE players, I suggest we do away with it entirely, adjust turret tracking speeds to keep each gun the same as it is currently, and stop confusing people. This does not even require any change in the Eve code base, just in the item database: pick a convenient number, for example 100, change all turret signature resolutions to 100, and multiply the tracking speed by 100/(old signature resolution). This can easily be accomplished with a database script and requires minimal programmer time to implement.
Summary: This will have literally no effect on how guns actually work in the game, on how often you hit or miss or on how much damage you apply. It will make the chance-to-hit formula easier to understand, allow easy comparison of tracking across guns of different sizes, and more natural comparison of your tracking speed to the angular velocity of targets.
What do you think?
Edit: fixed a typo.
I think this is a horrible idea.
Unless you plan to somehow make all turrets track at different rates against targets of different sizes (which is effectively what the signature resolution of the turret does), removing the turret signature resolution from the game will absolutely impact turret damage.
Right now, the chance to hit with a turret is calculated as:
Chance to hit = 0.5^X * 0.5^Y
Where X is the "tracking" term and Y is the "range" term. As long as you're within your turret's optimal range, only the tracking term matters, so let's assume that for now. Currently, the tracking term depends both on the relative motion of your ship and the target (tracking), and the size of the target compared to the size of your weapon (signature). The reason for tracking being part of the equation is obvious: it makes it harder to hit things that are moving too quickly. But the signature part of the equation is equally important: it makes it harder to hit things that are too small. Without a signature term, battleship guns would either get a massive buff to their ability to hit frigates (assuming their ability to hit other battleships stayed the same) or a massive nerf to their ability to hit other battleships (assuming their ability to hit frigates stayed the same). If there is no size component in the hit equation, there is no way to balance it, and that would completely break every turret-based combat ship.
tl;dr: don't ever dumb down basic EvE mechanics because someone doesn't feel they're simple enough to understand. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
55
|
Posted - 2014.07.03 19:42:00 -
[86] - Quote
Bronson Hughes wrote:
(snip)
I think this is a horrible idea.
Unless you plan to somehow make all turrets track at different rates against targets of different sizes (which is effectively what the signature resolution of the turret does), removing the turret signature resolution from the game will absolutely impact turret damage.
Right now, the chance to hit with a turret is calculated as:
Chance to hit = 0.5^X * 0.5^Y
Where X is the "tracking" term and Y is the "range" term. As long as you're within your turret's optimal range, only the tracking term matters, so let's assume that for now. Currently, the tracking term depends both on the relative motion of your ship and the target (tracking), and the size of the target compared to the size of your weapon (signature). The reason for tracking being part of the equation is obvious: it makes it harder to hit things that are moving too quickly. But the signature part of the equation is equally important: it makes it harder to hit things that are too small. Without a signature term, battleship guns would either get a massive buff to their ability to hit frigates (assuming their ability to hit other battleships stayed the same) or a massive nerf to their ability to hit other battleships (assuming their ability to hit frigates stayed the same). If there is no size component in the hit equation, there is no way to balance it, and that would completely break every turret-based combat ship.
tl;dr: don't ever dumb down basic EvE mechanics because someone doesn't feel they're simple enough to understand.
You're wrong. Rather than spending a bunch of time explaining why you're wrong, I will simply refer you back to the first three pages of this thread where a half dozen other people were wrong in the same way as you.
This is, as I said then, further evidence that most people do not understand the turret sig resolution stat. Removing the turret sig resolution stat in the way I suggested will literally change nothing about any gun's ability to hit small or large, fast or slow targets. All it will do is make the mechanic easier to understand, so that hopefully we will have fewer people being wrong. |

Benny Ohu
Chaotic Tranquility
3523
|
Posted - 2014.07.03 19:45:00 -
[87] - Quote
the bigness of mah gun is now in the tracking, and then my tracking-at-current-transversal-speed maths is muliplied by 100/target sig, but it's the same effect on my chance-to-hit as before, 'cos the bigness was in the tracking-at-current-transversal maths
gotcha |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 20:40:00 -
[88] - Quote
Gypsio III wrote:Gorn Arming wrote:This thread has been a goldmine of posts by people who don't understand math. Yep. Threads about tracking are always like this. And the sig resolution issue is a pretty bit part of people's misunderstanding, a distressing number of people think it's a to-hit chance separate to tracking, as if turrets were missiles. The counter-argument of the current system making it easier to relate your turrets' tracking speed to the angular velocity of a same-size opponent has some merit though. Although, since the sigs of different ships are so variable, it's not sure it's really that valuable. I'd be willing to bet that if the op didn't word the suggestion for normalizing tracking then suggesting regarding sig res that we "we do away with it entirely," where it's reasonable to assume "entirely" means from the tracking formula as well, rather than just converting it to a constant, that it might deal with half of those posts.
If it was explained exactly what would happen to the tracking formula that would probably have preempted half of the comments seeming to misunderstand. I get the math just fine but was myself initially confused by the wording of the op regarding the details of the suggestion.
Regarding tracking being associated by size currently, while the exact figures will differ within a size class, the general rule is still a lot more consistent for relating tracking angular than anything we would end up with for the suggested except for a small window of targets no larger than that of any individual weapon size now. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
55
|
Posted - 2014.07.03 21:20:00 -
[89] - Quote
Tyberius Franklin wrote:I'd be willing to bet that if the op didn't word the suggestion for normalizing tracking then suggesting regarding sig res that we "we do away with it entirely," where it's reasonable to assume "entirely" means from the tracking formula as well, rather than just converting it to a constant, that it might deal with half of those posts.
I'm not sure what distinction you're trying to make here. I am suggesting that we get rid of sig resolution entirely by removing it from the formula. I suggested that rather than changing game code it may be easier to just adjust values in the database, which gives the same result (I assume this is what you mean by normalization). Getting rid of it entirely and converting it to a constant ("normalizing it") are equivalent. If a variable has the same value for every entry in the database, it is effectively no longer a variable. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 21:26:00 -
[90] - Quote
Aebe Amraen wrote:Tyberius Franklin wrote:I'd be willing to bet that if the op didn't word the suggestion for normalizing tracking then suggesting regarding sig res that we "we do away with it entirely," where it's reasonable to assume "entirely" means from the tracking formula as well, rather than just converting it to a constant, that it might deal with half of those posts. I'm not sure what distinction you're trying to make here. I am suggesting that we get rid of sig resolution entirely by removing it from the formula. I suggested that rather than changing game code it may be easier to just adjust values in the database, which gives the same result (I assume this is what you mean by normalization). Getting rid of it entirely and converting it to a constant ("normalizing it") are equivalent. If a variable has the same value for every entry in the database, it is effectively no longer a variable. They aren't equivalent in that you have a number serving the exact same function in the formula. Whether you refer to is as sig res or "100" or whatever number you arbitrarily chose it still functions in modifying tracking the same way.
Removing it means changing the formula to actually remove it as a factor, or such is the way people are reading it judging by the comments. Turning a variable into a constant doesn't remove and terms from the equation, thus remove may not have been the best word to use. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
956
|
Posted - 2014.07.03 21:43:00 -
[91] - Quote
Tyberius Franklin wrote:Aebe Amraen wrote:Tyberius Franklin wrote:I'd be willing to bet that if the op didn't word the suggestion for normalizing tracking then suggesting regarding sig res that we "we do away with it entirely," where it's reasonable to assume "entirely" means from the tracking formula as well, rather than just converting it to a constant, that it might deal with half of those posts. I'm not sure what distinction you're trying to make here. I am suggesting that we get rid of sig resolution entirely by removing it from the formula. I suggested that rather than changing game code it may be easier to just adjust values in the database, which gives the same result (I assume this is what you mean by normalization). Getting rid of it entirely and converting it to a constant ("normalizing it") are equivalent. If a variable has the same value for every entry in the database, it is effectively no longer a variable. They aren't equivalent in that you have a number serving the exact same function in the formula. Whether you refer to it as sig res or "100" or whatever number you arbitrarily chose it still functions in modifying tracking the same way. Removing it means changing the formula to actually remove it as a factor, or such is the way people are reading it judging by the comments. Turning a variable into a constant doesn't remove and terms from the equation, thus remove may not have been the best word to use. Actually, OP is correct and so is the thread title. 
Now it's: chance to hit depends on tracking speed, target angular velocity, target signature radius, turret signature resolution
His proposal would be: chance to hit depends on tracking speed, target angular velocity, target signature radius
Base tracking stats of all turrets would be changed accordingly, obviously.
I still don't like the idea, though. Because imo the new, resulting tracking speeds would be much harder to relate to in-game target speed and distance. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 21:51:00 -
[92] - Quote
Gully Alex Foyle wrote:Actually, OP is correct and so is the thread title.  Now it's: chance to hit depends on tracking speed, target angular velocity, target signature radius, turret signature resolutionHis proposal would be: chance to hit depends on tracking speed, target angular velocity, target signature radiusBase tracking stats of all turrets would be changed accordingly, obviously. I still don't like the idea, though.  Because imo the new, resulting tracking speeds would be much harder to relate to in-game target speed and distance. I already addressed that and stated that the normalization point alters, or for a small range confirms, what the direct comparison of target angular velocity and tracking speed would otherwise have you believe. If you don't know the normalization point then you don't know if the angular velocity of say, a thorax, being equal to your tracking means a good hit chance or a bad one.
If normalized at 50, your tracking is over twice the angular, if 200 a little more than half, at 100 your pretty close on. Either way it's not a term you can ignore regardless of what you call it or whether it changes and thus isn't "removed".
|

Benny Ohu
Chaotic Tranquility
3523
|
Posted - 2014.07.03 21:56:00 -
[93] - Quote
Tyberius Franklin wrote:Removing it means changing the formula to actually remove it as a factor, or such is the way people are reading it judging by the comments. judging by the comments, people aren't reading the op at all |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 21:58:00 -
[94] - Quote
Benny Ohu wrote:Tyberius Franklin wrote:Removing it means changing the formula to actually remove it as a factor, or such is the way people are reading it judging by the comments. judging by the comments, people aren't reading the op at all Maybe, I posted issues both ways as initially I wasn't able to conclusively discern which way he was going with it. I had to ask for clarification to be sure. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
956
|
Posted - 2014.07.03 22:01:00 -
[95] - Quote
Tyberius Franklin wrote:Gully Alex Foyle wrote:Actually, OP is correct and so is the thread title.  Now it's: chance to hit depends on tracking speed, target angular velocity, target signature radius, turret signature resolutionHis proposal would be: chance to hit depends on tracking speed, target angular velocity, target signature radiusBase tracking stats of all turrets would be changed accordingly, obviously. I still don't like the idea, though.  Because imo the new, resulting tracking speeds would be much harder to relate to in-game target speed and distance. I already addressed that and stated that the normalization point alters, or for a small range confirms, what the direct comparison of target angular velocity and tracking speed would otherwise have you believe. If you don't know the normalization point then you don't know if the angular velocity of say, a thorax, being equal to your tracking means a good hit chance or a bad one. If normalized at 50, your real tracking is over twice the angular, if 200 a little more than half, at 100 your pretty close on. Either way it's not a term you can ignore regardless of what you call it or whether it changes and thus isn't "removed". Actually, you're right, I'm wrong, and that's why the OP's proposal is even worse than I thought. 
OP, 'doing away with turret signature resolution' is impossible, unless you want to just ignore any meaningful relation between the formula and what is actually going on in space.
Thread should be renamed: make turret signature resolution even more obscure as it is currently.
OP, your proposal is bad and you should feel at least a little bit bad. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
56
|
Posted - 2014.07.03 22:16:00 -
[96] - Quote
Gully Alex Foyle wrote:(snip)
Thread should be renamed: make turret signature resolution even more obscure as it is currently.
OP, your proposal is bad and you should feel at least a little bit bad.
How can a variable that doesn't exist be obscure? |

Lady Rift
What Shall We Call It
23
|
Posted - 2014.07.03 22:19:00 -
[97] - Quote
Aebe Amraen wrote:Gully Alex Foyle wrote:(snip)
Thread should be renamed: make turret signature resolution even more obscure as it is currently.
OP, your proposal is bad and you should feel at least a little bit bad. How can a variable that doesn't exist be obscure?
because like the whole tracking formula now people don't look at it they go off gut feeling and what they think works.
This is more obscure because while in reality it doesn't exist in there minds it still does and they have a hard time finding it. thus its obscure. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 22:20:00 -
[98] - Quote
Op is correct about the effects of the change making weapons which have different sig res currently more easily comparable for tracking purposes. That's a pretty factual statement. What I'm questioning are the practical gains compared to creating in what my mind is a just as convoluted system for making practical, on the fly determinations and still leaving a good amount of explaining to do before people get how tracking really works.
If simple tracking comparison is the goal, go for it. If making the system as a whole easier to understand is the goal, I think it misses the mark. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1228
|
Posted - 2014.07.03 22:22:00 -
[99] - Quote
Aebe Amraen wrote:Gully Alex Foyle wrote:(snip)
Thread should be renamed: make turret signature resolution even more obscure as it is currently.
OP, your proposal is bad and you should feel at least a little bit bad. How can a variable that doesn't exist be obscure? Because the constant that replaces it is no longer visible in the client per your suggestion yet it greatly skews the application of the portion of the information which is still in the client.
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
956
|
Posted - 2014.07.03 22:31:00 -
[100] - Quote
Aebe Amraen wrote:Gully Alex Foyle wrote:(snip)
Thread should be renamed: make turret signature resolution even more obscure as it is currently.
OP, your proposal is bad and you should feel at least a little bit bad. How can a variable that doesn't exist be obscure? Let's try the following exercise and I think you'll understand yourself.
Create an example of the new tracking speed figures for a small, medium and large turret, according to your idea.
Then imagine you're actually PVPing, with your overview showing angular velocity.
Determine which angular velocity will give you roughly a 50% chance to hit a frigate, cruiser or battleship. Approximately, no need to be exact. Basically, create a 3x3 matrix. Try to explain how you determined those figures.
If you agree to try this, and post it in this thread, I will then try do the same with the current system.
My point is, I'm pretty sure your way would be much harder to understand, especially in an actual PVP situation.
But let's do this experiment, if you disagree. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
56
|
Posted - 2014.07.03 22:46:00 -
[101] - Quote
Gully Alex Foyle wrote: (snip)
Let's try the following exercise and I think you'll understand yourself.
Create an example of the new tracking speed figures for a small, medium and large turret, according to your idea.
Then imagine you're actually PVPing, with your overview showing angular velocity.
Determine which angular velocity will give you roughly a 50% chance to hit a frigate, cruiser or battleship. Approximately, no need to be exact. Basically, create a 3x3 matrix. Try to explain how you determined those figures.
If you agree to try this, and post it in this thread, I will then try do the same with the current system.
My point is, I'm pretty sure your way would be much harder to understand, especially in an actual PVP situation.
But let's do this experiment, if you disagree.
The 3x3 matrix doesn't really make sense under my proposal, because the answer is the same no matter what size of gun I'm using: if the angular velocity is some constant (which depends on the target size) times my tracking, then I'll have approximately a 50% chance to hit. So you could make it a 3x1 matrix, I suppose.
Under the current system, you do need a 3x3 matrix because the chance to hit depends not only on your nominal tracking but also on your gun size.
So your experiment does a nice job demonstrating why the current system is more complicated. Thanks!
Edit: typo (and another typo) |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
956
|
Posted - 2014.07.03 22:52:00 -
[102] - Quote
Aebe Amraen wrote:Gully Alex Foyle wrote:Let's try the following exercise and I think you'll understand yourself.
Create an example of the new tracking speed figures for a small, medium and large turret, according to your idea.
Then imagine you're actually PVPing, with your overview showing angular velocity.
Determine which angular velocity will give you roughly a 50% chance to hit a frigate, cruiser or battleship. Approximately, no need to be exact. Basically, create a 3x3 matrix. Try to explain how you determined those figures.
If you agree to try this, and post it in this thread, I will then try do the same with the current system.
My point is, I'm pretty sure your way would be much harder to understand, especially in an actual PVP situation.
But let's do this experiment, if you disagree. The 3x3 matrix doesn't really make sense under my proposal, because the answer is the same no matter what size of gun I'm using: if the angular velocity is some constant (which depends on the target size) times my tracking, then I'll have approximately a 50% chance to hit. So you could make it's a 3 matrix, I suppose. Under the current system, you do need a 3x3 matrix because the chance to hit depends not only on your nominal tracking but also on your gun size. So your experiment does a nice job demonstrating why the current system is more complicated. Thanks! Hmm now I'm thinking you got something terribly wrong...!
But trust me, try it, writing down actual figures is really the only way to be sure it will work as intended.
If you want to confirm that your proposal is any good, that is. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
957
|
Posted - 2014.07.03 23:09:00 -
[103] - Quote
I gotta go so I'll do my part first. 
Small Railgun, tracking 0.12. 50% chance to hit with target angular velocity (as shown on overview): . Frigate 0.12 . Cruiser roughly 0.4 (a bit more than 3x) . Battleship 1.2 (10x)
Medium Blaster, tracking 0.23. 50% chance with: . Frigate 0.07 (a bit less than /3) . Cruiser 0.23 . Battleship 0.7 (a bit more than 3x)
Large Blaster, tracking 0.08. 50% chance with: . Frigate 0.008 (/10) . Cruiser 0.02 (a bit less than /3) . Battleship 0.08
Random examples from ships I had in EFT. I swear I didn't need a calculator. 
OP, what would happen with your suggestion? |

Aebe Amraen
Dreddit Test Alliance Please Ignore
56
|
Posted - 2014.07.03 23:16:00 -
[104] - Quote
Here, I made some 3x3 charts for you:
Current
Proposed
Notice how (as your numbers confirm) under the current system there are 9 different ratios of angular velocity to tracking speed that would give a 50% chance of hitting, while under the proposed system there are only 3 different ratios.
See how that makes it simpler? |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
957
|
Posted - 2014.07.03 23:33:00 -
[105] - Quote
Aebe Amraen wrote:Here, I made some 3x3 charts for you: CurrentProposedNotice how (as your numbers confirm) under the current system there are 9 different ratios of angular velocity to tracking speed that would give a 50% chance of hitting, while under the proposed system there are only 3 different ratios. See how that makes it simpler? Yes, I see your point.
My point is, under the current system K1, K5 and K9 are simply 1. Meaning your overview 'tells the truth' when you're shooting at the target size your guns 'were designed for'.
With your idea, you should probably make C2=1, so C1 would be roughly 1/3 and C3 would be roughly 3. Meaning your overview 'tells the truth' when you're shooting at cruisers.
Yeah, nice idea actually. A different perspective. Makes some things clearer, other things less clear.
As I said in my first post, it boils down to personal taste so I still don't think it's a good idea to change it after 10+ years.
The discussion was interesting, though.  |

HugMe Allnight
Imperial Academy Amarr Empire
0
|
Posted - 2014.07.04 00:20:00 -
[106] - Quote
Aebe Amraen wrote:Here, I made some 3x3 charts for you: CurrentProposedNotice how (as your numbers confirm) under the current system there are 9 different ratios of angular velocity to tracking speed that would give a 50% chance of hitting, while under the proposed system there are only 3 different ratios. See how that makes it simpler?
I could spend time arguing the maths but enough people before me have done that,
BUT Eve does not need ot be simple, why the hell should it be, If i wanted simple i could go play minesweeper instead give me complicated give me confused, give me odd, give me bizzare, give me hell but in the end the to have fun things and have a greater sence of acheievment, we shoudl remember : "We choose to do these things, not because they are easy, but because they are hard" and really there is more scope in a game that is complicated at its very core and mechanics than one that is easy.
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
56
|
Posted - 2014.07.04 01:23:00 -
[107] - Quote
HugMe Allnight wrote: (snip)
I could spend time arguing the maths but enough people before me have done that,
BUT Eve does not need ot be simple, why the hell should it be, If i wanted simple i could go play minesweeper instead give me complicated give me confused, give me odd, give me bizzare, give me hell but in the end the to have fun things and have a greater sence of acheievment, we shoudl remember : "We choose to do these things, not because they are easy, but because they are hard" and really there is more scope in a game that is complicated at its very core and mechanics than one that is easy.
Fortunately all the people arguing against my math have one thing in common: they are all wrong.
As for complexity, scope, and richness, I absolutely agree with you. That is one of the reasons I play Eve. Fortunately, since my proposal does not change the game mechanics in any way, it also does not reduce the scope or richness of the Eve universe in any way. |

Nick Starkey
Caldari Colonial Defense Ministry Templis CALSF
71
|
Posted - 2014.07.04 10:01:00 -
[108] - Quote
ITT: a lot of people who don't know the difference between complexity and depht .. |

Velicitia
Arma Artificer
2399
|
Posted - 2014.07.04 10:10:00 -
[109] - Quote
Aebe Amraen wrote:HugMe Allnight wrote: (snip)
I could spend time arguing the maths but enough people before me have done that,
BUT Eve does not need ot be simple, why the hell should it be, If i wanted simple i could go play minesweeper instead give me complicated give me confused, give me odd, give me bizzare, give me hell but in the end the to have fun things and have a greater sence of acheievment, we shoudl remember : "We choose to do these things, not because they are easy, but because they are hard" and really there is more scope in a game that is complicated at its very core and mechanics than one that is easy.
Fortunately all the people arguing against my math have one thing in common: they are all wrong. As for complexity, scope, and richness, I absolutely agree with you. That is one of the reasons I play Eve. Fortunately, since my proposal does not change the game mechanics in any way, it also does not reduce the scope or richness of the Eve universe in any way.
on the upside -- you're also wrong in stating that "Tracking speed and signature effect the same thing in exactly the same way".
While they ~can~ work to end up getting you the same answer in specific cases, they're not the same thing. As someone else said (much better than me) -- the sig res of the gun is the grouping of shots you're able to make with that particular turret.
One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.04 15:53:00 -
[110] - Quote
Velicitia wrote:Aebe Amraen wrote:HugMe Allnight wrote: (snip)
I could spend time arguing the maths but enough people before me have done that,
BUT Eve does not need ot be simple, why the hell should it be, If i wanted simple i could go play minesweeper instead give me complicated give me confused, give me odd, give me bizzare, give me hell but in the end the to have fun things and have a greater sence of acheievment, we shoudl remember : "We choose to do these things, not because they are easy, but because they are hard" and really there is more scope in a game that is complicated at its very core and mechanics than one that is easy.
Fortunately all the people arguing against my math have one thing in common: they are all wrong. As for complexity, scope, and richness, I absolutely agree with you. That is one of the reasons I play Eve. Fortunately, since my proposal does not change the game mechanics in any way, it also does not reduce the scope or richness of the Eve universe in any way. on the upside -- you're also wrong in stating that "Tracking speed and signature effect the same thing in exactly the same way". While they ~can~ work to end up getting you the same answer in specific cases, they're not the same thing. As someone else said (much better than me) -- the sig res of the gun is the grouping of shots you're able to make with that particular turret. edit -- granted that if transversal is zero, then it doesn't matter in any case.
Which is why it should be changed to actually matter.
Your guns resolution or accuracy should matter.
Think of it this way:
Relatively a small gun is a rifle. Very accurate and tight grouping
A medium gun is a tank cannon. Still fairly accurate but you're probably not gonna get a 10mm grouping are you.
A large gun is a warship gun (think 2nd world war battleship guns). Not particularly accurate but when you're shooting at another battleship or an island you just need to get close.
An XL gun is like a big, fuckoff, landbased super gun. That just needs to hit within a couple hundred meters.
This is what weapon sig resolution is but it only comes into play when a target is moving because the tracking formula favours transversal speed over accuracy and if you shoot at a stationary target the sig resolution to signature radius ratio is ignored.
This to me is wrong.
A weapon that has a resolution/grouping of a 400 out to its optimal range is going to struggle to land a shot on a small target that is stationary. Think of a tank trying to land a direct hit on a person at 1000m. Or a piece of artillery trying to bullseye a car from 3km. Yes, it can but out of 10 shots several would completely miss and a few would only just hit and some would be bang on target. The current tracking formula does not take this into account unless the target is moving.
So I say; make the turret resolution to target signature radius independant of tracking and effect the quality of hit.
To me the system should basically go like this:
Step one: Is the target in range? Yes (optimal), Kind of (falloff), only just (double falloff), or No. Step two: Can I track the target (at this range)? yes/no. This should simply be an angular velocity measurement. Step three: What is my chance to hit a target that size with this weapons accuracy/resolution. (quality of hit) |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.04 18:36:00 -
[111] - Quote
Well its supposed to be easier to understand right...
Well explain to a noob post change why even though his tracking speed is double the angular velocity hes seeing in his overview. Explain to that noob why hes still missing another frig constantly (cause the sig will be 100m over 40)
If the idea of this change is to shovel it into tracking for "easier understanding" how did we gain anything because now the noob needs to go and learn sigrad anyways.
Also to the guy above. Tps do actually matter in the current equation and they do increase application of guns aswell as missiles. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.04 20:48:00 -
[112] - Quote
Linkxsc162534 wrote:
Also to the guy above. Tps do actually matter in the current equation and they do increase application of guns aswell as missiles.
I know this but, like, a web is so much betterer |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
463
|
Posted - 2014.07.04 21:28:00 -
[113] - Quote
Aebe Amraen wrote:
Fortunately all the people arguing against my math have one thing in common: they are all wrong.
I've really just been waiting for you to come up with a reasonable way to rebalance every ship and module around the new tracking speeds of turrets.
Because they would all have to be changed, so the onus is on you to prove that it's worth the effort to change everything in order to make one calculation just a bit easier for players to ballpark in a fight.
You've stated what the value of the change is to you, now justify the value of the change to CCP in terms of the amount of work it'd take them to the tangible benefits they would see. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.04 22:35:00 -
[114] - Quote
Bohneik Itohn wrote: (snip)
I've really just been waiting for you to come up with a reasonable way to rebalance every ship and module around the new tracking speeds of turrets.
Because they would all have to be changed, so the onus is on you to prove that it's worth the effort to change everything in order to make one calculation just a bit easier for players to ballpark in a fight.
You've stated what the value of the change is to you, now justify the value of the change to CCP in terms of the amount of work it'd take them to the tangible benefits they would see.
I think I've said this 20 times in this thread already, but here goes again.
My proposal changes literally nothing about how damage is applied, so there is no need for rebalancing. |

HugMe Allnight
Imperial Academy Amarr Empire
0
|
Posted - 2014.07.04 22:47:00 -
[115] - Quote
Ok here is the issue with removing 1 value from the equation: it increases the importance of the other factors i.e 3+3+3+3=12 but you want 4+4+4=12 (this is just an example) or to be more like what you suggest merging values you really want 3+3+6=12.
Now you want to effectivly increase trackspeed across the board to compensate, what this does is mean ships with tracking bonus have just been massively buffed compared to those with out again simplistic example if i used to have a tracking of 3+50% i get 4.5 but now I get 4+50% i get 6 (agian simplistc example). You can also make simular arguments about haveing to adjust tracking computers and disrupters.
The point being:
By having more values in the equation it is easier for game balance and not allow one value to be the overiding factor in an engagment. |

Sigras
Conglomo
814
|
Posted - 2014.07.04 22:48:00 -
[116] - Quote
The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.04 23:36:00 -
[117] - Quote
HugMe Allnight wrote:Ok here is the issue with removing 1 value from the equation: it increases the importance of the other factors i.e 3+3+3+3=12 but you want 4+4+4=12 (this is just an example) or to be more like what you suggest merging values you really want 3+3+6=12.
Now you want to effectivly increase trackspeed across the board to compensate, what this does is mean ships with tracking bonus have just been massively buffed compared to those with out again simplistic example if i used to have a tracking of 3+50% i get 4.5 but now I get 4+50% i get 6 (agian simplistc example). You can also make simular arguments about haveing to adjust tracking computers and disrupters.
The point being:
By having more values in the equation it is easier for game balance and not allow one value to be the overiding factor in an engagment.
Your argument is ignorant and wrong. Once again,
My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.04 23:37:00 -
[118] - Quote
Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.
Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. |

Kaerakh
Surprisingly Deep Hole
360
|
Posted - 2014.07.05 00:02:00 -
[119] - Quote
*Kaerakh feels that it is important to illustrate the entire thread in a single picture so that users might better understand the general idea of this thread.*
Turret mechanics are fine. They're fairly easily guesstimated, and are pretty much tried and true since the game's inception. I have little desire to change it in favor of a system that has no testing and is designed by in likely hood by people less qualified than the original designer of the tracking equation. Schrodinger's Hot Dropper - The Fate of Forum Alts - Click me! Click me! |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
464
|
Posted - 2014.07.05 06:23:00 -
[120] - Quote
Aebe Amraen wrote:
Your argument is ignorant and wrong. Once again,
My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance.
I'm sure you enjoy saying it, but it doesn't make it true. Skills, modules, and implants will have an entirely different effect on the new tracking value, and since no skill, module, or implant has any effect on turret sig res that expands their efficacy. Changing their values will change how they scale, which will necessarily require other things like ship signature radius to scale with them. Now that that's changed, what about how missiles interact with sig radius? Oops... Back to the grindstone, guys, we've got more work to do... Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.05 07:18:00 -
[121] - Quote
Bohneik Itohn wrote:Aebe Amraen wrote:
Your argument is ignorant and wrong. Once again,
My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance.
I'm sure you enjoy saying it, but it doesn't make it true. Skills, modules, and implants will have an entirely different effect on the new tracking value, and since no skill, module, or implant has any effect on turret sig res that expands their efficacy. Changing their values will change how they scale, which will necessarily require other things like ship signature radius to scale with them. Now that that's changed, what about how missiles interact with sig radius? Oops... Back to the grindstone, guys, we've got more work to do...
An obscure branch of mathematics known as "algebra" says you're wrong and I'm right. I believe wikipedia has a page on it. |

Doggy Dogwoofwoof
The Eleusinian The Imicus Contract
36
|
Posted - 2014.07.05 08:43:00 -
[122] - Quote
Bohneik Itohn wrote:Aebe Amraen wrote:
Your argument is ignorant and wrong. Once again,
My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance.
I'm sure you enjoy saying it, but it doesn't make it true. Skills, modules, and implants will have an entirely different effect on the new tracking value, and since no skill, module, or implant has any effect on turret sig res that expands their efficacy. Changing their values will change how they scale, which will necessarily require other things like ship signature radius to scale with them. Now that that's changed, what about how missiles interact with sig radius? Oops... Back to the grindstone, guys, we've got more work to do... He wants to Normalize The Sig Res of the guns. The OP is just TERRIBLY worded about it. The only real Diffrence between this and the current formula is what your guns Tracking speed is only shows the True value vs cruisers, Frigs would be about a 3rd of it and BSs 3 times it. |

Sigras
Conglomo
816
|
Posted - 2014.07.05 10:28:00 -
[123] - Quote
Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews...
See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...
This would require explanation... |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
985
|
Posted - 2014.07.05 10:38:00 -
[124] - Quote
Sigras wrote:Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews... See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly... This would require explanation... To be fair, you could also argue that there are so many things affecting sig radius that 'angular velocity vs. tracking speed' is rarely an accurate hit quality predictor. Range will always be much more straightforward.
Still, I agree with you. It's easier for me to think:
. Guns larger than target --> need to stay far away, severly slow down the dude, paint him . Guns smaller than target --> tracking isn't an issue anymore . Target has unbonused MWD --> \o/ easier to hit . Target is passive shield tanked --> \o/ easier to hit
...while still using angular velocity as shown on overview as a reference point. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.05 14:53:00 -
[125] - Quote
Sigras wrote:Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews... See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly... This would require explanation...
I think I've explained it like 5 times in this thread.
Bigger targets are easier to hit.
Not that hard. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.05 18:06:00 -
[126] - Quote
Aebe Amraen wrote:
I think I've explained it like 5 times in this thread.
Bigger targets are easier to hit.
Not that hard.
But it is. You want to put everything into tracking so noobs have an easier time understanding... but if my gun cant physically track the target, how the hell are we hitting him??
Its like this. Rite nao. A frigate shooting a frigate, if your able to track him, you know that you should be hitting him. post change, youll need to have a tracking more than 2x their angular to score about 50% of shots. This is because the sig will be the defining factor because the gun sig is too high.
To a newbie with a lack of understanding of the mechanics how is it more understandable that even though they "should" be tracking a target they cant hit it?
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.05 19:00:00 -
[127] - Quote
The same problem exists right now, even worse. A frigate can track a battleship whose angular velocity is 10x the tracking speed of their guns? How do you explain that?
If anything, my proposal alleviates the problem (though does not solve it entirely). |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1232
|
Posted - 2014.07.05 19:01:00 -
[128] - Quote
Aebe Amraen wrote:Sigras wrote:Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews... See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly... This would require explanation... I think I've explained it like 5 times in this thread. Bigger targets are easier to hit. Not that hard. That same trait comes over in the current system as well. A weapon hits what it's made to hit as well as it states and has issues with things smaller while hitting bigger things better. What your arguing is that it makes sense to abstract the tracking on a gun from it's "intended" targets in favor of some arbitrary focal point. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.05 19:06:00 -
[129] - Quote
Tyberius Franklin wrote:Aebe Amraen wrote:Sigras wrote:Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews... See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly... This would require explanation... I think I've explained it like 5 times in this thread. Bigger targets are easier to hit. Not that hard. That same trait comes over in the current system as well. A weapon hits what it's made to hit as well as it states and has issues with things smaller while hitting bigger things better. What your arguing is that it makes sense to abstract the tracking on a gun from it's "intended" targets in favor of some arbitrary focal point.
True. Because I think having "0.1" mean the same thing as "0.1" when you're looking at tracking makes more sense then "well you can probably track things roughly the same size as you..."
|

Medalyn Isis
Tribal Liberation Force Minmatar Republic
284
|
Posted - 2014.07.05 19:14:00 -
[130] - Quote
There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
284
|
Posted - 2014.07.05 19:15:00 -
[131] - Quote
Aebe Amraen wrote:True. Because I think having "0.1" mean the same thing as "0.1" when you're looking at tracking makes more sense then "well you can probably track things roughly the same size as you..."
Nothing complicated. If you see a target which is twice times less than the sig of your turret then you simply half the tracking like most people do at the moment. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.05 19:19:00 -
[132] - Quote
Medalyn Isis wrote:There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it.
7 pages of people who don't understand it in this thread argues otherwise. |

Sigras
Conglomo
816
|
Posted - 2014.07.05 19:55:00 -
[133] - Quote
Aebe Amraen wrote:Sigras wrote:Aebe Amraen wrote:Sigras wrote:The only issue I see with this is it causes un-intuitive things to happen in game.
Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s
We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.
I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it. Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me. it would be... except for the fact that people use transversal on their overviews... See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly... This would require explanation... I think I've explained it like 5 times in this thread. Bigger targets are easier to hit. Not that hard. I understand the concept... that doesnt make it less confusing when explained to a noob |

Kaerakh
Surprisingly Deep Hole
361
|
Posted - 2014.07.05 21:58:00 -
[134] - Quote
Aebe Amraen wrote:Medalyn Isis wrote:There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it. 7 pages of people who don't understand it in this thread argues otherwise.
You should retake some public school classes if you're having trouble understanding functions.  Schrodinger's Hot Dropper - The Fate of Forum Alts - Click me! Click me! |

Phaade
Perimeter Defense Systems Templis CALSF
205
|
Posted - 2014.07.06 00:12:00 -
[135] - Quote
arguably one of the worst idea's I've ever heard.
How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.
This entire thread is disgusting.
There is literally no way to do away with one and not absolutely destroy the other. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1245
|
Posted - 2014.07.06 00:46:00 -
[136] - Quote
Phaade wrote:arguably one of the worst idea's I've ever heard.
How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.
Please explain further.
|

Aebe Amraen
Dreddit Test Alliance Please Ignore
57
|
Posted - 2014.07.06 04:42:00 -
[137] - Quote
Phaade wrote:arguably one of the worst idea's I've ever heard.
How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.
This entire thread is disgusting.
There is literally no way to do away with one and not absolutely destroy the other.
Arguably one of the worst responses in this thread.
How does Phaade not understand that signature resolution is indistinguishable from tracking speed.
This response is disgusting.
There is literally no way to separate the effects of signature resolution and tracking speed. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1643
|
Posted - 2014.07.06 05:51:00 -
[138] - Quote
Ignore the masses of posts from people who don't get the math. I get it.
I feel like whether it's done your way or not, people are largely not going to understand it. So I think either way, we just need a tutorial that explains it well. Not like the currently-existing tutorials, mind you, but something that's actually good. Something that engages the player in seeing differences and watching how they directly affect combat.
But I like the current system better. To someone who isn't a math whiz (99% of most games' playerbase, 95% of EVE's playerbase), it can be summed up as follows:
- Frigate guns track frigates at approximately the listed rate, cruiser guns track cruisers at approximately the listed rate, etc.
- Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
- A cruiser would have to go a lot faster than a frigate to evade guns just as well
With your system, it would be:
- All guns track (x ship size) by the listed rate
- Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
- Large guns track way slower and so are only useful against large ships, while small guns track way faster and can hit small ships
It's essentially the same learning curve when presented in this fashion, but the first style allows the learned pilot to easily estimate how fast a turret will track a similar-size target due to the listed tracking value being close to the actual tracking value--with a minor adjustment for difference between sig radius and sig resolution, a good estimate can be obtained by someone lousy at math. Also pilots who do not understand it at all can still read the tracking value and expect it to be basically right against the right size class of ships.
Your version would be more convoluted to the casual player even though it would make it easier for mathematically-oriented people to gain an intrinsic understanding of it. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1643
|
Posted - 2014.07.06 06:30:00 -
[139] - Quote
Deerin wrote:I believe there is an easier fix to make things more "readable":
Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people. You miss the point of applying radians: If you are orbiting Aebe Amraen's Eagle in your Vagabond and trying to outmaneuver his 250mm Railguns, that you have to be able to travel 0.01011 radians per second around him to outmaneuver, adjusted a bit by his Motion Prediction skill and any difference in your Vagabond's signature radius from 125 meters.
How does this make the math easier? Simple. You travel 1 radian around him when you travel a distance in the orbit equal to the distance from him to you. Say he is 14,216 meters away from you, well punch into a calculator 14,216 x 0.012 (adjusting upwards for tracking skill and shield extenders) and you get 170.6 meters per second you should be traveling to match his tracking. Since at this range you might even make 340m/s without afterburner, you should be able to lazily drift around him without getting hit, provided he doesn't do any fancy maneuvering. But he's a pretty sharp guy so I'm sure he won't give in that easily. Still, being able to make such an estimation quickly on the fly is important for judging your opponent's abilities.
Also, this thread is proof TEST is better at math than the rest of EVE. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Sodabro
Republic Military School Minmatar Republic
80
|
Posted - 2014.07.06 06:40:00 -
[140] - Quote
Ko'Ahi wrote: I think you're a NERD. that, and that OP got it all wrong. so very wrong.
signature resolution for turrets is for comparing with the target's SIZE. it has nothing to do with speed if you only consider that specific factor. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
70
|
Posted - 2014.07.08 01:04:00 -
[141] - Quote
Sodabro wrote:Ko'Ahi wrote: I think you're a NERD. that, and that OP got it all wrong. so very wrong. signature resolution for turrets is for comparing with the target's SIZE. it has nothing to do with speed if you only consider that specific factor.
Oh look, another person who doesn't understand signature resolution or basic algebraic manipulations. |

Deerin
Federal Navy Special Forces
260
|
Posted - 2014.07.08 05:37:00 -
[142] - Quote
Reaver Glitterstim wrote:Deerin wrote:I believe there is an easier fix to make things more "readable":
Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people. You miss the point of applying radians: If you are orbiting Aebe Amraen's Eagle in your Vagabond and trying to outmaneuver his 250mm Railguns, that you have to be able to travel 0.01011 radians per second around him to outmaneuver, adjusted a bit by his Motion Prediction skill and any difference in your Vagabond's signature radius from 125 meters. How does this make the math easier? Simple. You travel 1 radian around him when you travel a distance in the orbit equal to the distance from him to you. Say he is 14,216 meters away from you, well punch into a calculator 14,216 x 0.012 (adjusting upwards for tracking skill and shield extenders) and you get 170.6 meters per second you should be traveling to match his tracking. Since at this range you might even make 340m/s without afterburner, you should be able to lazily drift around him without getting hit, provided he doesn't do any fancy maneuvering. But he's a pretty sharp guy so I'm sure he won't give in that easily. Still, being able to make such an estimation quickly on the fly is important for judging your opponent's abilities. Also, this thread is proof TEST is better at math than the rest of EVE.
Although Eve IS spreadsheets in space, I really do not use a calculator when flying.
As far as math side goes, rad/s and deg/s are essentailly same thing modified by a constant (180/pi). Deg/s uses a bigger number, thus it is easier to read on screen. Someone here proposed a milliradians/s, which is also fine. Why would I need to read 0.012 if I can just read 12. Unnecessary digits add an unnecessary level of complexity, which is what CCP is trying to avoid. You don't see 14,216 meters on your overview. You see 14.2km.
Back to OP topic, I believe a better method of explaing tracking "in-game" is needed. It is disappointing how many people got it wrong.
Again, OP math is right. Turret signature is a value in turrets properities and has absolutely nothing to do with missile damage or lock times or chance of being probed out. The only thing it affects in game is the tracking formula. It is a constant denominator in one of the terms. The OP wishes to merge it with another constant(tracking speed) and make the equation simpler to understand. The math is ok. |

Joe Zevin
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.08 21:26:00 -
[143] - Quote
This is the most embarrassing thread i have seen in a while, before you post, read the the OP's post in it's entirety. If you still have somehow come to the conclusion that op wants to change tracking, or Sig, you need to brush up reading comprehension and math. This changes nothing to the tracking formula and is intended to simplify things. Soldier on OP. It's not dumbing eve down, it's streamlining, and that is a good thing in my opinion. |

Hakaari Inkuran
State War Academy Caldari State
103
|
Posted - 2014.07.08 21:35:00 -
[144] - Quote
I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change. |

Lady Rift
What Shall We Call It
28
|
Posted - 2014.07.08 21:41:00 -
[145] - Quote
Hakaari Inkuran wrote:I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change.
The Op's post might not change the way thing actually work but it might make it easier to understand as currently this thread proves that currently the system is not understood by many. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1234
|
Posted - 2014.07.08 21:53:00 -
[146] - Quote
Lady Rift wrote:Hakaari Inkuran wrote:I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change. The Op's post might not change the way thing actually work but it might make it easier to understand as currently this thread proves that currently the system is not understood by many. As you stated it doesn't change the system, so I'm not sure how it gets better understood. Also, the most common misconceptions regarding the relation ship of signature and tracking aren't resolved with this. If anything it seems they would be strengthened since those who don't understand now still likely won't and thus the "sig res:sig rad is a separate chance to hit" crowd will just go on citing gun sizes as the reason rather than having the sig res itself to point at.
TL;DR: Changing a number to a constant won't suddenly make people understand math or bother to learn the formula in the first place any more than now. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1667
|
Posted - 2014.07.10 11:15:00 -
[147] - Quote
Let me sum up 75% of the responses:
"I don't understand how the math works. Therefore, when the OP claims he wants to simplify the math without changing in-game effects, I am going to claim his math is wrong as if I think I have a sufficient grasp to make such claims."
Speaking of EVE being spreadsheets in space, why don't we have the ability to pull up pre-made spreadsheets in the actual game interface to look at these relations? Turret tracking in relation to ships of specified size, distance, and velocity should be something we can graph up with in-game tools. That way you don't have to be a number genius to get it, you could be any kind of genius and get it. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
34
|
Posted - 2014.07.10 11:33:00 -
[148] - Quote
Reaver Glitterstim wrote:With your system, it would be:
- All guns track (x ship size) by the listed rate
- Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
- Large guns track way slower and so are only useful against large ships, while small guns track way faster and can hit small ships
1) Fair enough 2) And against what would compare sig radius?? And how would you know when and by how much is reducing sig radius enough to drop you below a certain threshold? You wouldn't. Currently the ratio between Turret Scan res and target sig radius IS what describes whether your guns track at the listed rate, or less, or more. Remove the turret scan res and then sig radius just becomes an odd number, for which people would need another relative number to receive any useful information. 3) This just repeats 2), and is the cornerstone behind Turret Scan res. That's what the so called arbitrary number describes - how well it tracks in regards to the size of the target.
The whole equation is just 2 ratios, one of which is likely to be constant in a fight all together.
By removing Turret Scan res and absorbing its value into another variable, tracking in this case, cos its the only one available, you'd remove a sense of scale between tracking and angular velocity.
About the only useful change in this thread so far was the change from radians to degrees in order to up the magnitude of numbers on the overview as it can be confusing. If anything else, flatout display the ratio between your tracking to your enemy's angular velocity. Both values are available as is and this would save the assailant another step.
|

De'Veldrin
Black Serpent Technologies The Unthinkables
2494
|
Posted - 2014.07.10 13:00:00 -
[149] - Quote
I skimmed the thread following the OPs proposal and the tl;dr is basically "Let's change a very complex formula to make it appear less complex."
If there's literally no functional difference (and I haven't actually bothered to take the time to check) between the outcomes of the two forumlas, why are we touching code just for the sake of appearance? Honestly, I'm not concerned if people don't understand the formula intuitively. As has been proved by this thread, those who want the advantage WILL take the time, which is very much in keeping with the Eve Online culture. Additionally, those people who aren't interested will not (in all probability) suddenly become interested if the formula is rewritten, so there is literally no gain from making this change, but there is substantial risk given CCP's track record when it comes to making changes to old code that underlies vast portions of the game engine.
tl;dr: Leave it be. There is literally no reason to change it that overcomes the risks inherent in doing so. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
129
|
Posted - 2014.07.10 17:03:00 -
[150] - Quote
Aebe Amraen wrote:You're wrong. Rather than spending a bunch of time explaining why you're wrong, I will simply refer you back to the first three pages of this thread where a half dozen other people were wrong in the same way as you.
This is, as I said then, further evidence that most people do not understand the turret sig resolution stat. Removing the turret sig resolution stat in the way I suggested will literally change nothing about any gun's ability to hit small or large, fast or slow targets. All it will do is make the mechanic easier to understand, so that hopefully we will have fewer people being wrong.
Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios.
Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets. (If I'm incorrect here, please tell me so.) On paper, and at first glance, you are correct. Nothing seems to change.
There are two very key things you overlooked.
First, under the current system, only part of the tracking term is subject to effects from things like tracking computers, ammo type, tracking disruptors, etc. While the signature radius of the target can obviously be modified (target painters, MWDs, warfare links, etc.), there is currently no way to modify the signature resolution of a turret. It's static. It's constant. It's a buffer of sorts to keep their stats from going completely out of whack. Which leads me to my next point.
Second, turret signature resolution is way of saying that no, that 425mm railgun should not be able to hit that moving frigate quite so easily at 100km, even if my tracking says I should be able to while still ensuring that my light electron blaster will hit that battleship that I'm orbiting at 250m. At close to zero ranges, tracking needs to go up exponentially in order to have any chance to hit. Since giving them that much tracking would grossly overpower them at longer ranges, there needs to be another way to do it. CCP has acknowledged that tracking does not scale well, with either range or turret size. Trying to balance tracking so that close range weapons can track well enough to hit while not allowing long range weapons to over-track at long ranges is non-trivial. The signature resolution of a turret play a key role in maintaining that balance. Try applying some of your re-balancing to to more extreme ranges (near zero, 100km+) and I guarantee you that you'll see unusual behavior.
Regardless of whether this is a good idea or not, it produces demonstrably different results than the current mechanic when you consider tracking bonuses/penalties, and would likely lead to broken performance at extremes of range and/or tracking. This means that your underlying assumption (that turret performance wouldn't change) is flawed.
Ergo, this idea is flawed and should not be implemented.
QED. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
74
|
Posted - 2014.07.10 17:35:00 -
[151] - Quote
Bronson Hughes wrote:Aebe Amraen wrote:You're wrong. Rather than spending a bunch of time explaining why you're wrong, I will simply refer you back to the first three pages of this thread where a half dozen other people were wrong in the same way as you.
This is, as I said then, further evidence that most people do not understand the turret sig resolution stat. Removing the turret sig resolution stat in the way I suggested will literally change nothing about any gun's ability to hit small or large, fast or slow targets. All it will do is make the mechanic easier to understand, so that hopefully we will have fewer people being wrong. Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios. Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets. (If I'm incorrect here, please tell me so.) On paper, and at first glance, you are correct. Nothing seems to change. There are two very key things you overlooked. First, under the current system, only part of the tracking term is subject to effects from things like tracking computers, ammo type, tracking disruptors, etc. While the signature radius of the target can obviously be modified (target painters, MWDs, warfare links, etc.), there is currently no way to modify the signature resolution of a turret. It's static. It's constant. It's a buffer of sorts to keep their stats from going completely out of whack. Which leads me to my next point. Second, turret signature resolution is way of saying that no, that 425mm railgun should not be able to hit that moving frigate quite so easily at 100km, even if my tracking says I should be able to while still ensuring that my light electron blaster will hit that battleship that I'm orbiting at 250m. At close to zero ranges, tracking needs to go up exponentially in order to have any chance to hit. Since giving them that much tracking would grossly overpower them at longer ranges, there needs to be another way to do it. CCP has acknowledged that tracking does not scale well, with either range or turret size. Trying to balance tracking so that close range weapons can track well enough to hit while not allowing long range weapons to over-track at long ranges is non-trivial. The signature resolution of a turret plays a key role in maintaining that balance. Try applying some of your re-balancing to to more extreme ranges (near zero, 100km+) and I guarantee you that you'll see unusual behavior. Regardless of whether this is a good idea or not, it produces demonstrably different results than the current mechanic when you consider tracking bonuses/penalties, and would likely lead to broken performance at extremes of range and/or tracking. This means that your underlying assumption (that turret performance wouldn't change) is flawed. Ergo, this idea is flawed and should not be implemented. QED. EDIT: The issue with tracking at close ranges is a large part of the reason why webs used to be 90% instead of 60%. Blasters used to need targets to be going that slow at ranges under 10km in order to hit anything, even oversized targets.
Since you asked me to tell you if you were incorrect, here you go: you're still wrong. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
129
|
Posted - 2014.07.10 17:56:00 -
[152] - Quote
Aebe Amraen wrote:Since you asked me to tell you if you were incorrect, here you go: you're still wrong.
Simply making a statement without backing it up doesn't lend much strength to your statement. What part of this statement is wrong?
Bronson Hughes wrote:Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets.
Also, alleged lack of comprehension on my part aside, do you disagree with the content of my post or no? Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
74
|
Posted - 2014.07.10 18:31:00 -
[153] - Quote
Depending on what you mean by "apply the same tracking equally to all targets," that sentence is either partially correct or entirely correct. If you mean "my guns will have the same chance-to-hit on a battleship as on a frigate if transversal is the same" then you are incorrect. I'm not sure what else you might mean by applying tracking that might make it entirely correct.
Unfortunately, almost everything after that sentence in your post is incorrect. Your paragraph about how sig res is a buffer keeping tracking from going out of whack is nonsense (and wrong). Your next paragraph is riddled with errors (i.e. it's wrong). The paragraph after that is just completely false (i.e. wrong). Ending with QED--as if your parade of words was a mathematical proof!--is asinine.
My argument is summed up in this equation which I linked in the OP: link. Algebra says that adjusting the tracking and sig res of turrets in the way I proposed makes no difference to the game mechanic. Your argument is based on not understanding algebra, flawed logic, and lots of words. Algebra is still right. You are still wrong. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
129
|
Posted - 2014.07.10 18:45:00 -
[154] - Quote
Aebe Amraen wrote:Unfortunately, almost everything after that sentence in your post is incorrect. Your paragraph about how sig res is a buffer keeping tracking from going out of whack is nonsense (and wrong). Your next paragraph is riddled with errors (i.e. it's wrong). The paragraph after that is just completely false (i.e. wrong).
Again, simply making a statement without backing it up doesn't lend much strength to your statement. What is wrong and why? Are there ways to modify turret signature resolution that I'm not aware of? Does holding part of the tracking term constant not limit the impact of external effects to turret performance? Does tracking not scale exponentially with decreasing range? Which of these statements is wrong?
You keep bringing up algebra as proof. Do yourself a favor and work out the numbers for these scenarios:
Frigate blaster damage applied to a battleship while orbiting at 200m, both with the current system and yours.
Frigate blaster damage applied to a frigate while orbiting at 200m, both with the current system and yours.
Battleship railgun damage applied to a frigate while orbiting at 200km, both with the current system and yours.
Battleship railgun damage applied to a battleship while orbiting at 200km, both with the current system and yours.
Have all ranges and speeds be the same, and the re-adjusted tracking for turrets must be the same for both uses. I think you'll be surprised by the results.
"Ergo" and "QED" are not asinine, they are standard language when making a logical argument. Apologies if you took offense, none was meant. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Aebe Amraen
Dreddit Test Alliance Please Ignore
78
|
Posted - 2014.07.10 19:02:00 -
[155] - Quote
Are there ways to modify turret signature resolution that I'm not aware of?
No, you're actually correct here. Not so lucky on the next one.
Does holding part of the tracking term constant not limit the impact of external effects to turret performance?
Nope, it does not limit it. Because all the effects on tracking are multiplicative and the relationship between tracking and sig res is also multiplicative, and because multiplication is an associative (edit: and commutative) operator, it makes no difference whatsoever. If half the tracking effects worked on sig res and half worked on tracking the result would be exactly the same. If all the tracking effects worked on sig res instead of tracking the result would be exactly the same. Algebra says it makes no difference.
Does tracking not scale exponentially with decreasing range?
Nope. The tracking needed to maintain a constant chance-to-hit on a target with constant transversal is inversely proportionate to range, i.e. x ~ 1/y, while exponential would be something like x ~ e^(1/y). This is completely irrelevant to the argument, but since you asked about this specifically I figured I'd go ahead and point out that you are wrong here anyway.
Do yourself a favor and work out the numbers for these scenarios:
The whole point of algebra is that it saves us from having to work out (possibly uncountably many) specific examples. I can say, without working any of them out, that the result will be identical before and after my proposed change. Because algebra says so. If you want to work them out yourself instead of trying to shunt the work onto me then be my guest. Just be aware that it's wasted effort, because algebra already gave us the answer.
Edit: added quote before last paragraph to clarify the change in subject there, decided to add commutativity in because that's an important property of multiplication too. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
131
|
Posted - 2014.07.10 20:30:00 -
[156] - Quote
Aebe Amraen wrote:Does tracking not scale exponentially with decreasing range?
Nope. The tracking needed to maintain a constant chance-to-hit on a target with constant transversal is inversely proportional to range, i.e. x ~ 1/y, while exponential would be something like x ~ e^(1/y). This is completely irrelevant to the argument, but since you asked about this specifically I figured I'd go ahead and point out that you are wrong here anyway.
I wasn't referring to the 1/r relationship of transverse velocity, I was referring to the exponential nature of the chance-to-hit equation, which is 0.5^X * 0.5^ Y, where X and Y are the tracking and range terms, respectively. In order to maintain a constant chance-to-hit, X has to vary as 1/r, therefore chance to hit is proportional to 0.5^(1/r), which is an exponential relationship.
Aebe Amraen wrote:Do yourself a favor and work out the numbers for these scenarios:
The whole point of algebra is that it saves us from having to work out (possibly uncountably many) specific examples. Statements like this are the reason I left theoretical physics. ;^)
...erases whiteboard...
...re-reads OP...
...erases whiteboard again...
...re-reads OP again...
After going back and re-reading the OP a few times, it would appear that I did misread something. I retract my previous disagreement, and believe that everything would work exactly as you said it would. I stand by all of my previous statements, but I feel that some of them are, obviously, no longer applicable.
As a matter of personal opinion, I still dislike the proposal. While you may find the signature resolution statistic of turrets confusing, I always found it helpful knowing that my target's signature radius did play a role and having that value as sort of a guide. But I won't argue matters of opinion.
Cheers, and thanks for your patience. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Grenn Putubi
Swag Co. SWAG Co
57
|
Posted - 2014.07.10 20:45:00 -
[157] - Quote
-1
Changing functional game mechanics because certain people don't understand them is a bad idea. The current system works fine and is relatively easily understood by anyone that's passed (and remembers) high school algebra and geometry. Poking around in it will just cause problems. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1671
|
Posted - 2014.07.10 21:51:00 -
[158] - Quote
Bronson Hughes wrote:Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios. Actually it's not a multiplier at all, and it is not useful at all in balancing turrets.
You and several others are under the impression that signature resolution affects turret tracking. It does not.
Signature resolution is an arbitrary value that the rest of the equation is built around.
The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
132
|
Posted - 2014.07.10 21:59:00 -
[159] - Quote
Reaver Glitterstim wrote:Actually it's not a multiplier at all, and it is not useful at all in balancing turrets.
You and several others are under the impression that signature resolution affects turret tracking. It does not.
Signature resolution is an arbitrary value that the rest of the equation is built around.
The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking.
See my later reply. I was operating under a mistaken understanding of what the OP wanted to do. In the proper context, I agree with both of you completely from a mathematical standpoint.
I still see no need to make the change, but do agree that it would not change turret performance in any way. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1671
|
Posted - 2014.07.10 22:11:00 -
[160] - Quote
It is difficult to explain it, but if my last explanation was helpful then perhaps the original poster might consider adding it to the original post. No credit necessary. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1240
|
Posted - 2014.07.10 22:19:00 -
[161] - Quote
Reaver Glitterstim wrote:Bronson Hughes wrote:Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios. Actually it's not a multiplier at all, and it is not useful at all in balancing turrets. You and several others are under the impression that signature resolution affects turret tracking. It does not.Signature resolution is an arbitrary value that the rest of the equation is built around. The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking. This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1671
|
Posted - 2014.07.10 23:39:00 -
[162] - Quote
Tyberius Franklin wrote:This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense. I don't see your point. The OP isn't trying to change tracking and in fact wants to make sure that it doesn't change. What the OP aims to do would be done flawlessly with his proposal, with zero collateral damage. The majority of his detractors believe that his proposal will cause collateral damage and are opposed to it for that reason and that reason only--my point is helping to explain to them that the OP's proposal would cause no collateral damage. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Abrazzar
Vardaugas Family
4068
|
Posted - 2014.07.11 00:08:00 -
[163] - Quote
Leave turrets as is. Instead remove explosion velocity and double the effect of explosion radius. Then missiles finally truly have tracking-less damage application and are easier to balance.
As of now, missiles always get 'transversal' applied, regardless of relative angle of the vector, so they're actually worse than turrets because they never get the near zero radial velocity guns can get a, especially at long ranges. Sovereignty and Population New Mining Mechanics |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1240
|
Posted - 2014.07.11 00:11:00 -
[164] - Quote
Reaver Glitterstim wrote:Tyberius Franklin wrote:This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense. I don't see your point. The OP isn't trying to change tracking and in fact wants to make sure that it doesn't change. What the OP aims to do would be done flawlessly with his proposal, with zero collateral damage. The majority of his detractors believe that his proposal will cause collateral damage and are opposed to it for that reason and that reason only--my point is helping to explain to them that the OP's proposal would cause no collateral damage. I guess what I'm missing is the idea of what you are considering a tracking multiplier. Sig res is at worst half of a multiplier and no more or less arbitrary than any other term or variable involved.
What throws me off I guess is this:
"You and several others are under the impression that signature resolution affects turret tracking. It does not."
Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target. The op even states it can be quantified as a modifier and mathematically proves it.
So I guess I got lost as to what you were trying to say there. |

Sabriz Adoudel
Mission BLITZ
3219
|
Posted - 2014.07.11 00:33:00 -
[165] - Quote
This is an exceptionally good idea.
The only drawback to it is that it would remove the combat advantage that people like me and the OP (that understand the exact nuances of how sig res interacts with tracking) gain against the sorts of clueless posters that make up most of this thread.
If you double sig res, you lose *exactly* the same amount of damage as you would lose by halving your turret tracking speed. This is true whether you are a battleship shooting a frigate, or a frigate shooting a titan, or a cruiser shooting another cruiser.
Tracking and sigres function as one stat right now, effective tracking (which is tracking divided by sigres, measured in radians metre^-1 second^-1). https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1671
|
Posted - 2014.07.11 00:39:00 -
[166] - Quote
Abrazzar wrote:because they never get the near zero radial velocity guns can get angular, not radial
I think it's neat that afterburners can help mitigate damage from missiles. I believe that missiles should have much higher explosion velocities so you don't start losing damage from target velocity until the target is going much faster than base speed. Overdrive injectors and nanofiber hulls shouldn't be all you need to mitigate missile damage.
Tyberius Franklin wrote:Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target. Changing the sig res without adjusting individual tracking modifiers to compensate does change tracking, but changing the individual tracking modifiers is core to the OP's proposal while changing sig res values to all be the same is merely the solution to the OP's initial dilemnadilemma. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1240
|
Posted - 2014.07.11 00:41:00 -
[167] - Quote
Reaver Glitterstim wrote:Abrazzar wrote:because they never get the near zero radial velocity guns can get angular, not radial I think it's neat that afterburners can help mitigate damage from missiles. I believe that missiles should have much higher explosion velocities so you don't start losing damage from target velocity until the target is going much faster than base speed. Overdrive injectors and nanofiber hulls shouldn't be all you need to mitigate missile damage. Tyberius Franklin wrote:Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target. Changing the sig res without adjusting individual tracking modifiers to compensate does change tracking, but changing the individual tracking modifiers is core to the OP's proposal while changing sig res values to all be the same is merely the solution to the OP's initial dilemnadilemma. Was probably just a misunderstanding of the wording on my part.
|

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1671
|
Posted - 2014.07.11 01:03:00 -
[168] - Quote
Put simply:
If you change the tracking modifier by exactly the same amount you change the sig res, the equation will have the same outputs as before for all possible inputs, even for invalid inputs. It will essentially be unchanged.
For example, increasing the sig res on small turrets by 312.5% (from 40 to 125) means you need to increase tracking on those small turrets by 312.5%. This is core to the OP's suggestion as it was centered around alleviating the confusion with things like Quad Light Beam Laser (a medium turret) having 0.0729 tracking while Small Focused Beam Laser (a small turret) has 0.1 tracking. With the OP's suggestion, assuming 125m is the accepted sig res value, they would be listed as: Quad Light tracking: 0.0729 rad/sec Small Focused tracking: 0.3125 rad/sec
This way they compare to each other much more realistically, at the cost of them not comparing to their targets as realistically. A Small Focused Beam Laser will track a 125m sig radius cruiser at 0.3125 radians per second, but will only track a 40m sig radius frigate at 0.1 radians per second. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
35
|
Posted - 2014.07.11 09:35:00 -
[169] - Quote
Reaver Glitterstim wrote:
This way they compare to each other much more realistically, at the cost of them not comparing to their targets as realistically. A Small Focused Beam Laser will track a 125m sig radius cruiser at 0.3125 radians per second, but will only track a 40m sig radius frigate at 0.1 radians per second.
Which is the dodgy part.
Absolve the 40 turret scan res into an electron blaster with 0.6 rad/s tracking. It becomes 24.
First, go start comparing 24rad/s to 0.3rad/s angular velocity and whatever sig radius you have in a fight. Real time. It will be tough as hell. Second, rad/s has physical meaning that describes perpendicular speed at a certain range. 24 rad/s - have a go at giving physical meaning to that, especially when it's not really 24 rad/s, but 0.6 with the truncated 40 coefficient. Currently the scale between tracking and angular is maintained by this same never changing coefficient. The resultant may not vary with it as it's constant, allowing you to manipulate the equation, but it's there to normalise magnitudes.
Is the OP impressive at manipulating equations? Perhaps.
But Turret Scan res is far from arbitrary. What, you think whoever designed it just went - "Oh hey lets add a random number here and there just to make it look more complicated". No they didn't.
With only 3 parameters you'd have to compute the product of sig radius to something else, like the variable angular velocity or the unrealistically large tracking to make a further larger number. With larger numbers, it's tough to make conclusions on the fly. Currently you work with just 2 ratios which are relatively simple, with one following a distinct pattern in multiples of 3 and being constant during the fight provided you don't use MWDs and you don't get any TPs on you. Those are the only 2 ways to vary sig radius in a fight at some high frequency; naturally you wouldn't worry about links/boosters/ragnarok as you'd reconsider your sig to be the new baseline under these conditions.
As such, a reasonable current strategy is to know your sig, and approximately be familiar with the sig of your enemy, and precalculate the ratio of your guns/their guns against the sig. This number is unlikely to change in both ways, as there are few ways to actively reduce the sig radius. You're left with looking at the angular velocity and making sure it is somewhat higher/lower that their/your presumed tracking. With the proposed changes you can't do this - you can't compare 24 to 0.3 and 6 to 0.3 and identify on the fly that the latter is actually twice as slow as 0.3.
Instead of changing the formula to accommodate a different computational style, arguably with any practical advantages, focus on bringing awareness to the tracking system. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1674
|
Posted - 2014.07.11 10:33:00 -
[170] - Quote
I don't know where you're getting 24 rad/sec but you seem to have your basic algebra wrong. The OP isn't making any impressive mathematical manipulations, this is simple math. If it's not easy for you that's fine, but it is easy for mathematically oriented people. If you don't get it, just say so. But please don't try to tell us we are wrong when you don't have a grasp of the math functions.
Also, you misunderstand the definition of arbitrary. An arbitrary thing is something that can be anything, and the designer chose it to be what it is, devoid of any strategic advantage in that choice as opposed to any others. The sig res values are entirely aesthetic, and therefore arbitrary. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
35
|
Posted - 2014.07.11 10:43:00 -
[171] - Quote
Reaver Glitterstim wrote:I don't know where you're getting 24 rad/sec but you seem to have your basic algebra wrong Back to square one.
Where does numerical value that scan res holds go? One says you adjust the tracking to accommodate the change, which is where the 24 comes from. Another says add a different, unified between all the turret sizes coefficient.
I get the impression that both of you believe you can just remove the 40, 125 and 400 right out of the equation and the resultant will still stay the same. Which is ironic considering my " basic algebra is wrong". And perplexing in the case where you don't understand where the 24 comes from. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1674
|
Posted - 2014.07.11 10:49:00 -
[172] - Quote
The sig res values are arbitrary but still important. If you remove the sig res, the tracking equation gives an invalid result, regardless of the input. But the sig res can be anything you want it to be, as long as it is a finite number. It doesn't even have to be an integer. The tracking speed of turrets is based on their sig res value to put their effective tracking where CCP wants it to be. Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
35
|
Posted - 2014.07.11 10:56:00 -
[173] - Quote
Reaver Glitterstim wrote:Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res. And that is what my post address. There is no mathematical error to be found.
This suggestion introduces a misleading perception, or worse, lack of any perception.
I repeatedly ask of you and the OP, how does one look at the adjusted tracking and compare it with angular velocity. By how much do you expect to adjust the tracking? My understand is that by reducing the 40, 125, 400 to 1, you need to adjust tracking to accommodate this. Considering we are talking about basic algebra, and please correct if I'm wrong, increase the tracking value of small turrets by 40, medium by 125, and large by 400. And confirm if this is the new number I will be seeing in my stat window. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1674
|
Posted - 2014.07.11 11:04:00 -
[174] - Quote
If you change sig res to 1 across the board, you would divide small turret tracking by 40, medium turret tracking by 125, and large turret tracking by 400. 1 would be a lousy choice because it would give values that are very different from what we see in-game, and that would be confusing by itself. The OP proposes 100 and I feel more comfortable using 125, but either one is a good value. If sig res were 100 across the board, small turret tracking would be multiplied by 2.5, medium turret tracking by 0.8, and large turret tracking by 0.25. If sig res were 125 across the board, small turret tracking would be multiplied by 3.125 and large turret tracking would be divided by 3.2. Medium turret tracking would stay the same.
In the end, the guns would work exactly as before, but you would see different numbers for tracking in the turrets' info page.
It's been said enough times before, including in the original post. If you have missed it, perhaps you need to read that again. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1173
|
Posted - 2014.07.11 11:09:00 -
[175] - Quote
Reaver Glitterstim wrote:The sig res values are entirely aesthetic, and therefore arbitrary. This isn't true, mate.
40 = typical frig sig radius
125 = typical cruiser sig radius
400 = typical battleship sig radius
So with the current system, tracking speed can be roughly compared to angular velocity when shooting at:
frigs with small turrets
cruisers with medium turrets
battleships with large turrets
With the OP's suggestion, all size turrets would have the same sig res (even though you wouldn't actually see the stat anymore). I presume 125 would be the best choice.
In that case, tracking speed would be roughly comparable to angular velocity when shooting at cruisers - whatever size turret you'd be shooting with. So for example in a frig vs frig fight, the angular velocities on everybody's overview would make no sense if directly compared to their turrets' new tracking speed stat.
Current system makes more sense to me, but even if some would find the proposed system better, it's still not a good enough idea to change all the turret stats (tracking) after 11 years. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1674
|
Posted - 2014.07.11 11:16:00 -
[176] - Quote
It is arbitrary, but that doesn't mean there isn't a reason for the values chosen. I support CCP's decision and oppose the OP's position, as stated in my first post here. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
35
|
Posted - 2014.07.11 11:21:00 -
[177] - Quote
Reaver Glitterstim wrote:If you change sig res to 1 across the board, you would divide small turret tracking by 40, medium turret t... First, if you divide 40/40, to retain the proportionality and a such keep the resultant the same, you can't divide further. You'd end up with 1/40/40, or 1/1600. How do you mess this up and further your algebraic crusade? As in, 0.1rad/s *40/40/40 does not under any circumstance equal to 0.1rad/s*40.
Second, it's irrelevant what you keep as the common denominator. 1, 100, 1000. Irrelevant.
Because, referring back to the post to which you are confused as to where the 24 came, if you please read again carefully, the point I am trying to bring up is not the raw numbers. The issue that the adjusted tracking messes with the perception of how it is affected by angular velocity.
In the example: I have 0.3 tracking. I fly at 0.5, somy tracking is 40% less effective. I fly at 0.2, my tracking is 50% more effective. This alone might not be much, but the ratio between scanres and signature radius of the ship allow me to identify the severity of my flying patterns.
Adjust the tracking values and you can't say any of that. Because you have just truncated the scan res and tracking into a number that holds no meaning apart from serving only to compute my chance to hit. How or why you do not understand why this is an issue is disheartening.
The example with truncating scan res into a coefficient of 1 is to demonstrate the extreme effect of this suggestion. As per your strategy, 0.6*40 = 24*1 =24. Another real tracking number is 0.15. Following up on the same strategy you end up 24 and 6.
One cannot simply by looking at the number identify that the adjusted tracking of 6 is infact 50% more effective tracking when flying 0.3 rad/s. Or that 24 is 100% less effective.
They're just 24 and 6 pitted against 0.3. This is what this suggestion introduces. For me to get a answer, I have to calculate directly. Cheers for giving my 2 redundant steps to worry about in a brawl. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1174
|
Posted - 2014.07.11 11:23:00 -
[178] - Quote
Arla Sarain wrote:Reaver Glitterstim wrote:Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res. And that is what my post addresses. There is no mathematical error to be found. This suggestion introduces a misleading perception, or worse, lack of any perception. I repeatedly ask of you and the OP, how does one look at the adjusted tracking and compare it with angular velocity. By how much do you expect to adjust the tracking? My understand is that by reducing the 40, 125, 400 to 1, you need to adjust tracking to accommodate this. Considering we are talking about basic algebra, and please correct if I'm wrong, increase the tracking value of small turrets by 40, medium by 125, and large by 400. And confirm if this is the new number I will be seeing in my stat window. As I explained above, a sensible way to do it would be using 125 as the base value.
So, to answer your question:
. All small turrets would have tracking multiplied by 125/40 = 3.125
. All medium turrets would remain the same
. All large turrets would have tracking multiplied by 125/400 = 0.3125
Neither I nor Reaver would like it, though.  |

Deerin
Federal Navy Special Forces
264
|
Posted - 2014.07.11 11:28:00 -
[179] - Quote
From Ashley's good idea at page 3
Ashley Animus wrote: Devide the tracking by its signature and you find the Absolute tracking value.
An Electron Blaster Cannon with 0.075 rad/s and a signature of 400. 0.075 / 400 = 0,0001875 Absolute
A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125. 0,02566 / 125 = 0,00020528 Absolute
I think if the aim is to "simplfy" things so that it is easier to understand, something like this can be used too:
In addition to tracking use the term "Normalized Tracking" (Short NT) which is guns tracking/signature Add a new column to overview called "Normalized Angular Velocity" (Short NAV) which is targets angular velocity/signature radius.
So that player can directly discern if his gun can hit the enemy or not by looking at these values. If NT is smaller than NAV, less chance to hit, if NT is larger than NAV more chance to hit. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1174
|
Posted - 2014.07.11 11:34:00 -
[180] - Quote
Deerin wrote:From Ashley's good idea at page 3 Ashley Animus wrote: Devide the tracking by its signature and you find the Absolute tracking value.
An Electron Blaster Cannon with 0.075 rad/s and a signature of 400. 0.075 / 400 = 0,0001875 Absolute
A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125. 0,02566 / 125 = 0,00020528 Absolute
I think if the aim is to "simplfy" things so that it is easier to understand, something like this can be used too: In addition to tracking use the term "Normalized Tracking" (Short NT) which is guns tracking/signature Add a new column to overview called "Normalized Angular Velocity" (Short NAV) which is targets angular velocity/signature radius. So that player can directly discern if his gun can hit the enemy or not by looking at these values. If NT is smaller than NAV, less chance to hit, if NT is larger than NAV more chance to hit. This is interesting.
It would indirectly give you a lot more intel (target sig radius) than you have today though, which may or may not be a good thing. |

Arla Sarain
36
|
Posted - 2014.07.11 11:34:00 -
[181] - Quote
Gully Alex Foyle wrote:Arla Sarain wrote:Reaver Glitterstim wrote:Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res. And that is what my post addresses. There is no mathematical error to be found. This suggestion introduces a misleading perception, or worse, lack of any perception. I repeatedly ask of you and the OP, how does one look at the adjusted tracking and compare it with angular velocity. By how much do you expect to adjust the tracking? My understand is that by reducing the 40, 125, 400 to 1, you need to adjust tracking to accommodate this. Considering we are talking about basic algebra, and please correct if I'm wrong, increase the tracking value of small turrets by 40, medium by 125, and large by 400. And confirm if this is the new number I will be seeing in my stat window. As I explained above, a sensible way to do it would be using 125 as the base value. So, to answer your question: . All small turrets would have tracking multiplied by 125/40 = 3.125 . All medium turrets would remain the same . All large turrets would have tracking multiplied by 125/400 = 0.3125 Neither I nor Reaver would like it, though. 
This procedure is exactly the same as I did but with different numbers. I am addressing an issue with messing the actual tracking number that will show up on the SHOW INFO tab and how does the user relate THAT to the angular velocity.
Spoiler alert: it's bad.
A practical example, as per your guidelines:
0.6*3 = 1.8 (please allow me to simplify 3.215 for arguments sake) 0.15*3 = 0.45
These are adjusted tracking numbers as this suggestion persistently tries to beat into our heads will save the whole freaking world.
Now compare it to a practical angular velocity just by eyeballing them. 0.5 is a good guess (400m/s orbit at 800m) |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1174
|
Posted - 2014.07.11 11:39:00 -
[182] - Quote
Arla Sarain wrote:This procedure is exactly the same as I did but with different numbers. I am addressing an issue with messing the actual tracking number that will show up on the SHOW INFO tab and how does the user relate THAT to the angular velocity.
Spoiler alert: it's bad. Yes, I agree it's bad, squid-friend.
Was just trying to be nice and answer a question you posted, since I really like your nose (even if you're a squid).
Why don't you hop by in Huola this afternoon, so we can test the tracking formula on the battlefield?
Spoiler alert: you'll die.   |

Arla Sarain
36
|
Posted - 2014.07.11 11:42:00 -
[183] - Quote
Gully Alex Foyle wrote:Arla Sarain wrote:This procedure is exactly the same as I did but with different numbers. I am addressing an issue with messing the actual tracking number that will show up on the SHOW INFO tab and how does the user relate THAT to the angular velocity.
Spoiler alert: it's bad. Yes, I agree it's bad, squid-friend. Was just trying to be nice and answer a question you posted, since I really like your nose (even if you're a squid). Why don't you hop by in Huola this afternoon, so we can test the tracking formula on the battlefield? Spoiler alert: you'll die.   I beat a Neutron Void atron on my tracking atron with this so I give no f***s. All that paper DPS down the drain.
P.S. Huola? For reals? |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1174
|
Posted - 2014.07.11 11:47:00 -
[184] - Quote
Arla Sarain wrote:Gully Alex Foyle wrote:Arla Sarain wrote:This procedure is exactly the same as I did but with different numbers. I am addressing an issue with messing the actual tracking number that will show up on the SHOW INFO tab and how does the user relate THAT to the angular velocity.
Spoiler alert: it's bad. Yes, I agree it's bad, squid-friend. Was just trying to be nice and answer a question you posted, since I really like your nose (even if you're a squid). Why don't you hop by in Huola this afternoon, so we can test the tracking formula on the battlefield? Spoiler alert: you'll die.   I beat a Neutron Void atron on my tracking atron with this so I give no f***s. All that paper DPS down the drain. P.S. Huola? For reals? Most violent system of New Eden in the past few days. But hey, feel free to miss out on the fun. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1676
|
Posted - 2014.07.11 21:06:00 -
[185] - Quote
I think I get what you're saying, Arla. You're just pointing out that the current system, which compares sig resolution to standard target sig radius, is good for the end user. That was my original point too, I guess we just got lost in translation somewhere. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Arla Sarain
36
|
Posted - 2014.07.12 09:08:00 -
[186] - Quote
Reaver Glitterstim wrote: is good for the end user. That was my original point too, I guess we just got lost in translation somewhere. That's general. But yes.
Undoubtedly the current system is confusing, but it is as simplified as it can be. Pretty much all thats left is to allow the option of degree/s instead of rad/s (as suggested by someone down the pages), and display ratios on the overview for those ratios which parameters are already known to the user, like the ratio of their own tracking to their current angular velocity. This would streamline it a bit further.
The confusion stems from little significance given to Turret scan res vocally. When have you heard anyone speak of it? And as I understand it, this is where OP suggestion spawned from - the lack of documentation on the parameter that is seemingly used in the background with little significance.
Alas, Turret scan res may be as unimportant as the OP claims, but the strategy of adjusting tracking numbers to compensate is the downside of this suggestion, and quite frankly it introduces further issues. Hence why I keep preaching that you would replace one problem with another.
One could also ask for chance to hit on outbound and inbound shots to be displayed on the overview all together. As the Frog mentioned, it does indirectly relay information on the enemy stats back to the end user, but they'd still need to go back and calculate to find them. Not that anyone would care to know that your BS has 380 sig or 420. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1677
|
Posted - 2014.07.12 13:59:00 -
[187] - Quote
Arla Sarain wrote:like the ratio of their own tracking to their current angular velocity. That's actually a great idea! Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |
| |
|
| Pages: 1 2 3 4 5 6 7 :: [one page] |