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Gully Alex Foyle
Black Fox Marauders
4419
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Posted - 2016.05.13 10:28:23 -
[61] - Quote
Using live angular velocity readout on the overview during combat boils down to this:
1) You have memorized beforehand your desired maximum rad/s - This figure will obviously be different for different ship classes. If for example you expect to be shooting at anything from frigates to to cruisers, you have to memorize 3 different numbers
2) You try to determine if your target is using an mwd and/or (but much less important) if they're heavily buffer shield tanked
3) You compare their angular velocity with your pre-memorized 'ideal' rad/s: - If MWD, you know it can be up to 6x higher - If shield, you know it can be maybe 1.5x higher (doesn't really change much imo)
The ONLY change is how you calculate step 1), which is something you SHOULDN'T be doing 'live' during combat anyway.
I agree WAS makes step 1) less intuitive, but you still needed to do some math before the patch (unless you were planning on shooting exclusively frigates with small guns, or cruisers with medium guns, etc.).
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Brokk Witgenstein
Extreme Agony The Wraithguard.
298
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Posted - 2016.05.13 10:57:20 -
[62] - Quote
Galaxxis wrote:JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem?
Well to be fair .... I'm BillyBum the engineer and I'd rather see Degrees than radials. They don't mean a thing to me, because I always blatantly round fractions down and use gut feeling to assess what Da Number truly means. Radials don't mean nothing to me.
Now that we've got accuracy score which actually means something, all we need is angular velocity expressed in degrees/sec and a checkbox to put the game in mathboy mode (old style) again.
Then everyone will be happy. Right? |

Memphis Baas
1530
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Posted - 2016.05.13 12:20:54 -
[63] - Quote
Sure, everybody will be happy when they put a column in the overview that matches the gun stat as a direct comparison, but until then it's rage, and it'll be expressed as a comment about EVE and CCP until they do. On the internets. |

Mina Sebiestar
Minmatar Inner Space Conglomerate
1076
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Posted - 2016.05.13 12:36:24 -
[64] - Quote
Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless
Further more it shows correct sig rez of all guns and not 40 km made up number out of someone behind just to show smaller number for big guns and bigger for small.
Jeez let me know when Nobel prize is on i wanna see the nomination process may self.
In other news i would gladly go to old system that was just fine and one that no one ever complained if CCP make that as option.
Typhoon Fleet Issue SOE skin for the win.
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Brokk Witgenstein
Extreme Agony The Wraithguard.
298
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Posted - 2016.05.13 12:48:32 -
[65] - Quote
Mina Sebiestar wrote:Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless
For that, new system too is flawless. Isn't chance to hit based on the multiplication of tracking and signature radius anyway? That's what you're getting. |

Verdis deMosays
The Gold Angels Sixth Empire
127
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Posted - 2016.05.13 14:28:44 -
[66] - Quote
Brokk Witgenstein wrote:Mina Sebiestar wrote:Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless For that, new system too is flawless. Isn't chance to hit based on the multiplication of tracking and signature radius anyway? That's what you're getting.
What you miss is the point of our arguments against this WAS system. If I give you the number 11.88, and say tell me how fast I can orbit my target, without missing, you can't do it. The only way is to break that number down into its components to find Radians per second, which was shown before the change. There is simply no way to apply a WAS number to practical application by itself. |

Brokk Witgenstein
Extreme Agony The Wraithguard.
298
|
Posted - 2016.05.13 15:34:29 -
[67] - Quote
Nor can you say you'll hit stuff when I tell you its angular velocity is 0.0745. Because you don't know the target's signature radius.
What you could do, and still can, is try to shoot when its angular velocity is nigh zero.
Now, having to take your guns target resolution into account versus sigradius ..... that's exactly what that "accuracy" figure does, no?
Edit: open question (I don't have the formula at hand) : is a gun with target res 40, tracking speed 5 deg/sec equivalent to a gun with target res 400, tracking speed 50 deg/sec ? |

Eli Stan
Center for Advanced Studies Gallente Federation
482
|
Posted - 2016.05.13 17:46:15 -
[68] - Quote
Brokk Witgenstein wrote:Edit: open question (I don't have the formula at hand) : is a gun with target res 40, tracking speed 5 deg/sec equivalent to a gun with target res 400, tracking speed 50 deg/sec ?
5/40 = 0.125 = 50/400 so yes, they are identical.
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Moac Tor
Cyber Core Stain Confederation
520
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Posted - 2016.05.13 18:59:56 -
[69] - Quote
I found the old system much better. The current tracking numbers are completely abstract until you divide them to the appropriate level; how many ships have a 40km sig radius...
With the old system you could see at a glance how a medium gun should be tracking against a medium ship, or how a large gun should be tracking against a large ship etc.
Also I am confused as to why CCP decided to make fighters apply missile type damage to targets even when they are using turret weapons. An attempt to simplify and dumb down the game perhaps?
Someone needs to calm down at CCP and stopping trying to 'improve' stuff that isn't broken.
Modulated ECM Effects
An Alternative to Skill Trading
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Memphis Baas
1530
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Posted - 2016.05.13 19:01:32 -
[70] - Quote
Ferrotsmite Anzomi wrote:Frogs are not that big, and my frigates guns are not designed to hit a target 40 kilometers wide.
Aren't citadels 40km? There you go, this silly argument we're having about gun stats is laid to rest, once and for all. All your guns are designed to hit citadels. |

Mikkal Rune
Ammatar Academy of Sciences
20
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Posted - 2016.05.14 23:08:00 -
[71] - Quote
Moac Tor wrote:Someone needs to calm down at CCP and stopping trying to 'improve' stuff that isn't broken. Yes. ThereGÇÖs been a lot of this lately. GÇ£HelpfulGÇ¥ changes to things no one was complaining about. And I appreciated the fact that radians and seconds were real-world things that translated into something in my head, in a way that a number that only reflects them if I remember to divide it by a particular other number do not. So IGÇÖm sorry to see them go too. |

Aplier Shivra
35
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Posted - 2016.05.15 00:48:43 -
[72] - Quote
Pandora Carrollon wrote:There is a tendency to look at the technical in MMO's. Rules lawyers, mini-maxxers, etc.
This generally ends up overlooking the practical and empirical. Then when the theoretical doesn't line up with what is actually experienced people kind of go nuts.
Again, my suggestion is to play the fight, maneuver in such a way to get the accuracy to get your weapons on target and stick with actual tactical results.
I predict a lot of headache and heartache if we start crunching numbers and find out that the algorithms are not working in a way we anticipate and it causes that dissonance between what we think should happen and what actually does.
It's not a matter of being rules lawyers, min-maxers, or whatever other derogatory term you want to use. This game is run by numbers, it's run by defined formulas in fact, and the practical and empirical will exactly match the theoretical. If people "go nuts" because things don't match up, then it is because of either A) a bug in the system, or much more commonly B) their theoretical idea of how things should work was missing out on some of the key variables or formulas required. If this is because of A, then that "headache or heartache" is certainly well-founded, and is something that should be addressed and fixed. If it's because of B, then the error is on the human, and the system should be faulted for that.
Quote: My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO. The reality is my guns hit like garbage. If I stop or go nose or tail on to the target, my guns hit like monsters.
So, the algorithm for tracking and targeting is not what you'd expect, which makes the accuracy numbers mostly useless. However, empirical testing has shown me how to hit and range issues. It's the reality of the game vs. the theory of it.
I'm all for numbers and crunching but I place more emphasis on empirical results.
So your tests have shown exactly what the numbers have already proven, that when a ship's angular velocity is low (nose or tail on), weapons are pretty accurate, and when there's a high angular velocity (moving broadside), accuracy is garbage. In fact, in the second part of your empirical tests, you demonstrate exactly the point B i was referring to above. When stating that your gun tracking shouldn't matter when that target is staying still, while you're moving, is an inaccurate thing being included into your theoretical formula. In the situation described, your tracking does very much matter, because your angular velocity is still above 0, because you are moving. So the accurate theory is that your guns should hit like garbage in that situation, which, as you were kind enough to test, they do. So yes, the algorithm for tracking and target is exactly what I expect, which makes the accuracy numbers immensely important. If you want to keep it at a simplistic level of analysis (angular velocity affects accuracy, low=good and high=bad) then that's your choice and that's fine.
But there are those of us who want to go a step beyond that, and want to know how much angular velocity affects accuracy. That's the reason why we crunch the numbers, to give us an accurate theoretical view of how a situation will work, so that we can make a better decision based on the information available. In some cases this isn't as necessary, such as a frigate orbiting a battleship at 1000, where they can know without much math that they'll have close to perfect accuracy. In other cases, such as a 1400 arty tempest, taking a few moments to make sure that their next 30+ seconds of waiting on guns won't be wasted isn't min-maxing, rules lawyering, or any of that nonsense, it's just plain playing smart. |

Lellulah Eshnayim
Justified Lethal Response
0
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Posted - 2016.05.19 19:24:49 -
[73] - Quote
The change does seem rather arbitrary. Either way, yes, we will "normalize" to the changes
As far as the "hitting broadside" should be easier assumption: This makes the assumption that the calculation "to hit" accounts for the guns orientating with the direction of the ship. So someone orbiting a stationary target, the guns themselves don't have to rotate as the ship itself is rotating thus keeping the guns pointed on target...I certainly don't see that assumption in the formula... Perhaps if you pictured the calculation like a hovering flying saucer with a rotating turret in the center...the saucer doesn't turn as it orbits, the turret must turn.... Ie: don't kite your own guns...the "broadside" thing won't work ...maybe it should...but it doesn't , ie..ship A should be able to out "kite" ship B if all other things are equal aside from their top speeds, but it doesn't work like that...
Or perhaps my kneejerk unproofed rant is just that lol |

Moonlit Raid
State War Academy Caldari State
300
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Posted - 2016.05.19 21:08:40 -
[74] - Quote
Galaxxis wrote:I think someone got ahold of the List of Terrible Ideas at CCP thinking it was the List of Great Ideas, and now they're just going down the line implementing them all. We had the gong and flashy red epilepsy trigger, now we have "weapon accuracy rating" so that JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem? No math was required, you could literally watch your overview and decide if you were going to hit the target with certainty [depending on ticks].
If brute force isn't working, you're just not using enough.
Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.
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Johnny Riko
SniggWaffe WAFFLES.
104
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Posted - 2016.05.19 22:06:51 -
[75] - Quote
I can't understand this change. It's just blatant dumbing down. I didn't even think the current system was unintuitive, if anything it is more clear than what they are proposing. Stupid idea CCP. Re-evaluate who is making these decisions.
I wanna join up. I think I got what it takes to be a Citizen.
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Johnny Riko
SniggWaffe WAFFLES.
104
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Posted - 2016.05.19 22:09:27 -
[76] - Quote
Brokk Witgenstein wrote:Galaxxis wrote:JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem? Well to be fair .... I'm BillyBum the engineer and I'd rather see Degrees than radials. They don't mean a thing to me, because I always blatantly round fractions down and use gut feeling to assess what Da Number truly means. Radials don't mean nothing to me. Now that we've got accuracy score which actually means something, all we need is angular velocity expressed in degrees/sec and a checkbox to put the game in mathboy mode (old style) again. Then everyone will be happy. Right?
You're an engineer and you don't comprehend rad/s? What engineering school did you go to?..
I wanna join up. I think I got what it takes to be a Citizen.
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Brokk Witgenstein
Extreme Agony The Wraithguard.
306
|
Posted - 2016.05.19 22:14:16 -
[77] - Quote
Yet it is you who "cannot understand this change".
It's elementary dear Watson: since you always needed two variables anyway, there is no point in giving two separate numbers that only become meaninful when combined when only one of those numbers is on the overview. |

Memphis Baas
1572
|
Posted - 2016.05.19 22:20:59 -
[78] - Quote
Johnny Riko wrote:You're an engineer and you don't comprehend rad/s? What engineering school did you go to?..
You need to ask?
It was Da School, where they taught him Da Number.
They didn't mention pi cause that would have made everyone hungry and they'd skip school. So, instead of "a circle is 2 radians," they used "a circle is 360 degrees." Like a pizza. You put it in the oven at 360 degrees for 5 minutes, so that's 300 seconds. So degrees / second makes sense. |

nezroy
Nice Clan
6
|
Posted - 2016.05.20 01:20:01 -
[79] - Quote
Brokk Witgenstein wrote:Yet it is you who "cannot understand this change".
It's elementary dear Watson: since you always needed two variables anyway, there is no point in giving two separate numbers that only become meaninful when combined when only one of those numbers is on the overview.
You need 4 numbers total.
Before change you were given three of the numbers explicitly under any circumstance (including temp effects to tracking, etc.). Yes, the 4th # was unknown without awareness of your target's likely sigrad based on experience and circumstance.
After the change you are given two of the four numbers you need explicitly. Two others are now only provided indirectly and require some on the fly division to recover under any circumstance (e.g. how badly is that tracking disruption affecting my angular? I dunno let me divide by 40km in my head real qui... oops there's the hull alarm). Figuring out the fourth # is not any different than before.
So we went from having 3 of the 4 required numbers accurately and explicitly provided at a momentary glance to now only having two of the four required numbers accurately and explicitly displayed at a glance. |

Areen Sassel
103
|
Posted - 2016.05.22 05:11:33 -
[80] - Quote
Pandora Carrollon wrote:My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO.
I think you are confused. If you're orbiting at max velocity, you will have a high angular velocity (depending on range). It doesn't matter who's moving, only the relative velocity. |

Cristl
426
|
Posted - 2016.05.22 05:48:00 -
[81] - Quote
Areen Sassel wrote:Pandora Carrollon wrote:My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO. I think you are confused. If you're orbiting at max velocity, you will have a high angular velocity (depending on range). It doesn't matter who's moving, only the relative velocity. But only in this game is what that poster is saying. They are saying that trying to think about the mechanics from any real life perspective will fail, since the game physics uses its own formulae which don't have much connection with reality. In real life if you orbited a stationary target your guns wouldn't need to move at all (circular orbit, target at centre). |

Areen Sassel
104
|
Posted - 2016.05.22 20:48:53 -
[82] - Quote
Cristl wrote:Areen Sassel wrote:I think you are confused. If you're orbiting at max velocity, you will have a high angular velocity (depending on range). It doesn't matter who's moving, only the relative velocity. But only in this game is what that poster is saying. They are saying that trying to think about the mechanics from any real life perspective will fail, since the game physics uses its own formulae which don't have much connection with reality.
If so, why run their own tests? The pertinent game mechanics are hardly undocumented.
FWIW, the whole "weapon accuracy" thing seems to be a bit of a storm in a teacup; turret tracking was always effectively divided by weapon signature radius, and a figure that encapsulates that division conveys more directly useful information, not less. |

Tsukino Stareine
Art Of Explosions 404 Hole Not Found
1451
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Posted - 2016.05.23 14:14:35 -
[83] - Quote
With this new system it's much harder to figure out what your actual tracking is since there's no overview column for "accuracy score"
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Eli Stan
Center for Advanced Studies Gallente Federation
488
|
Posted - 2016.05.23 15:56:33 -
[84] - Quote
Tsukino Stareine wrote:With this new system it's much harder to figure out what your actual tracking is since there's no overview column for "accuracy score"
It should be "Ship Evasion Score" and it should definitely be an overview column option.
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Gully Alex Foyle
Black Fox Marauders
4439
|
Posted - 2016.05.23 16:08:14 -
[85] - Quote
Cristl wrote:Areen Sassel wrote:Pandora Carrollon wrote:My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO. I think you are confused. If you're orbiting at max velocity, you will have a high angular velocity (depending on range). It doesn't matter who's moving, only the relative velocity. But only in this game is what that poster is saying. They are saying that trying to think about the mechanics from any real life perspective will fail, since the game physics uses its own formulae which don't have much connection with reality. In real life if you orbited a stationary target your guns wouldn't need to move at all (circular orbit, target at centre). They would still need to track to hit something several km away, unless your orbit is exactly, perfectly circular.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Areen Sassel
112
|
Posted - 2016.05.23 17:19:36 -
[86] - Quote
Tsukino Stareine wrote:With this new system it's much harder to figure out what your actual tracking is since there's no overview column for "accuracy score"
There's still one for angular velocity and you still need to be aware of a fiddle factor to see how that compares to your weapon. The only difference is that now the fiddle factor only needs to take account of the enemy's signature radius and not your gun's signature resolution. |

Blade Darth
Room for Improvement Limited Expectations
9
|
Posted - 2016.06.17 01:14:31 -
[87] - Quote
I can understand rads per second, this weapon accuracy shenanigans however, not.
My frig has 500, omen 20, does that mean frig guns are 20 times better? It could say "LOL pizza" instead, that's how much info i get from this stat.
Can we haz some useful tracking data back?
<./salt> |

Brokk Witgenstein
Extreme Agony The Wraithguard.
332
|
Posted - 2016.06.17 16:24:05 -
[88] - Quote
Yes. Frig guns do indeed track better. Ask any Moa pilot who found himself incapable of hitting a webbed frig at 9km. |

Pandora Carrollon
Kingsman Tailors
363
|
Posted - 2016.06.17 16:51:00 -
[89] - Quote
Brokk Witgenstein wrote:Yes. Frig guns do indeed track better. Ask any Moa pilot who found himself incapable of hitting a webbed frig at 9km.
Small turrets (frigates) track faster than Mediums or Larges.
Some larger ships mount secondary batteries to deal with this. I have a dual 150 II mount on my Exequror NI just for this purpose. It's not as fast as a single 150 mount (which I could have done) but with my tracking and scan resolution scripts running for close combat, it blows up frigates nicely. Yes, you do lose top DPS, but DPS against a ship you can't hit is ZERO, so I'll let you guys do the math. 
Be Positive GÇó Change yourself first, New Eden will come later GÇó EVE is Awesome GÇó CCP isn't the enemy GÇó Players are people too GÇó Where're the clothing blueprints GÇó Yeah, I'm still learning this game
-- Pandora's Rules to EVE by
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Dildus Maximus
Tribal Liberation Force Minmatar Republic
6
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Posted - 2016.06.17 19:10:01 -
[90] - Quote
Pandora Carrollon wrote:Brokk Witgenstein wrote:Yes. Frig guns do indeed track better. Ask any Moa pilot who found himself incapable of hitting a webbed frig at 9km. Small turrets (frigates) track faster than Mediums or Larges. Some larger ships mount secondary batteries to deal with this. I have a dual 150 II mount on my Exequror NI just for this purpose. It's not as fast as a single 150 mount (which I could have done) but with my tracking and scan resolution scripts running for close combat, it blows up frigates nicely. Yes, you do lose top DPS, but DPS against a ship you can't hit is ZERO, so I'll let you guys do the math. 
Nothing like a Dominix with small guns, the ultimate space potato. |
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