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Xietor
Amarr Seventh Nation
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Posted - 2007.12.19 10:15:00 -
[1]
Tracking speed is the ability to hit moving targets? I guess this only comes into play when fast ships are close to your ship? For some reason i can hit small fast ships at range, but need a webber to hit them in close.
Scanning resolution helps with what?
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Dirk Magnum
FinFleet Band of Brothers
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Posted - 2007.12.19 10:41:00 -
[2]
There's some math involved, but it'll be harder to hit fast stuff when it's close than when it's far away. It's because the closer it is the faster your guns have to turn in order to track it. If it's further away, even if it's going just as fast, your guns have a better chance. I HATE math.
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Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2007.12.19 11:01:00 -
[3]
Edited by: Tzar''rim on 19/12/2007 11:03:31 Add angular velocity to your overview.
The thing is that if something is close to you and goes at a certain speed the turrets have to 'turn' a quite fast to keep up. If that same ship is doing that same speed but at a much bigger distance it's much easier to keep up. Apart from that if your target is a LOT closer than your optimal you'll have a problems hitting. This differs per weapontype and is optimal/falloff related. In other words, don't use long range guns in short range situations.
Scanning reslotion is only related to the speed at which you can target someone, it has nothing to do with actual combat. On the other hand; SIGNATURE resolution DOES affect damage and chance to hit.
------ Act quickly, think slowly. |

Cyxopyc
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Posted - 2007.12.19 12:27:00 -
[4]
Edited by: Cyxopyc on 19/12/2007 12:33:39 Your weapon's Signature Resolution can be thought of as the size of a circle on a distant wall inside which your shots would all hit, somewhere. Oddly I don't believe the distance to the wall matters, your shot pattern remains evenly spread over the circle close up and far away. So firing at a stationary Rifter (35m signature radius) anywhere within optimal range with a 1400mm Howitzer Artillery I (400m signature resolution) from a stationary battleship should produce ample misses.
What Tzar'rim says above makes sense about angular velocity and agrees with what is found in the EVE tracking guide. It's very good, you should read it if you haven't. Tracking Guide
However what seems to happen for me is if a frigate has any substantial transversal velocity at all it's a real pain to hit with artillery whether it is close up, at the edge of optimal or farther out. Almost as if the calculation to hit is using transversal velocity not angular velocity. If its transversal velocity is zero or near zero it's toast.
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Gartel Reiman
Project F3
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Posted - 2007.12.19 13:41:00 -
[5]
Originally by: Cyxopyc Almost as if the calculation to hit is using transversal velocity not angular velocity. If its transversal velocity is zero or near zero it's toast.
The calculation uses transversal velocity multiplied by the ratio of target signature radius to your guns' signature resolution. So this is why the 'effective' speed for frigates seems much higher and harder for your guns to track. If you're trying to shoot at a 40m frigate with battleship-sized guns (400m resolution) then whatever speed the frigate is doing, it's effectively 10 times as fast for your guns (i.e. 10 times harder to track) because of its small size.
And as you note, because this is a multiplier, it doesn't help it at all if the speed is zero. Stationary objects will always be tracked perfectly and receive full damage (if they're in range) regardless of their signature radius.
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Tzar'rim
Minmatar Reckless Corsairs
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Posted - 2007.12.19 17:10:00 -
[6]
Quote: Stationary objects will always be tracked perfectly and receive full damage (if they're in range) regardless of their signature radius.
Are you sure on that fact? I'm genuinely asking. I can't believe that when both ships are stationary all of a sudden the target's sig radius versus the gun's sig resolution doesn't affect damage anymore...
------ Act quickly, think slowly. |

F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.12.19 20:14:00 -
[7]
Originally by: Tzar'rim
Quote: Stationary objects will always be tracked perfectly and receive full damage (if they're in range) regardless of their signature radius.
Are you sure on that fact? I'm genuinely asking. I can't believe that when both ships are stationary all of a sudden the target's sig radius versus the gun's sig resolution doesn't affect damage anymore...
Good question. You'd think after nearly 4 years I'd know the answer, but I have no idea. Logically, it should work as you say, but Eve rarely follows the logical outcome.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.12.19 23:21:00 -
[8]
Originally by: Tzar'rim
Quote: Stationary objects will always be tracked perfectly and receive full damage (if they're in range) regardless of their signature radius.
Are you sure on that fact? I'm genuinely asking. I can't believe that when both ships are stationary all of a sudden the target's sig radius versus the gun's sig resolution doesn't affect damage anymore...
It depends on how well modelled the player turret tracking equation relates to the real tracking equation.
According to the player version, odd things happen when the target is still (the effect of signature resolution versus signature radius becomes 0, so the only thing that affects the ability to hit is distance beyond optimal range) or when the range is 0 (there is a divide by 0 error, resulting in you missing everything, even with small turrets on a deadspace structure).
I can vouch for the second part, but I haven't tested the first part thoroughly.
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