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Red Leader
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Posted - 2003.06.13 15:16:00 -
[1]
So I have read that the formula is:
Max Range = Optimum Range + Accuracy Falloff
With maximum damage at optimum range and decreasing to nothing at max range.
My question is, does damage decrease as you get CLOSER than optimum? Is there anything keeping someone from outfitting their ships with long range Artillery pieces with large damage mods and blasting away at 600m?
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Red Leader
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Posted - 2003.06.13 15:16:00 -
[2]
So I have read that the formula is:
Max Range = Optimum Range + Accuracy Falloff
With maximum damage at optimum range and decreasing to nothing at max range.
My question is, does damage decrease as you get CLOSER than optimum? Is there anything keeping someone from outfitting their ships with long range Artillery pieces with large damage mods and blasting away at 600m?
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Micco
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Posted - 2003.06.13 15:23:00 -
[3]
Check out the Tracking Speed. That rad/sec is the angular velocity of the gun. So if someone had a bunch of long range guns mounted they would be vulnerable to very close (>500m) orbiting fast ships. Drones are a good example of that type of ship. --------------- Seven Wonders crowed the man, Knowing six were gone. And how the great illusion lingers on... |

Micco
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Posted - 2003.06.13 15:23:00 -
[4]
Check out the Tracking Speed. That rad/sec is the angular velocity of the gun. So if someone had a bunch of long range guns mounted they would be vulnerable to very close (>500m) orbiting fast ships. Drones are a good example of that type of ship. --------------- Seven Wonders crowed the man, Knowing six were gone. And how the great illusion lingers on... |

soltys
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Posted - 2003.06.13 16:26:00 -
[5]
Afaik, and as far as I tested, at optimal + falloff range you just hit less often (around 50% of all shots hit).
I asked support about it (ranges, how accuracy works in this game, some other stuff), but I was told they couldn't talk about such things :/ Like it was some secret or something, dunno why... ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.13 16:26:00 -
[6]
Afaik, and as far as I tested, at optimal + falloff range you just hit less often (around 50% of all shots hit).
I asked support about it (ranges, how accuracy works in this game, some other stuff), but I was told they couldn't talk about such things :/ Like it was some secret or something, dunno why... ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

Red Leader
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Posted - 2003.06.13 17:02:00 -
[7]
What do the ammo modifiers affect? optimum rng, falloff, max range, or all?
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Red Leader
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Posted - 2003.06.13 17:02:00 -
[8]
What do the ammo modifiers affect? optimum rng, falloff, max range, or all?
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soltys
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Posted - 2003.06.13 17:41:00 -
[9]
I think it affects both, but I'm really not sure.
Attacking stationary targets (cargo containers) at range == (optimal+falloff)*range_mod yielded roughly 40% - 60% hits of all shots. At range optimal*range_mod + falloff, it was only around 25%. ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

soltys
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Posted - 2003.06.13 17:41:00 -
[10]
I think it affects both, but I'm really not sure.
Attacking stationary targets (cargo containers) at range == (optimal+falloff)*range_mod yielded roughly 40% - 60% hits of all shots. At range optimal*range_mod + falloff, it was only around 25%. ----------------------------------------------------------
Damage stats: click version v1.1.02 retail. |

The Hanz
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Posted - 2005.07.16 07:05:00 -
[11]
Do you like delimeat?
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Vishnej
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Posted - 2005.07.16 07:09:00 -
[12]
Edited by: Vishnej on 16/07/2005 07:09:12 Vs stationary targets, with a stationary ship:
At pointblank to optimal, accuracy is nearly 100%. At optimal+falloff, accuracy is in the general vicinity of 50%, and at optimal+falloff*2, accuracy approaches 0%. http://ittensohn.ch/eve/eve-tracking.html
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Ithildin
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Posted - 2005.07.16 10:16:00 -
[13]
Originally by: Red Leader What do the ammo modifiers affect? optimum rng, falloff, max range, or all?
Fall off is never affect by anything but boosted through your skills.
Since maximum hit range is Optimal + 2xFalloff, the range modifier on ammo affects max range. The reliable range is close to Optimal + 0.5xFalloff.
The perfect range is decided entirely by turret tracking versus size and movement of target, the optimal range value just tell you if the perfect range is within or outside your range (and if you can upgrade to more damaging ammo). All this info passes through your computer so fast that you won't stand a chance to react to it anyways, you'll have to gain this information through experience. -- If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please.
Josameto III - Moon 1 |

Aion Amarra
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Posted - 2005.07.16 13:24:00 -
[14]
Originally by: The Hanz Do you like delimeat?
Hanz, Necromancy is still bad, mmkay?
Stop bumping all the 2 year old threads. Now.
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Eshtir

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Posted - 2005.07.16 14:00:00 -
[15]
Yes Necromancy is bad, let it be 
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