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Asinia Au
Amarr Hand Of Tyr
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Posted - 2008.08.02 17:06:00 -
[1]
Does falloff affect turret accuracy at distance greater than optimal or is it both less than and greater than optimal?
It seems right that it would be only greater. Then, if that is true, I was thinking of training autocannons, mounting a few of the small ones (like 125mms) and then orbiting as close as I can without violating my tracking speed.
My thought is, if I have one of the fastest tracking weapons and the skills to enhance that, I should be able to out damage slower tracking weapons even though I have only 125s.
Comments?
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Vex Cachet
Minmatar
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Posted - 2008.08.02 17:16:00 -
[2]
It's my understanding that turret performance is indeed affected negatively by ranges both less than and greater than optimal. Above optimal you have the problem of general accuracy as you approach and exceed falloff. Below, however, you run into *potential* geometry problems that make it more difficult for you to land hits. This below-optimal issue is not, however, governed by falloff, it's a bit more variable based on physical factors, tracking speed, transversal velocity, etc. Ultimately, it's up to you to figure out where your particular sweet spot is, taking into account all those factors.
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.08.02 17:22:00 -
[3]
Edited by: Matalino on 02/08/2008 17:23:59 Your understanding of falloff is correct, it applies to ranges greater than optimal, not to ranges within optimal.
Within optimal your chance to hit is set by your ablity to track. Outside of optimal your chance to hit is reduced both by tracking and by range.
For a stationary target at optimal+falloff you have a 50% chance to hit.
That said, your understanding of tracking seems to be a bit scewed. Tracking is not a matter of hit or miss. It is a continum of probablity. You only have 100% chance to hit if both you and your target are stationary.
If your target is within optimal range, tracking is the only fact on your chance to hit.
If your target's anglar velocity matches your turrets tracking, you will have a 50% chance to hit. If your target's anglar velocity is half what your turrets can track, you will hit 84% of the time. If your target's anglar velocity is twice what your turrets can track, then you will only 6.25% of the time.
Signature radius modifiers have the same effect as tracking modifiers. So the increased signature resolution of a Battleship (400m) has the same effect as a 3.2x modifier to tracking compared to a Cruiser (125m). Thus medium turrets track 3.2x better than large turrets, compound this with the lower base tracking attribute and you will find that medium turrets track 7.6x better than the equivalent large turret.
So with your stratagy, you might not want to push your turrets tracking all the way to their limit as it will decrease your damage. You want to try to push tracking to the point where your opponent can now longer hit you effectively, but no further than that so that you can still maximize your damge output.
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Asinia Au
Amarr Hand Of Tyr
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Posted - 2008.08.02 19:34:00 -
[4]
Thanks Metalino, that helps a lot! I may not have expressed myself very well, but other than:
If your target's anglar velocity matches your turrets tracking, you will have a 50% chance to hit. If your turrets can track twice as fast as your target is moving, you will hit 84% of the time. If your target is moving twice as fast as your turrets can track, then you will only 6.25% of the time.
...I had tracking down pretty well. Where I went wrong was, I thought if my target's AM were equal to my weapon's tracking I would hit 100% of the time. Thanks for correcting my understanding there.
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Lurtz
Caldari Gunrunners and Gamblers
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Posted - 2008.08.02 22:43:00 -
[5]
the best way to get a handle on it though is to RTFM!
Tracking Guide
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Asinia Au
Amarr Hand Of Tyr
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Posted - 2008.08.02 23:25:00 -
[6]
Edited by: Asinia Au on 02/08/2008 23:26:14 Thank you so much for your kind words Lurtz, and for your excellent suggestion. And actually, I did RTFM, er, Tracking Guide. But I posted here to make sure my understanding was correct, which is a good thing 'cause, it wasn't. So, STFU! ;)
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Pan Dora
Caldari Bears Inc Violent-Tendencies
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Posted - 2008.08.02 23:38:00 -
[7]
Matalino's answer was very good. I never see tracking so well explained. Thanx a lot, its invaluable even a radical missile spammer like me .
My posts DOES reflect the view of my corp and ally... ..or a mistake they did when let me post. |

Asinia Au
Amarr Hand Of Tyr
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Posted - 2008.08.02 23:50:00 -
[8]
Originally by: Pan Dora
Matalino's answer was very good. I never see tracking so well explained. Thanx a lot, its invaluable even a radical missile spammer like me .
Always good to know what the enemy's up to eh? I know, I've read the missle guide with an eye toward understanding the strengths and weaknesses of missles as well.
Oh, one thing about the Tracking Guide. It is written in terms of Traversal Velocity. Turret weapons are affected by angular velocity, measured in Radians Per Second. Were I a whiz with calculus I probably wouldn't need to come here to test my understanding, but since I am no whiz with calculus I figured getting a little advice here would be a worthwhile addition to my understanding.
Therefore, I do with to thank again those who have helped, especially Matalino! :D
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F'nog
Amarr Celestial Horizon Corp. Celestial Industrial Alliance
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Posted - 2008.08.03 03:51:00 -
[9]
Originally by: Asinia Au
Originally by: Pan Dora
Matalino's answer was very good. I never see tracking so well explained. Thanx a lot, its invaluable even a radical missile spammer like me .
Always good to know what the enemy's up to eh? I know, I've read the missle guide with an eye toward understanding the strengths and weaknesses of missles as well.
Oh, one thing about the Tracking Guide. It is written in terms of Traversal Velocity. Turret weapons are affected by angular velocity, measured in Radians Per Second. Were I a whiz with calculus I probably wouldn't need to come here to test my understanding, but since I am no whiz with calculus I figured getting a little advice here would be a worthwhile addition to my understanding.
Therefore, I do with to thank again those who have helped, especially Matalino! :D
Angular Velocity was only added to the overview relatively recently. When the Guide was written, the best choice for the overview was Transversal.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
Originally by: Chribba Go F'nog! You're a hero! Not a Zero! /me bows
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Doctor MacScience
Caldari State War Academy
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Posted - 2008.08.04 11:24:00 -
[10]
I keep angular and transversal velocity on my overview. I find both representations of movement to be extremely useful.
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.08.04 20:19:00 -
[11]
Originally by: Asinia Au ...I had tracking down pretty well. Where I went wrong was, I thought if my target's AM were equal to my weapon's tracking I would hit 100% of the time. Thanks for correcting my understanding there.
I had the same misconception for the first 2 years that I was playing. I had gotten that impression because of the way that the tracking guide is worded. It came as quite a shock to me to find out that it wasn't so. As such I try to ensure that I clarify that point whenever I explain tracking. Originally by: F'nog Angular Velocity was only added to the overview relatively recently. When the Guide was written, the best choice for the overview was Transversal.
Correct.
Angular velocity is transversal velocity divided by range.
When the guide was writen the overview only displayed transversal velocity and range, so you needed to estimate the division in your head.
I don't remember which patch it was, but that have long since added the option to display angular velocity to the overview. If you use angular velocity you can simply ignore page 4 of the guide.
Otherwise, that page explains what the transversal velocity option on the overview displays. It is up to you to deside how useful that information is.
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Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.08.05 00:55:00 -
[12]
Originally by: Asinia Au Does falloff affect turret accuracy at distance greater than optimal or is it both less than and greater than optimal?
It seems right that it would be only greater. Then, if that is true, I was thinking of training autocannons, mounting a few of the small ones (like 125mms) and then orbiting as close as I can without violating my tracking speed.
My thought is, if I have one of the fastest tracking weapons and the skills to enhance that, I should be able to out damage slower tracking weapons even though I have only 125s.
Comments?
Watch out for smartbombs. They'll ruin your day if you're not careful. ______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
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