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Inago Yaki
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Posted - 2008.09.02 16:50:00 -
[1]
Perplexed noob here. In Level 1 ratting missions I was doing fine and hitting NPC targets consistently. That was in a Thrasher destroyer using small projectile turrets. Now in level 2 missions I can't hit anything with my medium projectile turrets (220mm Vulcan Autocannon I). IĈm trained at Gunnery 4, Medium Projectile Turret 3, Motion Prediction 4. This is with a Stabber cruiser and firing from optimal range for the Vulcans. IĈd guess IĈm hitting the rat frigates and cruisers 10% of the time, at best. Anybody have a prognosis?
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Zansatsja
Caldari NED-Clan
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Posted - 2008.09.02 16:52:00 -
[2]
right click on your module (in space) to see what your optimal range is...if the rats are on 30 km and your optimal is like 20 then yes you will hit sh*t. DON'T worry be HAPPY!!!!! |

Acidius
Gallente Rukongai Vanguard.
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Posted - 2008.09.02 16:56:00 -
[3]
Optimal Range Falloff Range
Debuffs
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.09.02 16:58:00 -
[4]
Edited by: Matalino on 02/09/2008 17:03:39
First, Destroyers come with a 10% per level bonus to tracking.
Second, the tighter signature resolution of the small turrets is identical to a 3.125x bonus to tracking.
Third, the base attributes for medium turret tracking are slower than small turrets.
So depending on what your skills are, you are looking at around 10x to 15x slower tracking with your cruiser compared with your destroyer.
Your going to need to slow those frigates down, kite them, or otherwise control how easy they are to track.
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Verx Interis
Amarr Aurora Security Cosmic Anomalies
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Posted - 2008.09.02 17:06:00 -
[5]
Fit a web.
Web the frigs.
Watch them melt  
--------- Friggin signature size limit. The Eve professions list |

Inago Yaki
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Posted - 2008.09.02 21:34:00 -
[6]
Ah ha, I'm not getting a good target lock due to the cruiser's slower tracking, plus I guess higher speed of the Level 2 frigs. Thanks much podners! |

Johann Callasan
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Posted - 2008.09.02 21:49:00 -
[7]
Originally by: Inago Yaki Ah ha, I'm not getting a good target lock due to the cruiser's slower tracking, plus I guess higher speed of the Level 2 frigs. Thanks much podners!
In part.
There are THREE thiungs to bear in mind when talking gunnery. The first is, as you've found out, tracking. If your turret can't swivel fast enough to keep up with the enemy it won't hit regardless of other factors.
Second is "signature resolution". This is listed in your ship's Info panel near the bottom, and basically determines how fast you can lock a target. If the target you're tryingto lock has a sig radius SMALLER than your ship's signature resolution, it takes longer to lock it. This is important, as all guns have a "signature radius" TOO, and it functions a bit differently.
The signature radius for a gun turret is equvalent to the real world "accuracy" rating for small arms - inthat it determines what size "ttarget" the gun can be accurate on. For examplem, a Barrett sniper rifle (.50 caliber) is "accurate" out to 2000 yeards, in that it can put it's shots within a 1-0inck radius around the target point at that range.
Now, with that understood, a turret's "signature radius" is the same thing. Fire that weapon, at at optimal range that shot will hit womewhere within that signature radius' diameter of the aim point. Your typical frigate has a "sig radius" of 40m. Medium weapons (IIRC) have a signature radius of 140 M or so - so even wiht a perfectly targeted hit it's possible to miss a frigate with a medium weapon. VERY possible. So, if you know you're going against a LOT of frigates (like in a lot of Level 2s), fit appropriate weapos for the job, or carry drones and use them.
Things like target painters increase the "effective" signature radius of a target, making them in effect easier to hit.
Third thing you have to worry about is "angular velocity" - how fast the target is moving towards or away from your line of flight. THe less it is, the easier time ANY turret will have of hitting the target - as a turret that doesn't have to swivel doesn't have to worry abvout tracking issues :)
Hope that gives you a idea of how it works.
.
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Letouk Mernel
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Posted - 2008.09.02 21:51:00 -
[8]
Level 2 missions have a lot of frigate enemies, with maybe one or two cruiser enemies, and you're supposed to fly a cruiser to be able to win.
The thing is a cruiser's weapons (medium weapons) can't track frigates very well, which is why you can't seem to hit anything. Options are:
- fit frigate-sized (small autocannons) weapons on the cruiser, or - fit a webifier to slow down the enemy to the point where you can hit them, and/or - use drones, standard missiles, or other secondary weapon systems (if your cruiser has any) to hit frigates, and keep your big guns for the cruiser NPCs.
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.09.02 22:10:00 -
[9]
Originally by: Johann Callasan Now, with that understood, a turret's "signature radius" is the same thing. Fire that weapon, at at optimal range that shot will hit womewhere within that signature radius' diameter of the aim point. Your typical frigate has a "sig radius" of 40m. Medium weapons (IIRC) have a signature radius of 140 M or so - so even wiht a perfectly targeted hit it's possible to miss a frigate with a medium weapon. VERY possible. So, if you know you're going against a LOT of frigates (like in a lot of Level 2s), fit appropriate weapos for the job, or carry drones and use them.
That is how the tracking guide describes the effect of signature resolution and signature radius. However it does a very bad job of describing how it really works.
A stationary battleship, shooting at a stationary frigate, within optimal range, will hit every single time. If the target is stationary their signature radius is irrelavent.
It is only when you or your target start moving that signature radius and resolution become significant in tracking.
The effect of signature radius and resolution is exactly the same as that of tracking: the effects are multiplied directly to one another. As such widening a turrets signature resolution has the exact same effect as slowing the turret's tracking speed.
The ratios for turret sizes are also constant: frigate = 40m, cruiser = 125m, battleship = 400m, capital = 1000m. All turrets have those resolutions, and there are no modifiers for turret resolution.
From there you can see that a frigates gun's effectively have a 3.125 multiplier to tracking speed when compared to a cruiser's guns. This is in addition to the differences in base tracking attributes and ship bonuses.
Similarly, the size of your target has an effect on tracking. A nano-frigate can move a 1/3 of the speed of a nano-cruiser and still remain untrackable. The size of gun being shot has the same relevance as the base tracking attribute of that gun.
Thus the advice to slow down your target: like Verx Interis said, "Fit a web. Web the frigs. Watch them melt."
A slow frigate is a dead frigate.
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Inago Yaki
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Posted - 2008.09.04 14:04:00 -
[10]
With this advice I just jumped from Neo Noob to Junior Noob. It all makes perfect sense-- thanks buds. |
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Starnap
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Posted - 2008.09.05 12:25:00 -
[11]
Bear in mind also it's not just that the frigs may be going too fast to track - with your Stabber you may be orbiting them so fast you are disrupting your own tracking.
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Ghengis Tia
Amarr
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Posted - 2008.09.05 20:58:00 -
[12]
If you've got room for a Tracking Computer with Tracking Speed Script in a mid slot you'll also see improvement.
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