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Jack Troger
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Posted - 2009.01.07 04:02:00 -
[1]
Hey, im relatively new to the game and i just bought a Ferox and fitted it with 200 MM Scout 1 Accelerator Cannons using Tungsten M charges in them. I have tried all different ranges...attacked all sizes of ship and i hit like a little girl with a purse (cant break 15 damage...avging 10). What am i doing wrong? why cant i do much damage?
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.01.07 04:23:00 -
[2]
Edited by: Kahega Amielden on 07/01/2009 04:24:51
For some reason, the Player Guide was moved to the EVELOPEDIA...strange because they don't seem to have moved the tracking guide over there. Using the power of google, however...
Here is the tracking guide. Basically, your guns have a tracking speed. The higher the angular velocity of your target (How fast they are flying around you relative to how far they are), the harder it is to hit them. Turn on "Angular Velocity" in the Columns section of your overview to see the angular velocity of your targets.
Railguns are long-ranged medium-sized guns. Medium guns track slower than small guns, and long-range guns track slower than short-ranged guns. Also, while it's not shown on your overview, ships that have a signature radius smaller than your gun's signature resolution (E.g. frigates have a smaller sig radius than your cruiser-sized guns), it's harder to track them. This is a modifier to angular velocity...you will still hit them dead on perfectly if they're not moving or heading straight at you, for example.
Another thing that could be affecting it is your range. Assuming you're tracking perfectly, you will hit 100% of the time for full damage at and inside your optimal range. Your hit quality and hit chance will decrease over time up to Optimal + 2x falloff. Hit chance is 50% at Optimal Range + Falloff range.
My guess is that you have a combination of tracking issues and range issues. Keep in mind ammo can modify your range. Larger ships (Cruisers to a much lesser extent than battlecruisers or battleships, though) have drones which you should be using.
Here is the missile guide, by the way. They function differently to turrets, but it's a good read if you ever plan to use them.
Originally by: Catharacta My CNR runs on salvager tears.
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Ki Tarra
Caldari Ki Tech Industries
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Posted - 2009.01.07 04:25:00 -
[3]
Tracking - A 125mm 'Scout' I Accelerator Cannon has 9.5x better tacking than a 200mm 'Scout' I Accelerator Cannon. So make sure that neither you nor your target are moving too fast relative to each other.
Base damage - Medium ammo deals twice the damage as small, but with the above comparision of turrets the small turret has a 50% faster rate of fire, so your effective DPS is only increased 33%. That is only if you are sitting still while shooting at a stationary target. The above difference in tracking will decrease that difference significantly in most practical cases.
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Jack Troger
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Posted - 2009.01.07 04:28:00 -
[4]
thx for the post. would tracking affect how much damage i do? because my problem is not hitting them. My problem is how much im hitting them for.
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Ki Tarra
Caldari Ki Tech Industries
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Posted - 2009.01.07 04:36:00 -
[5]
Edited by: Ki Tarra on 07/01/2009 04:37:11
Originally by: Jack Troger thx for the post. would tracking affect how much damage i do?
Indirectly - when you miss, it is your best non-wrecking hits that are the first to go.
If you have a 50% chance to hit, each "non-wrecking" hit will deal between 50% and 99% of your base damage. If you have a 100% chance to hit, each "non-wrecking" hit will deal between 50% and 149% of your base damage. "Wrecking" hits always deal 300% base damage and will always account for 1% of your shots provided that you have atleast a 1% chance to hit.
You can also try grouping your turrets as it will skew hit quality for the better.
Also check what the resistances are of your target.
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2009.01.07 05:30:00 -
[6]
Edited by: Dirk Magnum on 07/01/2009 05:33:58
Originally by: Jack Troger thx for the post. would tracking affect how much damage i do? because my problem is not hitting them. My problem is how much im hitting them for.
The tracking issues mentioned earlier are also describing why you're hitting for so little damage. Your guns are trailing the targets when ideally they should be keeping up with them, but this is hard for medium long-range turrets like railguns when they're trying to hit smaller, quicker targets, especially when they're very close to you. The motion prediction skill will help you here to some extent, as will tracking mods.
But on top of everything else the Ferox itself is a tricky vessel to fly, especially for younger players. An unrigged Ferox with good skills can reliably hit targets out to an impressive optimal range of 135km or so, but barely manages a DPS of over 100 (at best) with that long-range ammo. At very long ranges a ship traveling across your transversal has a slower effective transverse speed than it would at close range even if the ship itself were moving faster. This means it's easier for your guns to track and lay down high-quality hits on that ship.
You'll probably find your ability to do more damage improves with an alternative weapon fitting. Missile launchers and blasters on a Ferox will hit PvE targets close by for significantly better damage in most cases than rails can. They'll hit PvP targets better too but there's a whole other load of details about how to improve your chances in PvP combat that's better to take to another thread. The range bonus of the Ferox is geared a lot more towards fleet PvP IMO. The ship is too slow to maintain long range in missions and lacks the DPS to handle big mission rats by itself. I mean, there's a reason everyone fit their PvE Feroxes with missiles instead of turrets prior to the introduction of the Drake.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2009.01.07 13:29:00 -
[7]
Originally by: Jack Troger thx for the post. would tracking affect how much damage i do? because my problem is not hitting them. My problem is how much im hitting them for.
Are you hitting them with most shots, then? Check your combat log to see how many shots are hitting vs the number that are missing. Additionally, look at the flavour of the hits; are they mainly "glancing blows" and "lightly hits"? Both of these would point to tracking issues (as noted above), such that improving tracking would get you more solid hits that do more damage.
If you are hitting most of the time, the problem may be your ammunition. With the hybrid ammo used in your railguns, each different type of ammo is entirely a tradeoff between range and damage. The longer the range of the ammo, the lower the damage it will do. If you're using tungsten to shoot at close-up targets, then the extra range you get is completely wasted, and so you just end up with a low-damage ammo. If you were to switch to Antimatter ammo, for example, this does double the damage, and if your targets are still within the new shorter range there would be no downside to switching.
Finally if you're shooting at targets a long way away - then there's not a great deal you can do other than accept that (as noted above), the longer the range of the ammo the lower the damage. You can increase the base damage your railguns do by fitting Magnetic Field Stabilisers (which is always a good idea so long as it doesn't compromise your tank too much), so if you don't have any tracking problems and you're not at close enough range to switch to a more damaging ammo this may be your only choice.
Again I'd echo the sentiment that the Ferox is a tricky ship to fly for newer players, mainly because it relies on mediocre yet consistent long-range damage to hit targets, and will run into problems if it has to shoot small ships close up. Without good damage and tracking skills, your ability to hit and your overall damage will be less than they could be, and with missions dumping you in the middle of the NPCs you don't fully get to use your range bonuses. Blasters will probably help as they do more damage, have better tracking, and the range bonus on the Ferox will helpfully give them a workable range. |

Haurian Commando
Gallente Freebooters' Union
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Posted - 2009.01.07 23:31:00 -
[8]
Originally by: Kahega Amielden For some reason, the Player Guide was moved to the EVELOPEDIA...strange because they don't seem to have moved the tracking guide over there.
Just a head's up, until a Dev/Mod moves the actual tracking guide over, I've created a page on the Wiki with a link to the current location. Linky |

Sagacious Z
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Posted - 2009.01.07 23:44:00 -
[9]
Skills also:
E.G., "Small Projectile Turret" gives 5% increased damage for each level of skill trained here. "Small Autocannon Specialization" gives 2% bonus per skill level. There is also "Small Artillery Specialization"; another set of these for hybrids and energy weapons, and complete sets for medium and large in the future for you.
Other skills in gunnery improve tracking speed, range, et.al.
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Polysynchronicity
Amarr MEK Enterprises
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Posted - 2009.01.08 21:16:00 -
[10]
But the "Specialization" skills only give bonuses to Tech II turrets of that size and type. For example "Small Pulse Laser Specialization" gives a 2% bonus per level to the damage of small tech II pulse lasers. |
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