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RTO
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Posted - 2009.01.15 07:50:00 -
[1]
So, I'm setting up a Domination medium pos, with the intent to fit lots of medium artillery. Now, medium artillery batteries are listed as:
activation proximity : 330 km accuracy falloff : 246 km optimal range : 280 km
What I don't get is : all of these numbers are way, way further than you can even set up a POS from the moon warpin point. If you get ships coming in at 180-200, what do these numbers mean? Are they going to hit? Is there an inside range where they'll become useless? As a missile user, this stuff has always confused me.
For example : if a ship is at 140km (1/2 optimal) does that mean 1/2 damage? And what happens in that magic range betwen 246 (falloff) and optimal (280)? I just can't make heads or tails of it.
Thanks!
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.01.15 10:05:00 -
[2]
In a nutshell gun range is optimal+2x falloff where hit propability will drop off relatively fast after optimal+1x falloff. It's true that those arties are not shooting outside their activation range on their own, but of you have pos gunners available then you can surpice some targets sometimes who sit at 500 km from tower and think that they are safe. |

Roemy Schneider
BINFORD
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Posted - 2009.01.15 11:34:00 -
[3]
hummm i'm sure, ammo has its usual influence on optimals though just saying... - putting the gist back into logistics |

Lui Kai
Logistics Incorporated
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Posted - 2009.01.15 11:39:00 -
[4]
In answer to the 1/2 optimal question, ignoring tracking...
If a gun has, in example, 50km optimal and 20km falloff:
Target at 50K and less - normal hit/damage probability. Target at 60K - reduced chance to hit. Target at (optimal+falloff) 70K - very low chance to hit. Target at 71K - you're not going to hit.
Optimal is basically the "Inside this range, you've got normal hit odds." Falloff is how far outside of that range you still have a chance to hit at all.
In answer to the range on POS guns - no, they won't automatically activate at that kind of range, but as mentioned - a POS gunner can give a nasty surprise to someone who thinks they're outside of activation range. ----------------
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Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2009.01.15 11:44:00 -
[5]
Edited by: Mona X on 15/01/2009 11:44:21
Originally by: Lui Kai
Target at 50K and less - normal hit/damage probability. Target at 70K - reduced chance to hit. Target at (optimal+2xfalloff) 90K - very low chance to hit. Target at 91K - you're not going to hit.
Fixed.
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Lui Kai
Logistics Incorporated
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Posted - 2009.01.15 11:46:00 -
[6]
Cheers - I was in the wrong. ----------------
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RTO
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Posted - 2009.01.15 18:21:00 -
[7]
Ah ok, that makes perfect sense. For some reason I had it in my head that at distances less than optimal range and/or falloff the guns started to lose efficiency. I had seen references to people saying things like "inside the range of artillery, but outside the range of autocannons" as if there was a deadzone.
The numbers on artillery are so ******edly high that it looks like you'd be able to hit pretty much anything on-grid.
Thanks! |

Arous Drephius
Perkone
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Posted - 2009.01.15 20:15:00 -
[8]
Originally by: RTO people saying things like "inside the range of artillery, but outside the range of autocannons" as if there was a deadzone
Depending on ranges, there is.
Autos have a small optimal and falloff, and arties have a much larger range. There is a gap between the max range of autos and the max range of arty where the arty will hit but the autos won't.
ASCII picture to illustrate:
Ship------------Max Auto Range|---------|Max arty Range
The red bit is where the arty can hit but not the autos.
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InstaPleasure
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Posted - 2009.01.15 20:28:00 -
[9]
Official Tracking Guide
Just plug in the numbers and check out the pretty illustrations.
My input: Minmatar guns are the best on POSes because the have awesome falloff and not bad optimal. To the point where you might be able to get away with using Autocannons instead of Arties...unlike blasters which are useless on POSes. |

Fitz VonHeise
The New Order.
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Posted - 2009.01.15 20:32:00 -
[10]
Arty is useful to stop people from bringing sniping BS's to kill your POS and moduals and staying outside range of your auto arty. With regular arty on your POS it is impossible for them to not take hits. (But normal arty shoots less often)
Auto arty is great for close in shooting... and they shoot much faster and have better tracking.
What you need is a mixture... as once you have enough normal arty to kill sniping BS's then they will change tactics to coming in close to take out your stuff and be repping each other.
I like auto arty so much that I use it on all my setups even if I use a different tower then Minmitar. |

Spaztick
Canadian Imperial Armaments Veritas Immortalis
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Posted - 2009.01.15 23:17:00 -
[11]
8 large artillery with EMP ammo can alpha a battleship from 200km away, resists nonwithstanding. ...but on a serious note, more people should have some type of spacer in their sigs to show it's not part of the post.
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