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Turret damage: Difference between revisions

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No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the expected damage distribution, it's very clear that it's a combination of several separate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, it's then possible to tell when one, two or more guns hit the target.
No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the expected damage distribution, it's very clear that it's a combination of several separate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, it's then possible to tell when one, two or more guns hit the target.


==Fighting against turret ships==
==Fighting with and against turret ships==
A turrets ability to deal damage is dependant on range and angular velocity. The player who can control these have an advantage, so piloting matters. A lazy way of flying is to automatically orbit an enemy, it's good because it's easy but it has two disadvantages. The first is that the ship will fly in an almost straight line towards a distant target, which drops the angular velocity to nearly zero and gives the other person perfect tracking. This can be deadly. It is particularly important for small ships to be aware of this, so they approach at an angle to make themselves harder to hit. The second is that a change in speed of an orbiting ship will result in a quite sharp drop in angular velocity as that ship tries to get into a new orbit range. This change could be from either turning a web on and off, or by alternating between Approach and Keep at Range to destabilize the automatic orbit. Although difficult, manual flying can improve the damage output for turrets, but this is true for both ships though since they always have the same angular velocity to eachother.
A turrets ability to deal damage is dependant on range and angular velocity. The pilot who can control these can control the damage output. The tricky part is to help yourself more than you help your enemy.  


The Disruption EWAR module will reduce a turrets tracking and/or range. Ships are often fitted around an idea, like fighting at a certain range. So it can be demoralizing when a cheeky Disruptor interferes with that. If you think the enemy is too close for a range disruption script to have any effect, switch over to a tracking disruption script.
If your ship is faster, and the opponent is orbiting you, you can drop the angular velocity towards zero by using Approach. This will match your speed with the target and make you both fly in a straight line. If your ship is slower, and the opponent is orbiting you, you can make the angular velocity oscillate up and down by flying in a straight line as fast as you can. If you use Keep at Range with the same distance as your opponents orbit distance, your speed will drop down to zero (which can be suicidal if there are more enemies around). A manual 180° turn can also reduce the angular velocity, but this is quite hard to pull off and the practical effect may not be that great. It's hard to maximize the angular velocity, but it will happen as long as both ships try to orbit eachother at the same distance.


A ships speed is important for it's angular velocity, but so is the ships agility. The faster a ship can turn, the more speed it can use while orbiting closely to an enemy. Improving the speed is a tactical choice that gives better control over the range. Improving agility is a defensive choice that will make it harder for both you and your target to track eachother with turrets.
A tackler (typically a frigate whose job is to prevent an enemy from warping away) needs to keep his or hers angular velocity in mind to survive. If they approach a distant target straight on, they are easy to track and even the biggest guns with the worst tracking will hit for full damage. To be safe, a tackler need to approach at an angle, to keep the angular velocity up.


There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will make someone more vulnerable to turrets too.
The Disruption EWAR module will reduce a turrets tracking and/or range. Since ships are often fitted around an idea, like fighting at a certain range, a disruptor can really mess with that. Always bring both range and tracking disruption scripts, you won't know which one you'll need until you start fighting.


Shield extenders increases the signature resolution (size) of a ship, which makes them slightly easier to track with turrets.  
A ships mass and inertia values determine how quickly it can turn. If it turns slowly, the speed will drop and the angular velocity will go down as well. Turning fast is mostly important for small ships that are fighting larger ones, so they can fly "under the guns" of their target and also be harder to hit by others. When two ships of similar sizes are fighting, raw speed seems more important than agility, because the one with the most speed has the most control.
 
There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will also make someone easier to track. A Target Painter is an active module and will require more micromanagement of its pilot, but the good thing is that the victim is easier to track for everyone.
 
Shield extenders increases the signature resolution (size) of a ship, which makes them easier to track with turrets. Armor plates increases mass (slower turn speed) and reduces the top speed with afterburners and microwarp drives, which makes them easier to track too.


==Choosing turrets==
==Choosing turrets==