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Turret damage: Difference between revisions

From EVE University Wiki
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Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.
Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.


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). It's hard to maximize the angular velocity, but it will happen as long as both ships try to orbit eachother at a short distance.
If your ship is faster and more agile, and the opponent is orbiting you, you can drop the angular velocity towards zero by using Approach. 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). It's hard to maximize the angular velocity, but it will happen as long as both ships try to orbit eachother at a short distance.


A ships mass and inertia values determine how quickly it can turn. If a ship turns slowly, it will loose more speed and angular velocity when orbiting something. 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.
A ships mass and inertia values determine how quickly it can turn. If a ship turns slowly, it will loose more speed and angular velocity when orbiting something. 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.