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Targeting: Difference between revisions

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{{Cleanup|Some rewrite required because of the deletion of the old syllabi}}
In EVE, you need to target something in order to affect it (repair it, mine it, or attack it). This page discusses how targeting works, and what affects it, and what you can do to improve it.
In EVE, you need to target something in order to affect it (repair it, mine it, or attack it). This page discusses how targeting works, and what affects it, and what you can do to improve it.


== Targeting through the UI ==
== Targeting through the UI ==
[[File:Target_overview.png|thumb|right|Target using the overview]]
[[File:Target_overview.png|thumb|Target using the overview]]
[[File:Multiple-targets.png|thumb|right|Multiple targets locked]]
[[File:Multiple-targets.png|thumb|Multiple targets locked]]
[[File:hud2.png|thumb|right|HUD with combat icon. CTRL-click the combat icon to target the ship which is using a warp scrambler on you.]]
[[File:hud2.png|thumb|HUD with combat icon. CTRL-click the combat icon to target the ship which is using a warp scrambler on you.]]
[[File:Target_radial_menu.png|thumb|right|Target using the radial menu]]
[[File:Target_radial_menu.png|thumb|Target using the radial menu]]
[[File:Fitting_screen.png|thumb|right|The ship fitting screen]]
[[File:Fitting_screen.png|thumb|The ship fitting screen]]
You can target something by:
You can target something by:
* Select the object (either in space or via the overview), and click the "Target" button on the [[overview]].   
* Select the object (either in space or via the overview), and click the "Target" button on the [[overview]].   
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=== Multiple targets ===
=== Multiple targets ===
You can lock several targets at once (up to the [[Targeting#Number_of_targets_locked|maximum defined by your skills and the ship you're flying]]), which will appear as a series of circles. Each target icon shows:
You can lock several targets at once (up to the [[#Number_of_targets_locked|maximum defined by your skills and the ship you're flying]]), which will appear as a series of circles. Each target icon shows:
* The target's shields, armor, and structure hit points (as a percentage; it's not possible to see the actual hit points in game)
* The target's shields, armor, and structure hit points (as a percentage; it's not possible to see the actual hit points in game)
* The current distance between your ship and the target
* The current distance between your ship and the target
* If you have activated modules (e.g. weapons or [[EWAR|electronic warfare]] modules), these will show up as icons below the target. You can click these icons to deactivate the module active on that particular target.  
* If you have activated modules (e.g. weapons or [[electronic warfare]] modules), these will show up as icons below the target. You can click these icons to deactivate the module active on that particular target.  


If you have several targets, one will have rotating triangular icons around it. This is the "active target"; any modules you activate will be activated on that target. To change the active target, click on one of the other targets you have locked.
If you have several targets, one will have rotating triangular icons around it. This is the "active target"; any modules you activate will be activated on that target. To change the active target, click on one of the other targets you have locked.


== Targeting parameters ==
== Targeting parameters ==
There are three parameters of interest when targeting:
There are three parameters of interest when targeting:
# How many targets you can have locked at any one time.
# How many targets you can have locked at any one time.
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=== Number of targets locked ===
=== Number of targets locked ===
The number of targets you can have locked at any one time is primarily determined by the ship you're flying and your skills. Each ship has a maximum number of targets they can have locked at any one time, and you can find this information on the "Show Info" screen for a ship. For instance, a [[Merlin]] can only lock five targets at once, whilst a [[Golem]] can lock up to ten targets. For [[Strategic Cruisers]] (T3 ships), the maximum number of locked targets depends on the ship's installed sub-systems.
The number of targets you can have locked at any one time is primarily determined by the ship you're flying and your skills. Each ship has a maximum number of targets they can have locked at any one time, and you can find this information on the "Show Info" screen for a ship. For instance, a [[Merlin]] can only lock five targets at once, whilst a [[Golem]] can lock up to ten targets. For [[Strategic Cruisers]] (T3 ships), the maximum number of locked targets depends on the ship's installed sub-systems.


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==== Increasing a ship's maximum number of locked targets ====
==== Increasing a ship's maximum number of locked targets ====
A ship's innate targeting limit (see above) can be increased by installing '''Auto Targeting System''' or '''Signal Amplifier''' modules. As above, you need the necessary targeting skills to take advantage of this higher target limit.
A ship's innate targeting limit (see above) can be increased by installing '''Auto Targeting System''' or '''Signal Amplifier''' modules. As above, you need the necessary targeting skills to take advantage of this higher target limit.
* '''Auto Targeting System''' (high slot): Targets any hostile ship within range on activation. Grants +2 (Auto Targeting System I) or +3 (Auto Targeting System II) bonus to ship's maximum targets.
* '''Auto Targeting System''' (high slot): Targets any hostile ship within range on activation. Grants +2 (Auto Targeting System I) or +3 (Auto Targeting System II) bonus to ship's maximum targets.
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=== Targeting time ===
=== Targeting time ===
How long it takes for you to lock a target depends on the '''signature radius''' of the ship you're targeting, and on your own ship's '''scan resolution'''. To calculate the locking time (in seconds):
How long it takes for you to lock a target depends on the '''signature radius''' of the ship you're targeting, and on your own ship's '''scan resolution'''. To calculate the locking time (in seconds):


:<math> \displaystyle\text{Targeting time} = \frac{40000 \,\text{m} }{ \text{Scan resolution} \times \operatorname{arcsinh}^2(\text{Signature radius}) } </math>
:<math> \displaystyle \text{Targeting time} = \frac{40,000 \,\text{m} }{ \text{Scan resolution} \times \operatorname{arcsinh}^2(\text{Signature radius}) } </math>


{| class="wikitable"
Where:
|-
* Scan resolution of your ship in mm
| X&nbsp;(in&nbsp;mm)||Scan resolution of your ship
* Signature radius of the target in m
|-
| Y&nbsp;(in&nbsp;m)||Signature radius of the target
|}




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[[File:Lock_speed_graph.png]]
[[File:Lock_speed_graph.png]]


The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate)  can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon).  
The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate)  can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an [[Omen]], 23 seconds when being targeted by a Typhoon).  


==== Improving your scan resolution and targeting speed ====
==== Improving your scan resolution and targeting speed ====
In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution; this can be done by:
In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution; this can be done by:
* Modules:
* Modules:
** '''Sensor Booster''' (medium slot): Increases your ship's targeting range and scan resolution. Can be loaded with [[scripts]] to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see [[EWar_101_Guide#Sensor_Booster_.28sebo.29|sensor booster]].
** '''[[Sensor Booster]]''' (medium slot): Increases your ship's targeting range and scan resolution. Can be loaded with [[scripts]] to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other).
** '''Signal Amplifier''' (low slot): Gives a 10% (Signal Amplifier I) or 15% (Signal Amplifier II) bonus to scan resolution, while also increasing your maximum targeting range and the maximum number of locked targets.  
** '''Signal Amplifier''' (low slot): Gives a 10% (Signal Amplifier I) or 15% (Signal Amplifier II) bonus to scan resolution, while also increasing your maximum targeting range and the maximum number of locked targets.  
* Skills
* Skills
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* Implants
* Implants
** '''Zainou 'Gypsy' Signature Analysis''': Provides a 1%-6% bonus to scan resolution
** '''Zainou 'Gypsy' Signature Analysis''': Provides a 1%-6% bonus to scan resolution
* Help from fleetmates (using [[EWar_101_Guide#Remote_Sensor_Booster|remote sensor boosters]])
* Help from fleetmates (using [[Remote Sensor Booster]]s)


You can also increase your target's signature radius with [[EWar_101_Guide#Target_Painting_.28TP.29|target painters]], although targeting is rarely the primary reason target painters are used. Note that there are a few modules which reduce your scan resolution, notably [[cloaking|cloaking devices]] (-50% scan resolution; ''covert ops'' cloaking devices don't have this drawback) and warp core stabilisers (-50% scan resolution).
You can also increase your target's signature radius with [[Target Painter]]s, although targeting is rarely the primary reason target painters are used. Note that there are a few modules which reduce your scan resolution, notably [[cloaking|cloaking devices]] (-50% scan resolution; ''covert ops'' cloaking devices don't have this drawback) and warp core stabilisers (-50% scan resolution).


Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a chance to escape by warping away.
Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a chance to escape by warping away.


==== Reducing your enemy's locking speed ====
==== Reducing your enemy's locking speed ====
{{main|Signature radius}}
{{main|Signature radius}}


Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]).  
Conversely, in PvP, you want to minimize your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship , some implants and [[Signature radius#Signature Radius Suppressor|Signature Radius Suppressor]] on battleships), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[missile mechanics]] and [[turret mechanics]]).  


You can also handicap an opponent by decreasing their scan resolution using [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|remote sensor dampening]] (making them take longer to lock on to you) or use [[EWar_101_Guide#Electronic_Counter_Measures_.28ECM.29|ECM]] to make them lose lock on you completely. These topics (including possible countermeasures) are covered in much greater detail at [[EWar 101 Guide]] and [[ECM Guide]].
You can also handicap an opponent by decreasing their scan resolution using [[Remote Sensor Dampener|remote sensor dampening]] (making them take longer to lock on to you) or use [[ECM]] to make them lose lock on you / your fleet members completely. These topics (including possible countermeasures) are covered in much greater detail at [[Electronic warfare]] and [[Electronic Countermeasures]].


=== Targeting range ===
=== Targeting range ===
The range at which you can target another object is primarily dependent on the ship you're flying; you can find its base targeting range on the "Show Info" screen. You can improve this through the '''Long Range Targeting''' skill, for up to a 25% bonus at level V:
The range at which you can target another object is primarily dependent on the ship you're flying; you can find its base targeting range on the "Show Info" screen. You can improve this through the '''Long Range Targeting''' skill, for up to a 25% bonus at level V:
* {{sk|Long Range Targeting|mult=yes|price=yes}}: 5% bonus to targeting range per skill level.
* {{sk|Long Range Targeting|mult=yes|price=yes}}: 5% bonus to targeting range per skill level.
Additionally, there are certain modules which you can use to increase your targeting range:
Additionally, there are certain modules which you can use to increase your targeting range:
* '''Signal Amplifier''' (low slot): Increases targeting range by 25% (Signal Amplifier I) or 30% (Signal Amplifier II), as well as the maximum number of locked targets and your ship's scan resolution.  
* '''Signal Amplifier''' (low slot): Increases targeting range by 25% (Signal Amplifier I) or 30% (Signal Amplifier II), as well as the maximum number of locked targets and your ship's scan resolution.  
* '''Sensor Booster''' (medium slot): Increases targeting range and scan resolution. Can be loaded with scripts to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see [[EWar_101_Guide#Sensor_Booster_.28sebo.29|sensor booster]].
* '''Sensor Booster''' (medium slot): Increases targeting range and scan resolution. Can be loaded with scripts to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see [[Sensor Booster]].
Lastly, rigs (e.g. Ionic Field Projector) and implants (e.g. Zainou 'Gypsy' Long Range Targeting) can boost targeting range even further, as can help from a fleetmate (using a [[EWar_101_Guide#Remote_Sensor_Booster|remote sensor booster]]).  
Lastly, rigs (e.g. Ionic Field Projector) and implants (e.g. Zainou 'Gypsy' Long Range Targeting) can boost targeting range even further, as can help from a fleetmate (using a [[Remote Sensor Booster]]).  


Very long targeting ranges are the foundation of ships fitted for sniping, but targeting at longer ranges than your weapons' effective range is a waste, not to mention that the targeting modules are taking up space which would otherwise be used for, for instance, tanking modules - so increasing targeting range is always a trade-off. Certain modules (such as warp core stabilisers) greatly decrease your targeting range. Lastly, you can use [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|remote sensor dampening]] to greatly reduce your enemy's targeting range.  
Very long targeting ranges are the foundation of ships fitted for sniping, but targeting at longer ranges than your weapons' effective range is a waste, not to mention that the targeting modules are taking up space which would otherwise be used for, for instance, tanking modules - so increasing targeting range is always a trade-off. Certain modules (such as warp core stabilisers) greatly decrease your targeting range. Lastly, you can use [[Remote Sensor Dampener]]s to greatly reduce your enemy's targeting range.  


You can find out your ship's current targeting range on the fitting screen, or through an external tool like [[PYFA]].
You can find out your ship's current targeting range on the fitting screen, or through an external tool like [[PYFA]].


== Automatic and passive targeters ==
== Automatic and passive targeters ==
Besides targeting speed, range, and number, two other modules can affect targeting in a significant way: '''Auto Targeting Systems''' and '''Passive Targeters'''.  
Besides targeting speed, range, and number, two other modules can affect targeting in a significant way: '''Auto Targeting Systems''' and '''Passive Targeters'''.  


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* '''Passive Targeter''' (medium slot): Allows target lock without alerting the ship to a possible threat.  
* '''Passive Targeter''' (medium slot): Allows target lock without alerting the ship to a possible threat.  


Auto Targeting Systems are rarely used, as they take up a valuable high slot and stop you from prioritising targets - although some pilots use them merely for their +2 target bonus (provided they have a spare high slot) or to reduce the workload on E-War ships. Passive Targeters have a niche use, as they allow you to use non-aggressive modules (eg cargo or ship scanners) on a target without alerting the target - for instance, in order to check what cargo a ship is carrying and whether it's worth suicide ganking. To use a passive targeter, activate the module, then click on the target you would like to lock.
Auto Targeting Systems are rarely used, as they take up a valuable high slot and stop you from prioritizing targets - although some pilots use them merely for their +2 target bonus (provided they have a spare high slot) or to reduce the workload on E-War ships. Passive Targeters have a niche use, as they allow you to use non-aggressive modules (eg cargo or ship scanners) on a target without alerting the target - for instance, in order to check what cargo a ship is carrying and whether it's worth [[suicide ganking]]. To use a passive targeter, activate the module, then click on the target you would like to lock.


[[Category:Game mechanics]]
[[Category:Game mechanics]]