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| | The best performance is up to 1/4 (quarter) of your falloff or tracking, the DPS loss is almost unnoticeable. At 1/2 (half) the DPS reduction is starting to be noticeable but it is still not too bad. Exactly at your falloff or tracking your DPS will be less than half, which is bad. As a rule of thumb, avoid using more than half of your falloff or tracking when you are trying to deal high damage. |
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| It is hard to spot a -10.6% loss in DPS. In fact, this is so small that the normal random distribution drowns this out. Based on this. It is safe to say that you can use 1/3 of your falloff or tracking without any loss of noticeable performance. It is a sweet spot if you will, and a good value to remember for those who often engage targets out in falloff. You still have fairly good performance out to 1/2 (half) your falloff or tracking, but beyond that things quickly get worse. | | ===Target size=== |
| | As mentioned above, target size only influence tracking penalties, never range penalties. It may seem counter intuitive, but that is the way the game works. The overview has a column for ship sizes, but those values are not related to a ships signature size. |
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| ===Target size===
| | The trickiest part with sizes is that you must account for this yourself, the game doesn't help you. The table below is not exact, but give an idea of how much the size differance will impact the tracking ability of small, medium and large guns. |
| As mentioned above, target size only influence tracking penalties, never range penalties. It may seem counter intuitive, but that is the way the game works. The overview can show ship sizes, by ticking the 'size' option under the columns tab. But the game will not calculate what kind of effective tracking you have against a certain target size. If you have a desire to know, you must calculate this yourself.
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| This is not as hard as it sounds, there is a way to quickly calculate what kind of tracking you really have against smaller or bigger targets. First you need to know the tracking value of your guns, the second thing is the Turret Signature Resolution of your guns, and the third is the size of your target. Guns always come in the resolution of 40m (small), 125m (medium) and 400m (large), so that is straightforward. Now you calculate the ratio between the target size and your gun size (target size divided by gun size), then multiply that ratio with the tracking value of your turrets and you will have the value of your true tracking against a target of that particular size.
| | Adjust your own tracking with these multiples to compensate for size differance |
| | {| class="wikitable" border=0 |
| | | || '''Frigate (40m)''' || '''Cruiser (125m)''' || '''Battlecruiser (300m)''' || '''Battleship(400m)''' || |
| | |- |
| | | '''Gun size''' || || || || || |
| | |- |
| | |Small|| x1|| x3|| x7.5|| x10|| |
| | |- |
| | |Medium|| x0.33|| x1|| x2.5|| x3|| |
| | |- |
| | |Large|| x0.10|| x0.33|| x0.75|| x1|| |
| | |} |
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| '''Example 1: ''' A battleship (400m resolution on guns) fires on a frigate (40m radius). Target size divided by gun size gives us 40m / 400m = 0.1, or 10%. So large guns can only use one tenth of their listed tracking against an average sized frigate. | | '''Example 1: ''' A battleship with large guns (400m resolution) fires on a frigate (40m radius). The weapon attributes tab says the tracking is 0.11 for the fitted guns, but due to the size the actual tracking is now only one tenth of that, so only 0.011. |
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| '''Example 2: ''' An Incursus (44m size) and a Rifter (35m size) both uses small guns (40m resolution) (also assumed that both are armor tanked, since shield tanks will increase size). That means that the incursus is (44m / 40m = 1.1 or 110%) 10% easier to track than the listed tracking value on small guns. While the rifter is (35m / 40m = 0.875 or 87.5%) 12.5% harder to track than the listed tracking value on small guns. | | '''Example 2:''' A battlecruiser with medium guns (125m resolution) fires on a frigate (40m radius). The tracking value is written as 0.12 rad/sec. But medium guns against a frigate means that the tracking is actually down to one third. So the practical tracking value is 0.04 rad/sec, due to the size. |
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| '''Example 3: ''' An Incursion Machariel with three T2 Tracking Enhancers and T2 large autocannons have a tracking value of 0.067rad/sec. While shooting at a Sansha frigate (49m size), its effective tracking value is only 49m / 400m = 0.1225 or 12% of the stated one, 0.067rad/sec x 0.1225 = 0.0082rad/sec. A typical Sansha frigate orbits at 14km at roughly 500m/s, that corresponds to an angular velocity of 500m/s / 14000m = 0.036rad/sec. Although this is half of the listed tracking value, it is actually over 4 times higher than the Machariels effective tracking value against such a small target, which makes it impossible to hit it unless it can be webbed or if it does something stupid on its own. | | '''Example 3:''' A cruiser with medium guns (125m resolution) fires on a battleship (400m radius). The tracking value is written as 0.12 rad/sec. Medium guns against a battleship tracks three times better. So the practical tracking value is 0.36 rad/sec. |
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| ==Grouping guns, does it affect the damage?== | | ==Grouping guns, does it affect the damage?== |