Difference between revisions of "User:Qwer Stoneghost/Old user page"

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{{Work in Progress}}
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Blinky CSS Code
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{{#css:
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@keyframes flashy { 50% { opacity: 0; } }
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@-webkit-keyframes flashy { 50% { opacity: 0; } }
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@-moz-keyframes flashy { 50% { opacity: 0; } }
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@-o-keyframes flashy { 50% { opacity: 0; } }
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.flashy img {
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    animation-name: flashy;
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    animation-duration: .5s;
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    animation-timing-function: linear;
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    animation-iteration-count: infinite;
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    animation-direction: alternate;
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    -webkit-animation-name: flashy;
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    -webkit-animation-duration: .5s;
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    -webkit-animation-timing-function: linear;
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    -webkit-animation-iteration-count: infinite;
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    -webkit-animation-direction: alternate;
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    -moz-animation-name: flashy;
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    -moz-animation-duration: .5s;
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    -moz-animation-timing-function: linear;
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    -moz-animation-iteration-count: infinite;
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    -moz-animation-direction: alternate;
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    -o-animation-name: flashy;
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    -o-animation-duration: .5s;
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    -o-animation-timing-function: linear;
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    -o-animation-iteration-count: infinite;
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    -o-animation-direction: alternate;
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} }}
  
the boonie wiki
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<div style="margin:0; background-color:#333322; border:1px solid #3f4e3a; font-style:normal; text-align:left; padding:1em 1em 1em 1em; overflow:hidden; color:#ffffff;  margin-right:100px; margin-left:100px">
eat loony members
 
of the EU any chat - don't forget to read what you dictate
 
  
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the boonie wiki eat loony members of the EU any chat - don't forget to read what you dictate
  
== Introduction ==
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*[http://wiki.eveuniversity.org/Icons Icon Page] {{icon|constellation|48px|star route}}     
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<span style="color:#cee686">chartreuse •</span> <span style="color:#768d31">dark green •</span> <span style="color:#bfbb7d">light green •</span> <span style="color:#efc449">yellow</span>
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<span class="flashy">{{icon|tag war|9|12px|WT}}</span>
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</div>
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<div style="margin-left:75%; background-color:#404050; border: 1px solid #9999AD; padding:0.8em; text-align:left; color:#ffffff; overflow:hidden; font-style:normal;box-sizing: border-box;">An interesting note.</div>
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{ { color|hue|text } }  {{color|green|This is green.}}  {{color|#00f000|This is #00f000}}  {{color|#ff6251|For emphasis, use #ff6251 instead of bright red.}} 
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----------------------------------------------------------------------
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<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math>
  
 
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.math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math.
 
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== Damage ==
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------------------------------------------------------------------
The two basic types of weapon systems are Turrets and Launchers. Turrets fire a stream of damage (''projectiles, charges, laser beams'') that travel in a straight line out from the turret as the turret moves to track the target. Launchers fire a self-propelled bundle of damage (''rocket, missile, torpedo'') that chases down the target. (''There are exceptions; most weapons follow one of these patterns''.)
 
 
 
In each case, the actual damage done to the target depends on a number of factors. You can read the details in these two articles: [[Turret Damage]] / [[Missile Damage]] - but for now it is enough to recognize that the two weapons systems do damage in different ways. Given that the target is within range of the basic damage being delivered, then the final damage to the target when the weapon hits depends on:
 
 
 
 
 
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
 
! scope="col" width="120px" style="background-color:#222222;" text-align:left" | Launcher
 
! scope="col" width="110px" style="background-color:#222222;" | Turret
 
|-  
 
| Signature radius of target|| Transversal speed
 
|-  
 
| Velocity of target|| Turret tracking
 
|-  
 
| Explosion radius of missile|| Turret signature resolution
 
|-  
 
| Explosion velocity of missile|| Target signature radius
 
|-  
 
| Damage reduction factor|| Turret optimal range
 
|-  
 
|  || Turret range falloff
 
|}
 
 
 
 
 
 
 
The difference, in simple terms, is that launchers will always "hit", but the damage done will vary depending on the size of the target and the speed of the explosion. On the other hand, turrets may miss the target, but a hit will always do damage.
 
 
 
In practical terms the way you fly your ship matters more for turrets than for launchers.
 
 
 
== Missile Targeting and Range ==
 
 
 
A missile will leave the launcher and proceed at its best speed until it hits the limit of its range. If it encounters the target during that time, it will explode. See [[Missile Damage]] for a thorough explanation of how missile damage is generated during such an explosion.
 
 
 
 
 
 
 
== Launchers ==
 
Each launcher class can launch multiple types of missiles of that class. Generally, the missile types vary the damage type, flight time, and other tactical characteristics.
 
 
 
For example, a xxxxx launcher can fire 3 types of missiles:
 
<table>
 
 
 
Launchers have various characteristics, including such as firing rate, ...
 
 
 
 
 
 
 
== Missile Types ==
 
 
 
 
 
 
 
 
 
== Equipment ==
 
 
 
 
 
 
 
== Related Skills ==
 
 
 
 
 
== Missile Ships ==
 

Latest revision as of 17:27, 20 October 2022

Blinky CSS Code


the boonie wiki eat loony members of the EU any chat - don't forget to read what you dictate

chartreuse • dark green • light green • yellow ColorTag-StarRed9.gif

An interesting note.

{ { color|hue|text } } This is green. This is #00f000 For emphasis, use #ff6251 instead of bright red.


[math]\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}[/math]

.math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math.