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

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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
 
  
== Introduction: Doing Damage ==
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the boonie wiki eat loony members of the EU any chat - don't forget to read what you dictate
The two basic types of weapon systems are Turrets and Launchers. Turrets fire a stream of damage (''projectiles, charges, laser beams'') that travels in a straight line out from the turret as the turret moves to track the target. Launchers fire self-propelled bundles of damage (''rocket, missile, torpedo'') that chase down the target. (''There are exceptions, but 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 weapon, then the final damage to the target depends on:
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*[http://wiki.eveuniversity.org/Icons Icon Page] {{icon|constellation|48px|star route}}     
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"
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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>
! scope="col" width="120px" style="background-color:#222222;" text-align:left" | Launcher
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<span class="flashy">{{icon|tag war|9|12px|WT}}</span>
! scope="col" width="130px" style="background-color:#222222;" | Turret
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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>
| Basic damage amount|| Basic damage interval
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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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| Signature radius of target|| Transversal speed
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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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| Velocity of target|| Turret tracking
 
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| Explosion radius of missile|| Turret signature resolution
 
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| Explosion velocity of missile|| Target signature radius
 
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| Damage reduction factor|| Turret optimal range
 
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|  || 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 its basic (somewhat variable) amount of damage.
 
  
It may seem that a 100% chance to hit any target within range is a significant advantage, however this is balanced by other factors, including especially the firing speed of the weapon and the travel time of the damage bundle. In general, launched weapons fire more slowly and take more time to strike their targets, thus leaving their ships more open to retaliation. In any case, you can rest assured that neither type of weapons system has an advantage over the other in and of itself. The advantages arise from the ship bonuses, ship fittings, and pilot skills and experience.
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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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The remainder of this article will deal with the mechanics and characteristics of launcher based weapons systems. Damage done will be compared in absolute terms. For a very detailed explanation of how the damage of an individual hit is created when the weapon hits its target, please refer to the article on [[Missile Damage]].
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------------------------------------------------------------------
 
 
Note that launcher based damage bundles are often called "missiles", and that this term can refer to any of rockets, missiles, torpedos and bombs (even though [[bombs]] are not fired from 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 - otherwise it will vanish. See [[Missile Damage]] for a thorough explanation of how missile damage is generated during such an explosion.
 
 
 
== Launcher Types ==
 
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 ==
 
 
 
 
 
 
 
 
 
== Related 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.