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− | the boonie wiki
| + | <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
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− | of the EU any chat - don't forget to read what you dictate
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− | == Introduction: Doing Damage ==
| + | 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''.)
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− | 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:
| + | *[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;" | + | <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
| + | <span class="flashy">{{icon|tag war|9|12px|WT}}</span> |
− | ! scope="col" width="130px" style="background-color:#222222;" | Turret
| + | </div> |
− | |- | + | <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 | + | { { 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 | + | <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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− | |-
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− | | || Turret range falloff
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− | |}
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− | 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.
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− | 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.
| + | .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).
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− | == Missile Range and Launcher Firing Rate ==
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− | A missile does not so much hit a ship as explode near it. When a missile crosses the [[signature radius]] of its target, it blows up. The speed at which this explosion grows and the maximum size of the explosion determine the amount of damage done to the target. [[File:Qsm_missile_sigrad.gif|frame|right|alt=animation of missile hit|Missile Explodes at Signature Radius]] EVE uses a mathematical equation to compute the precise amount of damage that the explosion does to the ship. The details of what happens when a missile hits are somewhat complicated and are explained in [[Missile Damage]].
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− | === Range ===
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− | When fired, a missile will leave the launcher, quickly accelerate, and then proceed at its best speed directly at the target until it runs out of fuel. If it encounters the target during that time, it will explode - otherwise it will vanish. The maximum distance that a missile will travel can be found by multiplying the speed of the missile by the number of seconds that its fuel will last.
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− | Maximum Distance ≈ Speed x Seconds of Fuel
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− | The approximation is due to the slightly slower speed while the missile accelerates at launch. For example:
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− | * A Light Missile has a flight time of 5 seconds at a speed of 3750 m/s. The maximum distance it can travel is 5 x 3750 ≈ 18,750 m.
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− | * A torpedo has a flight time of 6 seconds at a speed of 1500 m/s. The maximum distance it can travel is 6 x 1500 ≈ 9,000 m.
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− | Although the terms "range" and "distance" are often used interchangeably, technically, the range answers the question of whether the missile can reach its target: is it "in" or "out" of range. If the target is stationary, then the maximum distance will be the missile's range. Normally, however, the target is moving, and the range depends on this motion.
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− | [[File:QSM_missile_catchyes.gif|frame|left|alt=missile catching a fleeing target|Missile Catches Fleeing Target]]
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− | [[File:QSM_missile_catchno.gif|frame|left|alt=missile fails to catch a fleeing target|Missile Does Not Catch Fleeing Target]]
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− | If the target is moving directly away from the missile, then it will take the missile longer to reach the target than it would a stationary one. In fact, if the target is moving fast enough, the missile may not be able to reach it at all - in this case, the target would be considered "out of range." Note that the target does not have to be moving faster than the missile ... just fast enough to stay ahead of the missile until it runs out of fuel.
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− | If the target is moving directly at the missile, then the missile will reach it much faster than it would reach a stationary target. In this case, the target may be "in range" even when it seems to far away to hit.
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− | [[File:QSM_missile_orbit.gif|frame|alt=missile hitting an orbiting target|Missile at Orbiting Target]]
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− | In most cases, however, the target will be moving in a curve with regard to the missile ship - possibly in an orbit, possibly curving towards or away from the launch.It is hard to define what "range" means, exactly, in these cases, but as always, the missile will head directly for the target, and it will continue as long as it has fuel. It's path is likely to be some sort of a spiral.
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− | There is no way to control the path of a missile once it has been launched. It will point itself at its target and follow the target until it hits or runs out of fuel.
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− | === Firing Rate ===
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− | After a launcher fires its missile, it must rest for a time before it fires again - this is called the "rate of fire". Turrets also have a firing rate, but launchers are much slower.
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− | {| class="wikitable sortable" style="text-align:left;font-size:80%; margin: 1em auto 1em auto;"
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− | ! scope="col" width="150px" style="background-color:#222222;" text-align:left" | <small>Weapon</small>
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− | ! scope="col" width="80px" style="background-color:#222222;" | <small>Firing Rate (Seconds)</small>
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− | ! scope="col" width="80px" style="background-color:#222222;" | <small>Average Base Damage (HP)</small>
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− | | Light Missile Launcher|| 16 || 83
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− | | Cruise Missile Launcher|| 20.6 || 375
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− | | Light Electron Blaster|| 2 || 9
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− | | 350 mm Railgun (Large)|| 7.3 || 34
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− | | Large Dual Heavy Beam Laser|| 7.2 || 34
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− | |}
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− | == Launcher Types ==
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− | 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.
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− | For example, a xxxxx launcher can fire 3 types of missiles:
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− | <table>
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− | Launchers have various characteristics, including such as firing rate, ...
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− | == Missile Types ==
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− | == Related Equipment ==
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− | == Related Skills ==
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− | == Missile Ships ==
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