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Turret damage: Difference between revisions

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Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.
Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.


If your ship is faster and more agile, and the opponent is orbiting you, you can drop the angular velocity towards zero by using Approach. If your ship is slower, and the opponent is orbiting you, you can make the angular velocity oscillate up and down by flying in a straight line as fast as you can. If you use Keep at Range with the same distance as your opponents orbit distance, your speed will drop down to zero (which can be suicidal if there are more enemies around). It's hard to maximize the angular velocity, but it will happen as long as both ships try to orbit eachother at a short distance.
If your ship is faster and more agile, and the opponent is orbiting you, the angular velocity can be minimized (can reach zero) by using Approach. If your ship is slower or less agile, and the opponent is orbiting you, angular velocity can be minimized by using Keep at Range (if set to far away, but be warned: if you reach this range your ship will stop). Maximizing the angular velocity is harder but will happen if both ships orbit one another, or if one is using Approach but isn't agile enough to get behind the other.
 
A ships agility is the multiplication of its inertia modifier and mass, a lower value means it can do sharper turns.
A ships mass and inertia values determine how quickly it can turn. If a ship turns slowly, it will loose more speed and angular velocity when orbiting something. Turning fast is mostly important for small ships that are fighting larger ones, so they can fly "under the guns" of their target and also be harder to hit by others. When two ships of similar sizes are fighting, raw speed seems more important than agility, because the one with the most speed has the most control.


A tackler (typically a frigate whose job is to prevent an enemy from warping away) needs to keep his or hers angular velocity in mind to survive. If they approach a distant target straight on, they are easy to track and even the biggest guns with the worst tracking will hit for full damage. To be safe, a tackler need to approach at an angle, to keep the angular velocity up.
A tackler (typically a frigate whose job is to prevent an enemy from warping away) needs to keep his or hers angular velocity in mind to survive. If they approach a distant target straight on, they are easy to track and even the biggest guns with the worst tracking will hit for full damage. To be safe, a tackler need to approach at an angle, to keep the angular velocity up.