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Naara elein (talk | contribs) |
Naara elein (talk | contribs) |
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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, | 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 | |||
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. | ||