Difference between revisions of "User:Qwer Stoneghost"

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In Brief
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Quick Overview
  
 
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
 
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
  
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{{Note box|The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.}}
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Notes
 
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
 
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
 
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
 
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
 
*Missiles home in on their targets.
 
*Missiles home in on their targets.
 
Signature radius sets the size of the target for the incoming weapons. Missiles explode when the get inside the target's radius. Turret streams hit when they get inside the radius.
 
  
 
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
 
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
:*They miss a lot.  
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:*Individual loads miss a lot - but there are a lot of loads.  
:*But they fire and reload pretty fast.
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:*They reach their targets quickly
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:*They fire and reload pretty fast.
 
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
 
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
 
::-Hybrid: use some capacitor, two damage types
 
::-Hybrid: use some capacitor, two damage types
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Missiles home in on their targets.
 
Missiles home in on their targets.
:*They hit more often.
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:*Each hit always does some damage - they almost always hit.
:*But they fire and reload slowly.
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:*They take a long time to reach their target.
:*And they take a long time to reach their target.
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:*They fire and reload slowly.
  
For turrets, damage drops with range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. Falloff + Optimal = 50% chance to hit.
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If you want a bit more
 
[[File:QST turret range.gif|thumb|Range affects the damage done.]]
 
[[File:QST turret range.gif|thumb|Range affects the damage done.]]
This is not a factor for missiles, but missiles have a maximum range, after which they never hit.
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Turrets turn; missiles chase.
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Missiles depend on range. Beyond maximum range, they do no damage.(But remember, missiles are slow; you can outrun them.)
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Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.
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[[File:QST track slow.gif|thumb|A slow turret trying to hit a fast ship.]]
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Tracking is how fast the turret spins. Faster is better.

Revision as of 02:52, 20 November 2020

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Example Example Example

---=========================

Quick Overview

Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in Turret Mechanics and Missile Mechanics does show it. You can find it there if you want it - some do; some don't.


The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.

Notes

  • If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
  • Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
  • Missiles home in on their targets.

Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.

  • Individual loads miss a lot - but there are a lot of loads.
  • They reach their targets quickly
  • They fire and reload pretty fast.
-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
-Hybrid: use some capacitor, two damage types
-Energy: use a lot of capacitor, two damage types, no reloading

Missiles home in on their targets.

  • Each hit always does some damage - they almost always hit.
  • They take a long time to reach their target.
  • They fire and reload slowly.

If you want a bit more

Range affects the damage done.

Turrets turn; missiles chase.

Missiles depend on range. Beyond maximum range, they do no damage.(But remember, missiles are slow; you can outrun them.)

Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.

A slow turret trying to hit a fast ship.

Tracking is how fast the turret spins. Faster is better.