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→Improving your scan resolution and targeting speed: Adding cloaking devices and WCS |
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The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate) can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon). | The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate) can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon). | ||
=== Improving your scan resolution and targeting speed === | ==== Improving your scan resolution and targeting speed ==== | ||
In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution; this can be done by: | In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution; this can be done by: | ||
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Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a change to escape by warping away. | Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a change to escape by warping away. | ||
=== Reducing your enemy's locking speed === | ==== Reducing your enemy's locking speed ==== | ||
Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]). | Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]). | ||