Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Turret mechanics: Difference between revisions

From EVE University Wiki
m Hit chance: spelling correction
Line 8: Line 8:
[[File:QST_turret_range.gif‎|frame|right|alt=range animation showing falloff|<center>Range, falloff and chance to hit</center>]]  
[[File:QST_turret_range.gif‎|frame|right|alt=range animation showing falloff|<center>Range, falloff and chance to hit</center>]]  


The basic question of shooting a turret is wether you will hit or not. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for all of these if look at your fitted turret info.
The basic question of shooting a turret is whether you will hit or not. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for all of these if look at your fitted turret info.


Due to how the hit chance is calculated the range and tracking do not effect each other and can be considered separately. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.
Due to how the hit chance is calculated the range and tracking do not effect each other and can be considered separately. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.