Difference between revisions of "User:Qwer Stoneghost"

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In Brief
 
In Brief
  
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.
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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.
  
 
*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.)
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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.  
 
:*They miss a lot.  
:*But they fire fast, reload pretty fast and cost less.
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:*But 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.
 
:*They hit more often.
:*But they fire slowly, reload slowly and cost a lot.
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:*But they fire and reload slowly.
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:*And they take a long time to reach their target.
  
 
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.
 
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.
 
[[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.
 
This is not a factor for missiles, but missiles have a maximum range, after which they never hit.

Revision as of 02:19, 20 November 2020

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---========================= In Brief

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.

  • 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.

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.

  • They miss a lot.
  • But 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.

  • They hit more often.
  • But they fire and reload slowly.
  • And they take a long time to reach their target.

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.

Range affects the damage done.

This is not a factor for missiles, but missiles have a maximum range, after which they never hit.