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Turret mechanics: Difference between revisions

From EVE University Wiki
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Although you can add angular velocity (or transversal velocity, if you want it) as an extra column to your overview, you'll never have the time in combat to get out a calculator and run through chance-to-hit equations. There are however some tactics which let you use gunnery mechanics to your advantage.
Although you can add angular velocity (or transversal velocity, if you want it) as an extra column to your overview, you'll never have the time in combat to get out a calculator and run through chance-to-hit equations. There are however some tactics which let you use gunnery mechanics to your advantage.


===Conrolling Range===
===Controlling Range===
You should probably try to fight within your guns' optimal range, but be prepared to fight within your optimal + falloff range (also called 'first falloff') if you must.
You should probably try to fight within your guns' optimal range, but be prepared to fight within your optimal + falloff range (also called 'first falloff') if you must.


Autocannon are an exception here, as they have very long falloff ranges and some Minmatar ships have specific bonuses to falloff (220mm autocannon loaded with Barrage and fitted on a Vagabond with Tracking Enhancers can theoretically have over 40km falloff, for instance). Pilots flying with autocannon should therefore feel happier about fighting in falloff.
Autocannon are an exception here, as they have very long falloff ranges and some Minmatar ships have specific bonuses to falloff (220mm autocannon loaded with Barrage and fitted on a Vagabond with Tracking Enhancers can theoretically have over 40km falloff, for instance). Pilots flying with autocannon should therefore feel happier about fighting in falloff.


In practice, if you're using long-ranged turrets (artillery, railguns and beam lasers) you will find that  once targets get close enough within your optimal range their angular velocity will rise so much that you can't hit them. Some ways to handle small, fast, closely-orbiting targets are discussed below, but besides dealing with them once they do get close, it's worth finding a range which is within your optimal but far enough away that the enemy are easy to track.
In practice, if you're using long-ranged turrets (artillery, railguns and beam lasers) you will find that  once targets get close enough within your optimal range their angular velocity will rise so much that you can't hit them. Some ways to handle small, fast, closely-orbiting targets are discussed below. Besides dealing with them once they do get close, it's worth finding a range which is within your optimal yet far enough away that the enemy are easy to track.


Although you can use tools like EFT's DPS graphs, this knowledge comes partly with experience. It's much easier to figure out with NPC rats, which always have the same characteristics and kindly head more or less straight for you until they get into their preferred orbit range, than it is with PvP enemies.
Although you can use tools like EFT's DPS graphs, this knowledge comes partly with experience. It's much easier to figure out against NPC rats, which always have the same characteristics while kindly heading more or less straight for you until they close into their preferred orbit range, than it is with PvP enemies.


Obviously if you find a way to pin your enemy down at a range where you can hurt them but they can't hurt you, you'll win. On the other hand, if you find yourself fighting an enemy who outranges you and can move faster than you, and you can't change either of those problems, you should consider trying to escape.
Obviously if you find a way to pin your enemy down at a range where you can hurt them but they can't hurt you, you'll win. On the other hand, if you find yourself fighting an enemy who outranges you and can move faster than you, and you can't ameliorate either of those problems, you should consider trying to escape.


===Dodging Fire===
===Dodging Fire===