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Tactical overlay: Difference between revisions

From EVE University Wiki
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Here we see two spheres (the targeting sphere remains but is not in this picture).  The smaller sphere is the optimal range of the weapon in question.  The larger sphere is the (optimal + falloff) range.  There is a pretty complicated explanation of how this works out mathematically [http://wiki.eveonline.com/en/wiki/Turret_damage here]. TLDR: Your chances to hit and damage done drop to around 50% when the target is at (optimal + falloff), and down to effectively zero at (optimal + (falloff * 2)).
Here we see two spheres (the targeting sphere remains but is not in this picture).  The smaller sphere is the optimal range of the weapon in question.  The larger sphere is the (optimal + falloff) range.  There is a pretty complicated explanation of how this works out mathematically [http://wiki.eveonline.com/en/wiki/Turret_damage here]. TLDR: Your chances to hit and damage done drop to around 50% when the target is at (optimal + falloff), and down to effectively zero at (optimal + (falloff * 2)).


Missiles are not showed in the overlay at all, which IMHO is either a design flaw or work that hasn't made it to the top of CCPs stack.  Seeing how the game knows how far the missiles will reach (FlightTime * Velocity), with modules and rigs on top of that, there's really little excuse for the latter.  Not sure what they were thinking if it's a game design decision.
=Missile Ranges=
 
Missiles, unfortunately, are not showed in the overlay at all, which IMHO is either a design flaw or work that hasn't made it to the top of CCPs stack.  Seeing how the game knows how far the missiles will reach (FlightTime * Velocity), with modules and rigs on top of that, there's really little excuse for the latter.  Not sure what they were thinking if it's a game design decision.


=Ranged Modules w/o Falloff=
=Ranged Modules w/o Falloff=