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Naara elein (talk | contribs) m Minor clarifications |
Naara elein (talk | contribs) m Corrected the 'target size' bit in the first part, exact size can be shown on the overview |
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===Target size=== | ===Target size=== | ||
As mentioned above, target size only influence tracking penalties, never range penalties. It may seem counter intuitive, but that is the way the game works. The | As mentioned above, target size only influence tracking penalties, never range penalties. It may seem counter intuitive, but that is the way the game works. The overview can show ship sizes, by ticking the 'size' option under the columns tab. But the game will not calculate what kind of effective tracking you have against a certain target size. If you have a desire to know, you must calculate this yourself. | ||
This is not as hard as it sounds, there is a rather neat way to quickly estimate what kind of tracking you really have against smaller or bigger targets | This is not as hard as it sounds, there is a rather neat way to quickly estimate what kind of tracking you really have against smaller or bigger targets. First you need to know the tracking value of your guns, the second thing is the Turret Signature Resolution of your guns, and the third is the size of your target. Guns always come in the resolution of 40m (small), 125m (medium) and 400m (large), so that is straightforward. Now you calculate the ratio between the target size and your gun size (target size divided by gun size), then multiply that ratio with the tracking value of your turrets and you will have the value of your true tracking against a target of that particular size. | ||
Example 1: A battleship (400m resolution on guns) fires on a frigate (40m radius). Target size divided by gun size gives us 40m / 400m = 0.1, or 10%. So | Example 1: A battleship (400m resolution on guns) fires on a frigate (40m radius). Target size divided by gun size gives us 40m / 400m = 0.1, or 10%. So large guns can only use one tenth of their listed tracking against an average sized frigate. | ||
Example 2: An Incursus (44m size) and a Rifter (35m size) both uses small guns (40m resolution) (also assumed that both are armor tanked, since shield tanks will increase size). That means that the incursus is (44m / 40m = 1.1 or 110%) 10% easier to track than the listed tracking value on small guns. While the rifter is (35m / 40m = 0.875 or 87.5%) 12.5% harder to track than the listed tracking value on small guns. | Example 2: An Incursus (44m size) and a Rifter (35m size) both uses small guns (40m resolution) (also assumed that both are armor tanked, since shield tanks will increase size). That means that the incursus is (44m / 40m = 1.1 or 110%) 10% easier to track than the listed tracking value on small guns. While the rifter is (35m / 40m = 0.875 or 87.5%) 12.5% harder to track than the listed tracking value on small guns. | ||
Example 3: An Incursion Machariel with three T2 Tracking Enhancers and T2 large autocannons have a tracking value of 0.067rad/sec. While shooting at a Sansha frigate (49m size), its effective tracking value is only 49m / 400m = 0.1225 or 12% of the stated one, 0.067rad/sec x 0.1225 = 0.0082rad/sec. A typical Sansha frigate orbits at 14km at roughly 500m/s, that corresponds to an angular velocity of 500m/s / 14000m = 0.036rad/sec. Although this is half of the listed tracking value, it is actually over 4 times higher than the Machariels effective tracking value against such a small target, so it becomes nearly impossible to hit it | Example 3: An Incursion Machariel with three T2 Tracking Enhancers and T2 large autocannons have a tracking value of 0.067rad/sec. While shooting at a Sansha frigate (49m size), its effective tracking value is only 49m / 400m = 0.1225 or 12% of the stated one, 0.067rad/sec x 0.1225 = 0.0082rad/sec. A typical Sansha frigate orbits at 14km at roughly 500m/s, that corresponds to an angular velocity of 500m/s / 14000m = 0.036rad/sec. Although this is half of the listed tracking value, it is actually over 4 times higher than the Machariels effective tracking value against such a small target, so it becomes nearly impossible to hit it unless it can be webbed. | ||
==Grouping guns, does it affect the damage?== | ==Grouping guns, does it affect the damage?== | ||
No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the normal expected damage distribution, its very clear that its a combination of several seperate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, | No. Even if the guns are grouped on your screen, they are still treated separately. This can be seen by collecting damage data and comparing that with the normal expected damage distribution, its very clear that its a combination of several seperate turret shots instead of a single one. It can also be deduced by looking at the turret group's damage output when shooting at hard to hit objects, like things deep into falloff, it's possible to tell when one, two or more guns hit the target. | ||
==Does a Target Painter help turrets?== | ==Does a Target Painter help turrets?== | ||