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→Targeting time: Moving content over from ship sensors |
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The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate) can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon). | The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate) can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon). | ||
In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution | === Improving your scan resolution and targeting speed === | ||
In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution; this can be done by: | |||
* Modules: | |||
** '''Sensor Booster''' (''XX slot''): Increases your ship's targeting range and scan resolution. Can be loaded with [[scripts]] to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see [[EWar_101_Guide#Sensor_Booster_.28sebo.29|sensor booster]]. | |||
** '''Signal Amplifier''' (''XX slot''): Gives a 10% (Signal Amplifier I) or 15% (Signal Amplifier II) bonus to scan resolution, while also increasing your maximum targeting range and and the maximum number of locked targets. | |||
* Skills | |||
** '''[[Skills:Electronics#Signature_Analysis|Signature Analysis]]''' (L1, 67k ISK): 5% bonus per level to your locking time. | |||
* Rigs | |||
** '''Targeting System Subcontroller''': Increases your scan resolution at the expense of shield strength. | |||
* Implants | |||
** '''Zainou 'Gypsy' Signature Analysis''': Provides a 1%-6% bonus to scan resolution | |||
* Help from fleetmates (using [[EWar_101_Guide#Remote_Sensor_Booster|remote sensor boosters]]) | |||
You can also increase your target's signature radius with [[EWar_101_Guide#Target_Painting_.28TP.29|target painters]], although this is rarely the primary reason target painters are used. Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a change to escape by warping away. | |||
=== Reducing your enemy's locking speed === | |||
Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]). | Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]). | ||
You can also handicap an opponent by decreasing their scan resolution using [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|remote sensor dampening]] (making them take longer to lock on to you) or use [[EWar_101_Guide#Electronic_Counter_Measures_.28ECM.29|ECM]] to make them lose lock on you completely. These topics (including possible countermeasures) are covered in much greater detail at [[EWar 101 Guide]] and [[ECM Guide]]. | |||
=== Targeting range === | === Targeting range === | ||