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Turret mechanics: Difference between revisions

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From the point of view of a large ship struggling to hit small fast ships which are orbiting close to it, either in PvP or PvE, the solution is to reduce your target's angular velocity and/or increase their signature. If you can almost entirely reduce their angular velocity you won't need to worry about increasing their signature because (as described above) the effects of signature radius and resolution affect the tracking calculation within the chance to hit calculation, not the chance to hit calculation directly.
From the point of view of a large ship struggling to hit small fast ships which are orbiting close to it, either in PvP or PvE, the solution is to reduce your target's angular velocity and/or increase their signature. If you can almost entirely reduce their angular velocity you won't need to worry about increasing their signature because (as described above) the effects of signature radius and resolution affect the tracking calculation within the chance to hit calculation, not the chance to hit calculation directly.


====Modules====
Stasis Webifiers are a common solution. T1 webs reduce their target's speed by 50%, T2 webs by 60% ([[Overloading|overheating]] a webifier increases its range, which can help you snag a player who's dancing just beyond web range). Target Painters will help, though probably not as much. You can also try boosting the tracking speed of your guns with Tracking Computers and Tracking Enhancers.
====Maneuvers====
If the size and speed difference between you and your target is not so great, you may be able to reduce their angular velocity simply by maneuvering.
If the size and speed difference between you and your target is not so great, you may be able to reduce their angular velocity simply by maneuvering.
* You can try burning away from them -- hopefully encouraging them to follow you in a straight line.
* You can try burning away from them -- hopefully encouraging them to follow you in a straight line.
* If they're not chasing you directly you can try burning on a course parallel to theirs and in the same direction, which should also reduce angular velocity.
* If they're not chasing you directly you can try burning on a course parallel to theirs and in the same direction, which should also reduce angular velocity.
* If they're eager to keep at a particular range from you, you can try burning straight towards them -- they may make the mistake of burning directly away from you along the course you're travelling.
* If they're trying to keep beyond a particular range (web range, for example) from you, you can try burning straight towards them -- they may make the mistake of burning directly away from you along the course you're travelling.
* If you're fighting a player who's trying to keep outside of web range, but has to stay within the range of a long point to keep you tackled, you can try burning away to get them to chase you, and then turning around and burning towards them -- at least this will disrupt their orbit, and at best you will trick them into web range (again, remember that overheating increases web range).
 
However, if you're in a ship that is very much larger and slower than your target, you're unlikely to be able to win through good manual piloting.
However, if you're in a ship that is very much larger and slower than your target, you're unlikely to be able to win through good manual piloting.
Stasis Webifiers are a common solution. T1 webs reduce their target's speed by 50%, T2 webs by 60% ([[Overloading|overheating]] a webifier increases its range, which can help you snag a player who's dancing just beyond web range). Target Painters will help, though probably not as much. You can also try boosting the tracking speed of your guns with Tracking Computers and Tracking Enhancers.


If you have a PvP fleet of large ships that are struggling to hit a swarm of smaller targets you may find it helpful to spread out, and order each ship to target the enemies furthest away from it. Even if your enemies are flying under your guns individually, you can use the low angular velocity provided by greater range to kill the small ships attacking your fleetmates, who can do the same to the small ships attacking you. (By the same token, large ships are most vulnerable to smaller enemies when they're on their own.)
If you have a PvP fleet of large ships that are struggling to hit a swarm of smaller targets you may find it helpful to spread out, and order each ship to target the enemies furthest away from it. Even if your enemies are flying under your guns individually, you can use the low angular velocity provided by greater range to kill the small ships attacking your fleetmates, who can do the same to the small ships attacking you. (By the same token, large ships are most vulnerable to smaller enemies when they're on their own.)


====Other Solutions====
Sometimes, however, the solutions to this problem aren't directly related to gunnery. In PvE Level 4 mission-running battleship fits usually outsource frigate problems to [[Drones|drones]]. In PvP larger ships can use drones, large energy neutralizers or the help of smaller support ships to drive small, fast targets off or kill them.
Sometimes, however, the solutions to this problem aren't directly related to gunnery. In PvE Level 4 mission-running battleship fits usually outsource frigate problems to [[Drones|drones]]. In PvP larger ships can use drones, large energy neutralizers or the help of smaller support ships to drive small, fast targets off or kill them.