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====Caveats==== | ====Caveats==== | ||
* Against missile ships angular velocity is irrelevant, although a small signature and high speed still help you reduce damage from missiles; if you're only facing a missile ship, you could head straight for them | |||
* Drone ships using normal drones (''not'' sentry drones) won't have a problem because their main damage dealing is coming from the drones, not any guns they have fitted | |||
* Your angular velocity will be different in relation to different people: if you're safely orbiting one enemy fast and close enough that he can't hit you, another enemy who's 20km away might be able to hit you much more easily | |||
* When you finally issue an orbit command to your ship it may change direction, possibly one which will briefly, but dramatically, reduce your angular velocity; there's a lower chance of this happening if you issue the orbit command ''before'' you reach your planned orbit range, rather than once you're already within it | |||
* Your orbit will probably not be circular, but elliptical, with your angular velocity rising and falling as you travel around it | |||
** If you orbit ''very'' close to your target, your ship will fly an elliptical orbit to try to cope with the fact that your speed makes it hard for it to fly a tight orbit (afterburners will exacerbate this) | |||
** If your target is moving (and it probably will be) this will also produce an elliptical orbit | |||
* Your enemy may have smartbombs, and medium and especially large smartbombs deal quickly with frigates; this is why rookie tacklers are advised to orbit large ships outside smartbomb range | |||
There are also a number of tactics and modules that larger ships can use to solve tracking problems: these are the subject of the next section. | |||
===Hitting Smaller, Faster Things=== | ===Hitting Smaller, Faster Things=== | ||