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Turret mechanics: Difference between revisions

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In Eve, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range and falloff. You can find figures for both of these if you hover your mouse cursor over any turret.
In Eve, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range and falloff. You can find figures for both of these if you hover your mouse cursor over any turret.


A gun's '''optimal range''' is the range within which, if tracking and signature resolution don't intervene -- and, practically speaking they probably will (see below) -- the gun has a 100% chance to hit.
A gun's '''optimal range''' is the range within which, if tracking and signature resolution don't intervene -- and, practically speaking they probably will (see below) -- the gun has a 100% chance to hit. The farther away a target is from a gun's optimal range, the lower the chance to hit.  


Accuracy '''falloff''' is a measure of how quickly a gun's accuracy decreases as a target moves ''beyond'' optimal range. At a gun's '''optimal''' range ''plus'' its '''falloff''', it will have a 50% chance to hit a stationary (or large and low-traversal) target. At a gun's '''optimal''' ''plus'' '''twice its falloff''' it will have only a 1/16th chance to hit a stationary target, and it might not be worth firing at all unless you're simply trying to draw aggression from a rat, which you can do all the way out to your maximum targeting range.
Accuracy '''falloff''' measures how quickly the chance to hit decreases as the target moves ''beyond'' optimal range. At a gun's optimal range ''plus'' its falloff, the chance to hit is reduced to 50% of what it had been had the target been at optimal range. At a gun's optimal range plus ''twice'' the falloff range, the chance to hit is reduced to only 1/16. Since other factors can reduce this hit chance even further, at excessive ranges it is often not worth it at all to fire turrets, unless you're trying to draw aggression from a rat (which can be done at maximum targeting range).


So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing.
So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing.


As was mentioned in this page's introduction, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases in falloff. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. [http://wiki.eveonline.com/en/wiki/Turret_damage According] to the Eve wiki at optimal + falloff, where your chance to hit is (as always assuming other factors don't intervene) 50%, you can expect something like 40%, not 50%, of your theoretical maximum DPS.
The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. However, as the distance increases, the chance to hit decreases faster and faster.
 
As was mentioned in this page's introduction, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases in falloff. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. [http://wiki.eveonline.com/en/wiki/Turret_damage According to the Eve wiki] at optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect something like 40%, not 50%, of your theoretical maximum DPS.


===Increasing or Reducing Range===
===Increasing or Reducing Range===
You can increase your optimal range by fitting Tracking Enhancers in your lowslots, or Tracking Computers in your midslots (particularly if you load the latter with the Optimal Range script). Tracking Enhancers also increase your falloff range (and, as the name suggests, tracking speed -- see below).
You can increase your optimal range by fitting [http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Turrets_&_Bays:Weapon_Upgrades:Tracking_Enhancers Tracking Enhancers] in your lowslots, or [http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Turrets_&_Bays:Weapon_Upgrades:Tracking_Computers Tracking Computers] in your midslots (particularly if you load the latter with a [http://wiki.eveonline.com/en/wiki/Optimal_Range_Script Optimal Range script]). Tracking Enhancers also increase your falloff range (and, as the name suggests, tracking speed -- see below).


Training levels in [[Skills:Gunnery#Sharpshooter|Sharpshooter]] will increase your guns' optimal ranges, and [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]] will increase their falloff ranges.
Training levels in [[Skills:Gunnery#Sharpshooter|Sharpshooter]] will increase your guns' optimal ranges, and [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]] will increase their falloff ranges.