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User:Qwer Stoneghost/Old user page: Difference between revisions

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===Combat follows the laws of physics.===  
===Combat follows the laws of physics.===  
Combat in most online games is immediate. You take a swing or shot at your target, and you get instant feedback as to whether you hit or missed. In EVE, however, all combat is ranged combat, and it is conducted over kilometers with physical weaponry in space. Thus, the game computes hits and misses using trajectories, and your results are always at least a little bit affected by this.  
Combat in most online games is immediate. You take a swing or shot at your target, and you get instant feedback as to whether you hit or missed. In EVE, however, all combat is ranged combat, and it is conducted over kilometers with physical weaponry in space. The game computes hits and misses using trajectories, and your results are always affected by this.  


For example, let's say your ship is equipped with missiles. And, let's say your missiles travel at a speed of 1K (thousand) meters per second. So, if your ship is 10K meters from a target when you fire a salvo of missiles, it will take them 10 seconds to arrive. On the other hand, if you are using a projectile turret (think: big guns on a naval battleship), the turret will have to turn to track its target. This takes some time, so the speed of the target and the speed of the turret both figure into the likelihood of a hit. Projectiles are much faster than missiles, though, so you will see your results almost immediately.  
For example, let's say your ship is equipped with missiles. And, let's say your missiles travel at a speed of 1K (thousand) meters per second. So, if your ship is 10K meters from a target when you fire a salvo of missiles, it will take them 10 seconds to arrive. But that's if both you and your target are standing still. Which you are not, so the game computes a time based on your mutual speeds and directions.


The net result of all this, when balanced for game play by EVE, is this:  
Or, if you are using a projectile turret (think: big guns on a naval battleship), the turret will have to turn to track its target. This takes some time, so the speed of the target and the speed of the turret both figure into the likelihood of a hit. Projectiles are much faster than missiles, though, so you will see your results almost immediately.
 
EVE balances out the characteristics of the weapons to make each of them have benefits and penalties. In general:  
* close range weapons usually fire faster and hit sooner than long range weapons  
* close range weapons usually fire faster and hit sooner than long range weapons  
* bigger guns on bigger ships do more damage per hit, but take longer to fire and have difficulty hitting small, fast moving targets  
* bigger guns on bigger ships do more damage per hit, but take longer to fire and have difficulty hitting small, fast moving targets  
* weapons skill training greatly ... greatly ... increases your ship's damage potential (as long as you are using the weapons for which you have trained)  
* weapons skill training greatly ... greatly ... increases your ship's damage potential (as long as you are using the weapons for which you have trained)  


'''THE BOTTOM LINE:''' which gear you use is not as important as your skill level for using the gear. Pick a ship category and a weapons system that you think you will like and then train all of the skills for those to at least level III. While you're training, do missions and other kinds of combat to learn how to use your weapons in combat.  
'''THE BOTTOM LINE:''' which gear you use is not as important as your skill level for using the gear. Pick a ship category/weapons system that you think you will like and then train all of the skills for those to at least level III. While you're training, do missions and other kinds of combat to learn how to use your weapons in combat.  


===Combat "happens" in the heads up display.===
===Combat "happens" in the heads up display.===