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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). | 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). | ||
[[File:QST_turret_range.gif|left|alt=range animation showing falloff]] | |||
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. | |||
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. | 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. | ||