Difference between revisions of "Signature radius"

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{{New Work in Progress}}  
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{{Update|Signature radiuses in table need to be checked.}}
  
The signature radius of your ship represents how large the electronic footprint of your ship is. While the signature radius does not describe how big the ship appears visually, most other aspects are governed by the signature size of the ship.
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The '''signature radius''' is, for all intents and purposes, how "big" a ship appears on sensors. While the signature radius does not describe how big the ship appears visually, most other aspects are governed by the signature size of the ship.
  
= General Information =  
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== General information ==
  
The signature radius is, all intents and purposes how "big" on somebody else sensors. While ship size and signature radius general correspond (a frigate is smaller and has a smaller signature radius then a battleship), this is not necessarily true for all situations. In particular Tech II ships can have a very different signature size, even if they use the same hull size as their Tech I counterpart.
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A ship's signature is generally related to its size (a frigate is smaller and has a smaller signature radius than a battleship), and while all ships of a certain size tend to have similar signature radii, there are three ship classes with notably smaller signature radii than their peers:
 +
* [[Cruiser#Logistics|Logistics cruisers]] (Tech 2)
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* [[Battlecruiser#T1 Battlecruisers|Attack battlecruisers]] (also called "tier 3 battlecruisers")
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* [[Blockade Runner]]s (Tech 2)
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There are also two classes of ships with notably larger signature radii than similar ships:
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* [[Frigate#Covert Ops Frigate|Covert Ops frigates]] (Tech 2)
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* [[Cruiser#Recon Ships|Recon cruisers]] (Tech 2)
  
Example:  
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As a rough guide:
Tech I, Osprey, size: 348m, signature radius: 125
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{{#CSS:
Tech II, Basilisk, size: 348m, signature radius 90
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.radius td:last-child
 
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{
Important effects of the signature radius are:  
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  text-align: right;
* How fast your ship can be targeted
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}
* How much damage is taken from missiles, turrets and bombs (in oppose to smartbombs, which are not affected).
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}}
* How easy your ship can be detected with combat probes.
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{| class="wikitable radius"
 
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|- style="background-color: #222222;"
= Targeting Time =
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! Ship class
 
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! style="cursor: help;" | <span title="Signature radius">Sig. radius</span>
One of the central effects of the signature radius is the profound effect it has on the time it takes to target a ship.
 
This is easy to remember once you consider the signature radius is the size your ship has on the sensors.
 
 
 
 
 
== Targeting Time Equation ==
 
Here is the equation for missile damage:  
 
 
 
[[File:Targetingtime.png]]
 
 
 
Here are the terms in the equation:
 
 
 
{| class="wikitable"
 
 
|-
 
|-
| X&nbsp; || Effective scan resolution of your ship || <i>Note: The bigger the faster</i>
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|Capsule
 +
|25m
 
|-
 
|-
| Y&nbsp; || Signature radius of the target || <i>Note: The bigger the faster</i>
+
|Shuttle
 
+
|25m
|}
 
 
 
== Scan resolution ==
 
The scan resolution of the targeting ship is affected by various aspects.
 
 
 
The ship itself has a base scan resolution (which can be modified only on Tech 3 Cruisers through different submodules).
 
 
 
The base scan resolution can be altered by skills, modules and rigs.
 
 
 
=== Skills ===
 
 
 
* Signature Analysis
 
This skill will increase the scan resolution by 5% per level.
 
 
 
* Leadership
 
This skill will increase the targeting speed directly by 2% per level. The skill requires a fleet to work.
 
You can find more information in the article about [[Fleet Leadership]]
 
 
 
=== Modules ===
 
 
 
==== High Slot ====
 
 
 
* Cloaking devices
 
Fitting a cloaking device in your ship will reduce the signature resolution even when the module is offline significantly (Prototype Cloak, -50% scan resolution)
 
The covert ops cloak, that can only be fitted on specific ships does not have this penalty.
 
 
 
==== Medium Slot ====
 
 
 
* Sensor Booster
 
This modules increases the scan resolution as well as the targeting range (Sensor Booster I, 25%). The module can be loaded with a script that disables one of the affect to benefit the other.
 
If it is loaded with a scan resolution script the effect is 50% increase in scan resolution, but the targeting range does not increase anymore.
 
 
 
==== Low Slot ====
 
 
 
* Warp Core Stabilizer
 
This module decreases the scan resolution (as well as targeting range) significantly (Warp Core Stabilizer I, -50% scan resolution)
 
 
 
* Signal Amplifier
 
This module increases your scan resolution by (as well as targeting range) a little (Signal Amplifier I, 10 % scan resolution)
 
 
 
=== Rigs ===
 
 
 
* Targeting System Subcontroller I
 
This rig increases the scan resolution by 20%.
 
 
 
Targeting System Subcontroller
 
 
 
=== Implants ===
 
 
 
* Slot 7: Hardwiring - Zainou 'Gypsy' KNB-25 (also available as KNB-50 and KNB-75)
 
This implant for slot 7 increases your scan resolution by 1% (respectively KNB-50, 3%, KNB-75, 5%)
 
 
 
= Turret and Missile Damage =
 
 
 
A smaller signature radius can help to reduce incoming damage from turrets and missiles.
 
 
 
You can find more information about this effect and the equations in the dedicated articles about [[Turret Damage]] and [[Missile Damage]]
 
 
 
= Modules and Rigs =
 
 
 
There are no skills that alter the signature radius of your ship. However, there are several modules that will increase either your or your opponent's signature radius:
 
 
 
*Microwarpdrives: These propulsion modules increase your signature radius by 500% while active (less for faction modules) in exchange for a 500% increase in speed. Note that while you have this active, all turret-based ships have a much greater chance to hit you. This can be offset by your increased speed, as long as you do not fly directly at the target. Against missiles, the increase in signature radius has no real effect on incoming damage, as the increase in velocity counters it.
 
*Target Painters: These EWAR modules increase the target's signature radius by 25-30%. This increase in signature radius can greatly boost damage if the target is smaller than the missile/turret type used against it, or if it's moving too quickly for the explosion radius of the missile/tracking of the turret. If your turrets hit often or the missile's explosion velocity is much larger than the target's velocity, target painters will have very little effect.
 
*Shield Extenders: The small, medium, large, and x-large shield extenders add a flat 1, 2, 7, and 25 m to the ship's signature radius, respectively.
 
*Shield Rigs: Each increases the ship's signature radius by 10%. Note this penalty can be reduced to 5% with the shield rigging skill.
 
*Inertial Stabilizers: These increase your signature radius by 10-11%.
 
 
 
<br>
 
Halo implants, Skirmish Warfare Link - Evasive Maneuvers, and X-Instinct Boosters can all reduce the signature radius of your ship.
 
<br>
 
 
 
= Signature Radii of Ships, by Hull Type =
 
{| border="1" cellpadding="2" style="text-align:left;"
 
! Ship Type
 
! Signature Radius (m)
 
|-
 
| Pod
 
| 25
 
|-
 
| '''<br>'''
 
|
 
|-
 
| Interceptors
 
| 30-36
 
|-
 
| Frigates
 
| 30-50
 
|-
 
| Assault Ships
 
| 33-39
 
|-
 
| Covert Ops
 
| 35-50
 
|-
 
| Electronic Attack Frigates
 
| 51-58
 
|-
 
| '''<br>'''
 
|
 
|-
 
| Destroyers
 
| 75-90
 
|-
 
| Interdictors
 
| 75-90
 
 
|-
 
|-
| '''<br>'''
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|Frigate
|  
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|38m
 
|-
 
|-
| Cruisers
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|Destroyer
| 100-150
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|65m
 
|-
 
|-
| Heavy Assault Ships
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|Cruiser
| 115-160
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|120m
 
|-
 
|-
| Recon Ships
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|Industrial
| 127-180
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|195m
 
|-
 
|-
| Heavy Interdictors
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|Mining Barge
| 130-160
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|200m
 
|-
 
|-
| Strategic Cruisers
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|Battlecruiser
| 150
+
|270m
 
|-
 
|-
| '''<br>'''
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|Battleship
|  
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|400m
 
|-
 
|-
| Battlecruisers
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|Jump Freighter
| 240-300
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|9,840m
 
|-
 
|-
| Command Ships
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|Carrier
| 240-300
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|9,960m
 
|-
 
|-
| '''<br>'''
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|Freighter
|  
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|10,515m
 
|-
 
|-
| Black Ops
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|Dreadnought
| 288-432
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|11,200m
 
|-
 
|-
| Marauders
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|Supercarrier
| 425-500
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|18,940m
 
|-
 
|-
| Battleships
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|Titan
| 320-500
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|23,397m
|-
 
| '''<br>'''
 
|
 
|-
 
| Dreadnoughts
 
| 2860-3100
 
|-
 
| Carriers
 
| 2865-3065
 
|-
 
| Supercarriers
 
| 11640-12470
 
|-
 
| Titans
 
| 15430-16590
 
 
|}
 
|}
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Signature radius affects many things, notably:
 +
* How quickly a ship can be targeted.
 +
* How much damage the ship takes from most weapons.
 +
* How easily a ship can be detected with combat probes.
 +
 +
== Targeting time ==
 +
{{main|Targeting}}
 +
The larger a ship's signature radius, the faster other ships can lock on. Locking speed also depends on the [[scan resolution]] of the targeting ship (the higher the scan resolution, the faster you can lock on). Generally speaking, small ships have small signature radii and high scan resolutions, whereas large ships have large signature radii and low scan resolutions. For details on how to improve your scan resolution (or reduce your enemy's), see [[targeting]].
 +
 +
== Signature radius and weapon damage ==
 +
A smaller signature radius can help to reduce incoming damage from turrets, missiles and bombs (the only weapon system that is not affected by signature radius is the [[smartbomb]]s). You can find more information about this effect and the equations in the dedicated articles about [[Turret Damage]], [[Missile Damage]] and [[Bombs]].
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== Modifying signature radius ==
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 +
=== Modules and Rigs ===
 +
There are no skills that alter the signature radius of your ship. However, there are several modules that will increase either your or your opponent's signature radius, and one module that can decrease your signature radius:
 +
 +
* '''[[Fitting Modules and Rigs Guide#Microwarpdrives|Microwarpdrives]]''' (MWDs): These propulsion modules increase your signature radius by 500% while active (less for faction modules) in exchange for a 500% increase in speed. This means that while the MWD is active, all turret-based ships have a much greater chance to hit you. This can be offset by your increased speed, as long as you do not fly directly at the attacker. Against missiles, the increase in signature radius has no real effect on incoming damage, as the increase in velocity counters it.
 +
* '''[[Electronic warfare#Target Painting|Target Painters]]''': These EWAR modules increase the target's signature radius by 25-30%. This increase in signature radius can greatly boost damage if the target is smaller than the missile/turret type used against it, or if it's moving too quickly for the explosion radius of the missile/tracking of the turret. If your turrets hit often or the missile's explosion velocity is much larger than the target's velocity, target painters will have very little effect.
 +
* '''[[Fitting Modules and Rigs Guide#Shield Extenders|Shield Extenders]]''': The small, medium, large, and x-large shield extenders add a flat 1, 2, 7, and 25 m to the ship's signature radius, respectively.
 +
* '''[[Fitting Modules and Rigs Guide#Shield|Shield Rigs]]''': Each increases the ship's signature radius by 10%. Note this penalty can be reduced (down to 5%) with the {{sk|Shield Rigging}} skill.
 +
* '''[[Fitting Modules and Rigs Guide#Inertial Stabilizers|Inertial Stabilizer modules]]''': These increase your signature radius by 10-11%.
 +
 +
=== Signature Radius Suppressor ===
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[[File:Icon target spectrum breaker.png|left]]The '''Signature Radius Suppressor''' is an electronic support module found in pirate [[Relic and data sites|data sites]]. This module can only be fitted in battleship-class vessels (including [[Marauders]] and [[Black Ops]]). Notably, it is the only module that can ''reduce'' a ship's Signature Radius.
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 +
Functionality:
 +
* The module passively reduces your signature radius by 10%.
 +
* The module can be activated at a 660 GJ cost to reduce your signature radius by 70% for 12 seconds. Duration of the activation period can be improved by the skill {{sk|Signature Masking}}.
 +
* The module has a reactivation delay of 150s after use.
 +
 +
 +
=== Drugs and Implants ===
 +
[[Implants#Advanced Attribute Enhancer Reference|Halo implants]], [[Warfare links#Skirmish Warfare Links|Skirmish Warfare Link - Evasive Maneuvers]], and X-Instinct [[Medical boosters|Boosters]] can all reduce the signature radius of your ship.
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 +
[[Category:Game mechanics]]

Latest revision as of 10:23, 12 February 2024

This page should be updated due to game changes.
Reason: Signature radiuses in table need to be checked.

The signature radius is, for all intents and purposes, how "big" a ship appears on sensors. While the signature radius does not describe how big the ship appears visually, most other aspects are governed by the signature size of the ship.

General information

A ship's signature is generally related to its size (a frigate is smaller and has a smaller signature radius than a battleship), and while all ships of a certain size tend to have similar signature radii, there are three ship classes with notably smaller signature radii than their peers:

There are also two classes of ships with notably larger signature radii than similar ships:

As a rough guide:

Ship class Sig. radius
Capsule 25m
Shuttle 25m
Frigate 38m
Destroyer 65m
Cruiser 120m
Industrial 195m
Mining Barge 200m
Battlecruiser 270m
Battleship 400m
Jump Freighter 9,840m
Carrier 9,960m
Freighter 10,515m
Dreadnought 11,200m
Supercarrier 18,940m
Titan 23,397m

Signature radius affects many things, notably:

  • How quickly a ship can be targeted.
  • How much damage the ship takes from most weapons.
  • How easily a ship can be detected with combat probes.

Targeting time

Main article: Targeting

The larger a ship's signature radius, the faster other ships can lock on. Locking speed also depends on the scan resolution of the targeting ship (the higher the scan resolution, the faster you can lock on). Generally speaking, small ships have small signature radii and high scan resolutions, whereas large ships have large signature radii and low scan resolutions. For details on how to improve your scan resolution (or reduce your enemy's), see targeting.

Signature radius and weapon damage

A smaller signature radius can help to reduce incoming damage from turrets, missiles and bombs (the only weapon system that is not affected by signature radius is the smartbombs). You can find more information about this effect and the equations in the dedicated articles about Turret Damage, Missile Damage and Bombs.

Modifying signature radius

Modules and Rigs

There are no skills that alter the signature radius of your ship. However, there are several modules that will increase either your or your opponent's signature radius, and one module that can decrease your signature radius:

  • Microwarpdrives (MWDs): These propulsion modules increase your signature radius by 500% while active (less for faction modules) in exchange for a 500% increase in speed. This means that while the MWD is active, all turret-based ships have a much greater chance to hit you. This can be offset by your increased speed, as long as you do not fly directly at the attacker. Against missiles, the increase in signature radius has no real effect on incoming damage, as the increase in velocity counters it.
  • Target Painters: These EWAR modules increase the target's signature radius by 25-30%. This increase in signature radius can greatly boost damage if the target is smaller than the missile/turret type used against it, or if it's moving too quickly for the explosion radius of the missile/tracking of the turret. If your turrets hit often or the missile's explosion velocity is much larger than the target's velocity, target painters will have very little effect.
  • Shield Extenders: The small, medium, large, and x-large shield extenders add a flat 1, 2, 7, and 25 m to the ship's signature radius, respectively.
  • Shield Rigs: Each increases the ship's signature radius by 10%. Note this penalty can be reduced (down to 5%) with the Shield Rigging skill.
  • Inertial Stabilizer modules: These increase your signature radius by 10-11%.

Signature Radius Suppressor

Icon target spectrum breaker.png

The Signature Radius Suppressor is an electronic support module found in pirate data sites. This module can only be fitted in battleship-class vessels (including Marauders and Black Ops). Notably, it is the only module that can reduce a ship's Signature Radius.

Functionality:

  • The module passively reduces your signature radius by 10%.
  • The module can be activated at a 660 GJ cost to reduce your signature radius by 70% for 12 seconds. Duration of the activation period can be improved by the skill Signature Masking.
  • The module has a reactivation delay of 150s after use.


Drugs and Implants

Halo implants, Skirmish Warfare Link - Evasive Maneuvers, and X-Instinct Boosters can all reduce the signature radius of your ship.