Difference between revisions of "Signature radius"

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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.
 
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.
  
= 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.
 
 
 
Example:
 
Tech I, Osprey, size: 348m, signature radius: 125
 
Tech II, Basilisk, size: 348m, signature radius 90
 
 
 
Important effects of the signature radius are:
 
* How fast your ship can be targeted
 
* How much damage is taken from most weapons.
 
* How easily your ship can be detected with combat probes.
 
  
= Targeting Time =
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The signature radius is, for all intents and purposes, how "big" a ship appears on sensors. Whilst a ship's signature is generally related to its size (a frigate is smaller and has a smaller signature radius than a battleship), this is not necessarily true for all situations. In particular, Tech II ships can have a very different radii from their Tech I counterparts.
  
One of the effects of signature radius is how long it takes to target a ship.
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Example:
This is easy to remember once you consider the signature radius is the size your ship has on the sensors.
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* Tech I, Osprey, size: 348m, signature radius: 125m
 +
* Tech II, Basilisk, size: 348m, signature radius 90m
  
== Targeting Time Equation ==
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Signature radius affects many things, notably: 
[[File:Targetingtime.png]]
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* 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.
  
Here are the terms in the equation:
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== Targeting time ==
  
{| class="wikitable"
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{{main|Targeting}}
|-
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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]].
| X&nbsp; || Effective scan resolution of your ship || <i>Note: The bigger the faster</i>
 
|-
 
| Y&nbsp; || Signature radius of the target || <i>Note: The bigger the faster</i>
 
  
|}
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== Signature radius and weapon damage ==
  
== Modifying the Base Scan resolution ==
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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 the [[smartbombs|smartbomb]]). You can find more information about this effect and the equations in the dedicated articles about [[Turret Damage]], [[Missile Damage]] and [[Bombs]].
The scan resolution of the targeting ship is affected by various aspects.
 
  
The ship has a base scan resolution, which can be altered by skills, modules and rigs.
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== Modifying signature radius ==
  
 
=== Modules and Rigs ===
 
=== Modules and Rigs ===
  
* Cloaking devices
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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:
Fitting a cloaking device in high slot of your ship will reduce the scan resolution even when the module is offline (Prototype Cloak, -50% scan resolution). The covert ops cloak, which can only be fit on specific ships (specifically, Blockade Runners, Covert Ops frigates, Stealth Bombers, Force Recon cruisers, and T3 cruisers with the Covert Reconfiguration subsystem), does not have this penalty.
 
  
* Sensor Booster
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* '''[[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.
This medium module, often called a "SeBo", increases the scan resolution and the targeting range of the fitted ship (Sensor Booster I, 25%). The module can be loaded with a script that disables one of the effects to double the other.
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* '''[[EWar_101_Guide#Target_Painting_.28TP.29|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.
 
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* '''[[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.
* Sensor Damper
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* '''[[Fitting_Modules_and_Rigs_Guide#Shield|Shield rigs]]''': Each increases the ship's signature radius by 10% (while providing a bonus to . Note this penalty can be reduced to 5% with the shield rigging skill.
This mid-slot targeted module, often simply called a "damp", will significantly reduce the scan resolution (and targeting range) of the ship it is applied to.  Like the Sensor Booster, it can be loaded with a script that doubles the potency of one of the effects while disabling the other.
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* '''[[Fitting_Modules_and_Rigs_Guide#Inertial_Stabilizers|Inertial Stabilizer rigs]]''': These increase your signature radius by 10-11%.  
 
 
* Warp Core Stabilizer
 
This low slot module decreases the scan resolution (as well as targeting range) significantly (Warp Core Stabilizer I, -50% scan resolution)
 
 
 
* Signal Amplifier
 
This low slot module increases your scan resolution (as well as targeting range) by a little (Signal Amplifier I, 10 % scan resolution)
 
 
 
* Targeting System Subcontroller I
 
This rig increases scan resolution by 20%.
 
  
 
=== Skills and Implants ===
 
=== Skills and Implants ===
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Halo implants, Skirmish Warfare Link - Evasive Maneuvers, and X-Instinct Boosters can all reduce the signature radius of your ship.
  
* Signature Analysis
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== Signature Radii of Ships, by Hull Type ==
This skill will increase 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]]
 
 
 
* 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%)
 
 
 
= Signature radius effect on Weapon Damage =
 
A smaller signature radius can help to reduce incoming damage from turrets, missiles and bombs.
 
 
 
You can find more information about this effect and the equations in the dedicated articles about [[Turret Damage]], [[Missile Damage]] and [[Bombs]]
 
 
 
The only weapon system that is not affected by signature size is the smartbomb.
 
 
 
= Modifying the the Base 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:
 
 
 
*Microwarpdrives: 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 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%.
 
 
 
== Skills and Implants ==
 
Halo implants, Skirmish Warfare Link - Evasive Maneuvers, and X-Instinct Boosters can all reduce the signature radius of your ship.
 
  
= Signature Radii of Ships, by Hull Type =
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{{deprecated}}
  
Sortable table of all ships avalible to the player in EVE and their signature size (as of of Inferno 1.2)
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Sortable table of all ships avalaible to the player in EVE and their signature size (as of of Inferno 1.2)
  
{| class="wikitable sortable"  border="1" cellpadding="2" style="text-align:left;"
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{| class="wikitable collapsible collapsed"  border="1" cellpadding="2" style="text-align:left;"
 
! Ship Name  
 
! Ship Name  
 
! Ship Type  
 
! Ship Type  

Revision as of 15:13, 1 November 2013

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.

General information

The signature radius is, for all intents and purposes, how "big" a ship appears on sensors. Whilst a ship's signature is generally related to its size (a frigate is smaller and has a smaller signature radius than a battleship), this is not necessarily true for all situations. In particular, Tech II ships can have a very different radii from their Tech I counterparts.

Example:

  • Tech I, Osprey, size: 348m, signature radius: 125m
  • Tech II, Basilisk, size: 348m, signature radius 90m

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 the smartbomb). 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:

  • 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% (while providing a bonus to . Note this penalty can be reduced to 5% with the shield rigging skill.
  • Inertial Stabilizer rigs: These increase your signature radius by 10-11%.

Skills and Implants

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

Signature Radii of Ships, by Hull Type

This article is deprecated and no longer in use. There is no replacement information available.

Sortable table of all ships avalaible to the player in EVE and their signature size (as of of Inferno 1.2)