Difference between revisions of "Targeting"

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*Electronics II
 
*Electronics II
 
*Tech 1: Long Range Targeting I
 
*Tech 1: Long Range Targeting I
*Tech 2: Long Range Targeting IV ( the above was taken from Tackling 101)
+
*Tech 2: Long Range Targeting IV
  
 
===Implants===
 
===Implants===

Revision as of 11:30, 11 April 2013

Targeting in EVE can be the difference in a Win Vs Loss. I have found a few things useful that maybe can help others. Understanding the targeting portion of my ship, its limits and capabilities. Things you can do boosting your targeting for range or lock time. I will not be covering every thing that targeting can lead to (Sniper, Tackle, Electronic Warfare, etc.) just the act of a lock its self and things that boost this.

The faster you target the faster you can do any thing else in EVE that deals with being fitted to your ship so the advantages of a quick or long range lock is endless.


Info found on your ship

So some times as a new player just opening the fitting window can make your head spin. Here is some easy things to look for.

  • Range - This is how far out your ship can lock a target. ( if it says 22.5 km you need to get that close to do any thing) so if you have guns that are sniper fit to your ship doing damage out to 35 km that is cool but please make sure you can lock a target out that far.
  • Maximum Target Count - How many targets your ship can have at once. if it says 2 you can not lock more then 2 targets. ( Note skills can + how many targets that YOU can lock but your ship still needs to be able to lock that many for your skills to matter.)
  • Scan Resolution - One of the most important in my opinion. This is what the game uses to figure out how fast your ship can lock another ship. Using some crazy math formula they say that based on your scan resolution and the other guys ships signature radius this is how fast you lock them. So look at it this way Bigger scan resolution faster lock, and bigger signature radius is also a faster lock. (ill come back to this)
  • Ship Sensor Strength - This is a number that is used for EW math. Your sensor strength divided by their jam strength = jam chance. The higher your sensor strength, the less likely you are to be jammed.


Improving Targeting

Skills

  • Targeting - +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
  • Long Range Targeting - 5% Bonus to targeting range per skill level.
  • Signature Analysis - 5% improved targeting speed per skill level.
  • Multitasking - +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.


Modules

Sensor Booster + Scan Resolution Script

To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.

The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.

Skill Requirements

  • Electronics II
  • Tech 1: Long Range Targeting I
  • Tech 2: Long Range Targeting IV

Implants

There are 2 implants that affect targeting. Both are hardwirings.

Slot 7 Electronics - Increase Scan Resolution

Slot 8 Electronics - Increase Targeting Range


Data to go Huh...

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

I have looked through the Frigates to point out the Best of Rage, Best of Lock Time and the Middle Man. (Lock time based on targeting another Frigate. All data used with NO skills so far and ships that have 3 or more mid slots.)

  • Best Range - Caldari - Griffin @ 60 km
  • Best Lock Time - Minmatar - Rifter @ 660 mm or 3.2 sec
  • Middle Man - Amarr - Crucifier - @ 47.5 km and 440 mm or 4.7 sec

So now a quick comparison using EFT so every one can see what the numbers look like.

  • Time Comparison - all boosts that can be will be for scan resolution-

Using a Rifter with NO skills vs Rifter its a 3.2 sec lock Range 22.5 km Battle Cruiser 1.5 sec lock.

Now ill max our Skills to 5 add max level implants and all slots full with Scan boosters tech2 in my Fit (I know none of this would really ever happen but lets see what it does).

Rifter vs Rifter = Target Lock of 0.7 sec and Range of 29.53 km Rifter vs Battle Cruiser = Target Lock of 0.4 sec no range difference

  • Distance Comparison - the winner for that class the Griffin

Griffin with no skills vs Griffin locked 5.2 sec at 60 km and a Battle Cruiser lock is 2.5 sec

With max skills and implants. Note all the scripts will now be for range boost to see how far we can get this frigate to target someone. The griffin has 4 mid slots and after 3 scripts for range I find there is no bonus so we will add one as a target lock boost.

Griffin vs Griffin = Range 249 km Target Lock 2.5 sec Griffin vs Battle Cruiser = no Range change but lock time 1.2 sec


Well I hope that this helps someone out there and that you all can target those bad guys! Fly Safe Pew Pew