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Bethesda Vortarhiat
BACKFIRE Squad
Posted - 2011.09.08 08:40:00 - [1]
 

Hi,i m having this dispute with a friend about optimal range for turrets.He says that optimal range is calculated in defferent ways for different turrets,something like....optimal for autocannons is different from optimal for artillery...i was like WTF....turrets are turrets...indeed theres differences made by ammo...tracking and other factors....but the formula for calculating the optimal range for a turret is same for all turrets,at least thats how i see it.
His argument comes somehow akward.if he fits autocannons on a maelstrom...he can hit almost anything at 0 distance-oviously with some misses now and there.But if he fits artillery...he cant even hit a battleship if it is in 0 range.I told him that optimal range represents the range where the gun has 100% chances to hit.So if optimal is 10km...you have 100% chances to hit the target if u shoot between 0 and 10km.But then he says he cannot hit another BS if it is in 0 from him..so does optimal range start from 1km for some turrets? or 2km ?

Thanks very much

P.S. Also he says that if optimal range for a turret is 15km for example....he has the most damage when he is at 15km from the target...if he is at 10km he has less damage.That i understand....but is it because he shoots under the optimal limit?or theres other factors involved?

Uncle Ender
Posted - 2011.09.08 09:57:00 - [2]
 

You saying that artillery and AC's are both "turrets" and therefore should have the same optimal is like saying machine guns and sniper rifles are both "guns" and should hit at the same ranges. Completely untrue.

As to optimal and falloff, and why he can't hit stuff at zero with artillery. It's tracking. If both of them are completely still, at anything UNDER optimal, he'll hit for full damage. OVER optimal (again completely still) the damage will decrease with range, with the decrease depending on the falloff range. If the target moves, the transversal velocity will cause misses. This is why at close range it becomes increasingly harder to hit things with slow tracking turrets- even if you're moving slowly, at close range the transversal becomes higher and you'd need better tracking to hit. Optimal and under isn't where you have 100% chance to hit, it's where IF you hit, it will do do more damage.

Bethesda Vortarhiat
BACKFIRE Squad
Posted - 2011.09.08 10:41:00 - [3]
 

@Uncle Elder.....you missunderstood me....or i failed to make you understand my argument...anyway here s another try.
When is say that optimal range for turrets is the same for all turrets i mean that it starts from 0 to XX km....and provided that target is big enough and within optimal and NOT moving...you should hit it with full damage and you have 100% chances to hit it ....but my friend says something like....optimal for arty is different in the way that it doesnt start from 0 to xxkm...but it starts from 2km lets say to xxkm.He says this because he cannot hit another BS in 0m from him...target is stationary also.THats the thing....he says optimal for AC's starts from 0 because he can hit the target from 0...but optimal for arty doesnt start from 0 because he cant hit from 0.- i tried to explain him that optimal starts from 0...and thats it...for any turret.But then again...if we go to his claims that he cannot hit a BS in 0 from him( its not tracking because the target BS doesnt move...my friend doesnt move also...he just doesnt hit the BS in front of him with his BS)....is that possible?if it is possible why is it?tracking is excluded cos theres no movement..so ...is there other factors involved?

Mfume Apocal
Minmatar
Origin.
Black Legion.
Posted - 2011.09.08 11:12:00 - [4]
 

Edited by: Mfume Apocal on 08/09/2011 11:13:22
Yes, all turrets use the same formula to determine hit and hit quality, tracking, etc. Large turrets have atrocious tracking, it's not unheard of for even other BSes to get under their (pulse, AC, blaster) tracking if not backed up by a web or smart piloting to reduce transversal.


 

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