A couple of points that are kind-of correct but phrased misleadingly:
Originally by: DaveW
With guns, you need to be pointed almost directly at (or away) from your target or you begin to have problems with Transverse Velocty. (crossing speed) Yes, there are mods that will help you but thats a slot that could be used for something else.
The direction your ship is facing does not affect your turrets' chances to hit. The chance to hit is based on the size of the target and their transversal velocity relative to you (plus your turret's base stats for sig resolution and tracking of course). I think what you're getting at here may be that flying directly away from someone makes it harder for them to orbit and lowers their transversal ( = easier to hit), but it is not the only way to decrease transversal; nor will it always work (and by that token, flying directly at a target will increase
their transversal making them harder to hit!). More importantly it is just wrong to say you need
to do this. Fighting against larger targets, you will be able to track them almost regardless of what both ships do because they are just so big. With a weapon range longer than the enemy, you can usually just sit still and pound at them from range. And almost anything can hit a webbed ship, with the possible exception of battleship turrets trying to hit a frigate.
Basically I can see what you're trying to get at here, but it comes across as if it's very difficult to get turrets to hit. This is just not true unless you're shooting at very small things, or things that are orbiting you very fast and/or close.
Originally by: Captain Schmungles
A missile does not have "optimal range." It will do the same damage to a target so long as the target is at or within whatever the missile's maximum range is.
This implies that turrets do different amounts of damage at different points within their optimal range, which isn't strictly true. If both you and the target are stationary, you will do the same amount of damage to him at all points within your optimal range; the only effect that range has is to decrease your chance of hitting once you get past optimal.
What you're getting at here is presumably tracking. A ship orbiting you at 400m/s at 10km has double the angular velocity of a ship orbiting at 400m/s at 20km. So in this particular situation, you would hit more often, and do more damage to, the ship that was further away (assuming your turrets have a 25km optimal, say). However, this is due to the angular velocity/tracking, and not the range. If the 20km ship started orbiting at 800m/s, then the transversal on both ships is the same and you would do the same damage to both despite the fact they are at different ranges.
Now that is a valid feature of turrets compared to missiles, you need to think a little more about transversal velocity (or enable that column on your overview) and signature resolution, whereas with missiles it's a more simple equation. However I wanted to quash any implication that turrets 'naturally' do more damage at their optimal - they don't. It's just that generally speaking, the farther away the target the lower their angular velocity is likely to be, and 'optimal range' is so-called because it gives you the best chance of a low transversal of the target before you start taking long-range penalties to hit chance.