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Krommedijk
Posted - 2009.06.11 17:06:00 - [1]
 

Im training for my Missile sniper.
Untill now i got the following

speed:
Missile base: 3.750 ms
50% ship bonus: 1.875 ms
L5 Missile Projection: 1.875 ms

time:
Missile base: 10 sec
L5 Missile Bombardment: 5 sec

totaal:
speed: 7.500 ms
time: 15 sec
range = 112.5 km

Now if i understand correctly after y train all that stuff the missiles should reach a target 112.5 km away.

Now my problem is locking a targeting at that range.
Until now i only got the following:

targeting:
ship base: 57 km
L5 Long Range Targeting: 25% = 14.2 km
Alumel-Wired I Sensor Augmentation: 28% = 16 km
totaal = 87 km

Now my question is: Is there anything els i can TRAIN to increase the targeting range ? Very Happy

Gavin DeVries
Posted - 2009.06.11 17:35:00 - [2]
 

Edited by: Gavin DeVries on 11/06/2009 17:49:04
Well, once you have Long Range Targeting V you can use sensor boosters, and those boosters can be scripted to double the range bonus. You can also use more than one of them, though they are stacking penalized. But those will push your lock range way beyond what the ship can normally do. No extra skills required.

Edit- after finishing with a customer here, I did a quick look in EFT. A Caracal with L5 Long Range Targeting, 2 Sensor Booster IIs with Targeting Range scripts has a lock range of 174.97 km. With just one of your Alumel-Wired boosters and a targeting range script you'd get 113.2 km, so script that puppy!

Akita T
Caldari Navy Volunteer Task Force
Posted - 2009.06.11 17:56:00 - [3]
 

Edited by: Akita T on 11/06/2009 17:58:58
Originally by: Krommedijk
speed:
Missile base: 3.750 ms
50% ship bonus: 1.875 ms
L5 Missile Projection: 1.875 ms

3750*1.5*1.5 = 8437.5 m/s
8437.5 * 15 = 126562.5m (~125 km or less after you take acceleration time into account)

Quote:
targeting:
ship base: 57 km
L5 Long Range Targeting: 25% = 14.2 km
Alumel-Wired I Sensor Augmentation: 28% = 16 km
totaal = 87 km

Same mistake here... it's actually 57*1.25*1.28=91.2km

Also, with Alumels, it's actually 28.8% range and 28.8% resolution bonus WITHOUT scripts.
You can load up a "TARGETING RANGE" script, which will double the targeting range (for alumels, +57.6%) and remove the resolution bonus.
So, it would be 57*1.25*1.576 = 112.29 km.

You can always add a second sensor booster with a range script, it will suffer from a ~87% stacking penalty, but that's still around +50% range bonus, pushing your targeting range to 168.5 km.

P.S. the second one you could leave scriptless, so it will only suffer from the stacking penalty on the range, but not on the resolution side - so you'll have about +25% range and +28.8% sensor resolution on top of the first one.
That would mean 140km targeting range on top of a 28.8% stronger resolution (lock time formula is a bit more complicated and does not translate linearly into locking time changes).

Marine HK4861
Caldari
State Protectorate
Posted - 2009.06.11 17:57:00 - [4]
 

Be in a properly setup fleet with somebody who has Information Warfare 5 (10% extra range) as a booster.

Other than that, you need modules and scripts as suggested by Gavin DeVries.

dmw
Posted - 2009.06.12 08:21:00 - [5]
 

Thanks for the great advice and correcting my calculations Very Happy

One more question: what kind of missiles do you recomend i use.
Standard Heavy Missiles or F.O.F. Heavy Missiles? Or in what what situation would i need F.O.F Missiles?

Zansatsja
Caldari
Dutch Space Oddesey
Posted - 2009.06.12 08:48:00 - [6]
 

sniper missles.....omg...train gunnery.


 

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