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blankseplocked Transversal vs. Sig Radius - when and why?
 
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Sami Xira
Posted - 2011.06.21 12:50:00 - [1]
 

This has to do with when to keep a low sig and when to use high transversal. For instance Cruiser vs. turret Battleship.

- Should the cruiser maintain low sig or MWD for high transversal? Should it try to hug the BS or is it too big to use frigate-like tactics like that?
- Vs missiles?
- Same scenario as above with BC vs. BS?

As an aside:
- Tracking disruption should be used in conjunction with high transversal correct? Is there a scenario where this would not be the case?

Thanks for any information :)



Matalino
Posted - 2011.06.21 15:21:00 - [2]
 

For the most part, a large signature radius will cancel any benefits from high speed. For turrets, if your MWD gives you a 6x multiplier to signature and a 6x multiplier to speed, you will be equally easy/difficult to hit with/without the MWD on. If the MWD gives you a larger multiplier to speed than signature radius it will make you harder to hit. If the MWD gives you less of a speed multiplier than signature multiplier, then you will be easier to hit with it on.

For the most part the strategies remain the same for all ship classes. The difference between a Cruier and Battlecruiser as far as MWD strategy is that a MWD will provide a smaller speed increase on a BC than on a Cruiser.

A cruiser can try hugging a battleship to get under its guns. A typical cruiser has a 3.2x size advantage. This is not as big as the 10x size advantage that a frigate has, but should still allow you to speed tank. Just watch out for the approach.

PhantomTrojan
Gallente
Posted - 2011.06.21 16:37:00 - [3]
 

Originally by: Matalino
For the most part, a large signature radius will cancel any benefits from high speed. For turrets, if your MWD gives you a 6x multiplier to signature and a 6x multiplier to speed, you will be equally easy/difficult to hit with/without the MWD on. If the MWD gives you a larger multiplier to speed than signature radius it will make you harder to hit. If the MWD gives you less of a speed multiplier than signature multiplier, then you will be easier to hit with it on.

For the most part the strategies remain the same for all ship classes. The difference between a Cruier and Battlecruiser as far as MWD strategy is that a MWD will provide a smaller speed increase on a BC than on a Cruiser.

A cruiser can try hugging a battleship to get under its guns. A typical cruiser has a 3.2x size advantage. This is not as big as the 10x size advantage that a frigate has, but should still allow you to speed tank. Just watch out for the approach.



you are kind of wrong, if you have a transversal higher than the tracking speed of the weapon it doesnt matter if you are in a carrier the ship wont hit you because you are moving faster than its turrents. In contrast if you have 0 transversal and a small signature the turrent can still hit you but the probability is very low.

agaisnt missiles big signature will increase the damage received and high speed reduce it, but that function is a curve, meaning that if you have 5x bigger signature and 5x higher speed, most of the time you wont receive the same damage as with normal speed/signature it all depends of the fit in the missile ship, but most of the time small signature helps more.

Matalino
Posted - 2011.06.21 17:05:00 - [4]
 

Edited by: Matalino on 21/06/2011 17:09:15
Originally by: PhantomTrojan
you are kind of wrong, if you have a transversal higher than the tracking speed of the weapon it doesnt matter if you are in a carrier the ship wont hit you because you are moving faster than its turrents. In contrast if you have 0 transversal and a small signature the turrent can still hit you but the probability is very low.
This is NOT how turrets work.

If you are in a small ship, but have no transversal velocity, then you will be very easy to hit with any sized gun. If you are in a large ship, you will need to travel faster in order to avoid being hit.

You can find the excact formula for turret damage here. Drop the numbers into the formula and you will see what I am talking about.


With missiles, if you have a small enough signature, then damage will always be reduced. This is not the case with turrets. You need transversal velocity in order for signature to contribute to damage reduction.

Minimal Charisma
Posted - 2011.06.22 03:42:00 - [5]
 

Plug your scenarios in here:

Transversal vs Range

Ratokus
Sarz'na Khumatari
Ushra'Khan
Posted - 2011.06.22 08:53:00 - [6]
 

As an aside, be careful "hugging" turret battleships as there is a good chance ships like the tempests (with utility highs) will be running neuts.
a cycle of 2 heavy neuts and you wont be MWDing anywhere

Golden Xi
Posted - 2011.06.22 08:59:00 - [7]
 

In terms of turrets, size doesnt really matter that much. Plus with everything happening so quickly in PVP and changes in circumstances and quick decisions you need to make every second. When it comes to weather he will hit you or not, just keep this as a (very) rough guide at the back of you head.

In terms of orbit speed:

1. Small guns will pretty much always hit you if they are in range
2. Medium guns will normally hit you unless you are going perhaps more then about 3km/s
3. Large guns will struggle if your going about more then about 1km/s

OF course with so many variables to each ship, the above is very innacurate. I can often score good hits with my vagabond even with barrage on an interceptor orbitting me at 5km/s due to the eliptical orbit. His transversal drops alot at east end of the orbit if you are moving fast yourself. At the same time Ive had battleships completely miss my ship while ive only been doing like 400m/s.

Also different guns track differently, the short range guns (autocannons, blasters etc) track far better then the long range alternatives.

If you are flying a frigate, always use speed over sig, and remember keeping your distance isnt always a bad thing against a larger target cus it keeps you out of neut and scram/web range.

If your flying anything including and cruiser and over, just expect that they will hit your pretty well unless you are going really fast, like over 3km/s.

I think what Im trying to say in brief is you cant really predict that well if he is going to hit your or not, you can make rough judgements before hand but with so many variables to it, some of which you can never account for, sometimes you just gotta go in and find out. Thats what makes it fun huh?


Lady Go Diveher
The Independent Troll Society
Posted - 2011.06.22 09:29:00 - [8]
 

Originally by: Matalino
Edited by: Matalino on 21/06/2011 17:09:15
Originally by: PhantomTrojan
you are kind of wrong, if you have a transversal higher than the tracking speed of the weapon it doesnt matter if you are in a carrier the ship wont hit you because you are moving faster than its turrents. In contrast if you have 0 transversal and a small signature the turrent can still hit you but the probability is very low.
This is NOT how turrets work.

If you are in a small ship, but have no transversal velocity, then you will be very easy to hit with any sized gun. If you are in a large ship, you will need to travel faster in order to avoid being hit.

You can find the excact formula for turret damage here. Drop the numbers into the formula and you will see what I am talking about.


With missiles, if you have a small enough signature, then damage will always be reduced. This is not the case with turrets. You need transversal velocity in order for signature to contribute to damage reduction.


This right here.

The reason, by the way, that interceptors have the bonuses they have, is so that they can break out of the 1:1 exchange of speed to signature bloom and actually be harder to hit under MWD. Point being, if you want to tackle well, you need an interceptor.


 

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