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blankseplocked Question about long and short range range ship modifications:
 
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Selene Dukat
Gallente
Northstar Cabal
R.A.G.E
Posted - 2007.12.29 11:09:00 - [1]
 

Are target painters and targeting disrupters only good for long range oriented ships?

I was looking at specifications for them, and I notice they have an "optimal range" and an "accuracy falloff" - their optimal range is outside the normal combat range of say, a blaster using vessel.

Help me understand... if I'm up close and personal in say, a battleship, do target painters no longer effectively help my turets track smaller targets? Do I no longer get to effectively disrupt enemy's turrets with a disrupter?

I'm just trying to understand.

Selene Dukat
Gallente
Northstar Cabal
R.A.G.E
Posted - 2007.12.29 11:37:00 - [2]
 

I have another question and I'm going to put it in this thread rather than make another - hopefully it can get answered too.

I've been looking over ship loadouts for days now. Is it not a good idea to make a mission running ship that uses blasters? Most loadouts I see for mission running use railguns. I'm guessing that the nature of NPCs makes it so that having a bit more range makes finishing missions easier?

I'm only on level 2 missions, but I've certainly noticed that when I attempt to go armor tank / blasters its pretty hard not to aggro most everything at once - makes for pretty hair-raising times. So far, I've noticed that if I'm using longer range weapons, it seems a bit easier to control the engagement - I tend to deal with smaller groups of bad guys at once instead of damn near everyone.

Having said that - up close and personal tactics are extremely fun.... is it possible to effectively run missions up through higher levels and be a blaster wielding armor tank? Or for missions, should I just make peace with the fact that attacking from longer range is simply infinitely better.....?

MotherMoon
Huang Yinglong
Posted - 2007.12.29 11:47:00 - [3]
 

Originally by: Selene Dukat
Are target painters and targeting disrupters only good for long range oriented ships?

I was looking at specifications for them, and I notice they have an "optimal range" and an "accuracy falloff" - their optimal range is outside the normal combat range of say, a blaster using vessel.

Help me understand... if I'm up close and personal in say, a battleship, do target painters no longer effectively help my turets track smaller targets? Do I no longer get to effectively disrupt enemy's turrets with a disrupter?

I'm just trying to understand.



ok disruptors do two things.
A.decrease a ships turrets range
B.decrease a ships turrets tracking speed.

so what you do is you fit a script for range when your far away
then when your getting closer you load in the tracking disruptor srcipt.

by lowering the tracking you'll make it hard for them to hit small fast targets.


and yes painters increase a ships sig radius. this is basicly how big the ship is compared to your guns.
so a really small ship will still be easier to hit when they up close. and if your using a web then the painter will really let your guns or more so missiles do more damage

(note tracking disruptors don't work on NPCs)

MotherMoon
Huang Yinglong
Posted - 2007.12.29 11:52:00 - [4]
 

Originally by: Selene Dukat
I have another question and I'm going to put it in this thread rather than make another - hopefully it can get answered too.

I've been looking over ship loadouts for days now. Is it not a good idea to make a mission running ship that uses blasters? Most loadouts I see for mission running use railguns. I'm guessing that the nature of NPCs makes it so that having a bit more range makes finishing missions easier?

I'm only on level 2 missions, but I've certainly noticed that when I attempt to go armor tank / blasters its pretty hard not to aggro most everything at once - makes for pretty hair-raising times. So far, I've noticed that if I'm using longer range weapons, it seems a bit easier to control the engagement - I tend to deal with smaller groups of bad guys at once instead of damn near everyone.

Having said that - up close and personal tactics are extremely fun.... is it possible to effectively run missions up through higher levels and be a blaster wielding armor tank? Or for missions, should I just make peace with the fact that attacking from longer range is simply infinitely better.....?



A blaster set up will allow you to get much better tank
however everything will attack you and you'll be close to everything

so I have to say you should go with railguns

however you can still use blasters and rails but you have to deal with how tough it will be. it might not get you more monet but in level 4 missions it will
A.let you kill the scraming frigates very fast allowing you to warp out whenever you want
B.get your heart pumping
C.put out great tank but you'll need more skill points to be effective.

railguns will make it faster and safer.
also your drones should be able to take care of smaller ships anyways so your rails can hit the big baddies.

if you do go blaster make sure you bring a web :)

any more questions?

Selene Dukat
Gallente
Northstar Cabal
R.A.G.E
Posted - 2007.12.29 12:08:00 - [5]
 

Thank you that is very helpful. Could you possibly explain or point me to a guide that discusses scripts? I'm not familiar with what those are at all.

I am trying to learn on my own too I swear. Been reading all night :)

MotherMoon
Huang Yinglong
Posted - 2007.12.29 12:14:00 - [6]
 

Originally by: Selene Dukat
Thank you that is very helpful. Could you possibly explain or point me to a guide that discusses scripts? I'm not familiar with what those are at all.

I am trying to learn on my own too I swear. Been reading all night :)


hehe I understand :)

I don't know if there is guide on it yet maybe I should write one!
but basically modules like tracking disruptors and senor dampeners can be loaded with a script.
scripts are loaded like ammo and can be changed in space by having the other script in your cargo bay and by right clicking the module
a script increases one effect of the modules by 100% while decreasing the other by 100%

so in the case of a tracking disruptor one script increases the optimal range effect by 100% by dreceased the tracking speed effect by 100% so your cutting the range of the other ships but more but they can track you better. but if you ourside optimal range you won't get hit anyways!

but if they get close where your inside optimal range there is no point in running something that decreases range anymore so you right click the module and load in the tracking speed disruptor script and now they can't hit you because your too fast and small!

scripts can be found under ammo and charges in the market.

scripts unlike ammo are never used up and can be used over and over again.

Gartel Reiman
The Athiest Syndicate
Advocated Destruction
Posted - 2007.12.29 12:20:00 - [7]
 

I don't think there's a guide for scripts as they don't really need one. Most (all?) active modules that affect more than one attribute - your Tracking Disruptors, for example - can fit scripts. There are two script available for each module, and every script has the same effect - it doubles the effectiveness of one of the effects while completely removing the other. Scripts (or to give them their full title, Attribute Reassignment Modifiers) are found in the market under "Ammo"; but unlike most ammo, they are not required to 'fire' the module.

So for example, a Tracking Disruptor I 'as-is' will reduce optimal range and tracking by both 17.9% (ignoring skills). Fitting an optimal range script will mean the disruptor reduces optimal range by 35.8% but doesn't affect tracking speed at all. Likewise a tracking script will double the effect on tracking speed while removing the optimal range reduction completely.

Selene Dukat
Gallente
Northstar Cabal
R.A.G.E
Posted - 2007.12.29 12:37:00 - [8]
 

Thank you that is super super helpful

:D

Selene Dukat
Gallente
Northstar Cabal
R.A.G.E
Posted - 2007.12.29 12:39:00 - [9]
 

Edited by: Selene Dukat on 29/12/2007 12:39:22
On last thing I'm not quite sure I'm getting.

If a tracking disrupter says "optimal range 30km" (just an example) does that mean if I am 10km from my target the tracking disrupter will be less effective?

Btw I'm working graveyard, and just about off shift, so it could just be that I'm too tired to get simple stuff :)

Ymandra Raystara
Gallente
Aliastra
Posted - 2007.12.29 13:26:00 - [10]
 

Anything within the optimal range will work fine, be it 10km or 30km. Things start getting less effective once you're in the falloff range. As a rule of thumb 1x falloff is 50% effective, and 2x falloff is 0% effective (or never works).

So in the case of a gun, if the optimal is 10km and falloff is 5km, and a large stationary target is 15km away, you've about a 50% chance of hitting.

Leora Nomen
Amarr
Posted - 2007.12.29 18:55:00 - [11]
 

0m to 30km from your ship the e-war module will work 100% of times.
30km + one falloff range the e-war module will work only 50% of times (like with guns it will 'hit' it only half the time).
30km + two falloff ranges it will work only 25% of the time.

Marine HK4861
Caldari
State Protectorate
Posted - 2007.12.29 19:23:00 - [12]
 

Edited by: Marine HK4861 on 29/12/2007 19:33:37
Originally by: Leora Nomen

30km + two falloff ranges it will work only 25% of the time.


Shouldn't that be 0% of the time at optimal plus double falloff?

Edit: fixed formatting

F'nog
Amarr
Viziam
Posted - 2007.12.29 22:54:00 - [13]
 

Originally by: Marine HK4861
Edited by: Marine HK4861 on 29/12/2007 19:33:37
Originally by: Leora Nomen

30km + two falloff ranges it will work only 25% of the time.


Shouldn't that be 0% of the time at optimal plus double falloff?

Edit: fixed formatting


Yes it should. Actually, it's more like ~0%, as you'll occasionally get lucky and hit.


 

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