However - if you use a turret based ship your will get a damage bonus that's limited by size, so a BS will get a damage bonus to BS weapons. So technically you could downsize your guns and expect to hit those smaller orbiting targets better because you adapt both variables. Microwarp drive can make your ship a lot faster, with the trade-off of making your ship appear a lot larger.Overall chance to hit is affected by 3 variables - actual degrees per second the turret has in relation to the target's angular velocity - signature resolution (size) of the turret in relation to the target's sig radius (also size) - range beyond optimal So big guns have trouble with orbiting targets because their tracking is too slow but also, if applicable, because it's a BIG gun versus a smaller target. On a large ship, use large guns, and train up drone skills so that you can use drones to kill small ships) Use small guns to shoot small ships, large guns to shoot large ships. Use the size of guns that match the size of targets. Long range weapons will have a hard time hitting from close range, especially if the target is orbiting at a high angular velocity (speed at perpendicular angel). So, the microwarp drive, when you turn it on, makes your ship 500% larger, so easier to hit.ĮVE givith (harder to hit because of speed) but takith away (easier to hit because you are a larger target). In the show info properties you will see this: It makes your ship go way faster, making you way harder to hit based on tracking speed. There is a module called a micro-warp drive. You can however, blow up your signature resolution making yourself easier to hit. You have to win the weapon/signature resolution battle in the chess match that occurs before the battle. Unlike transversal speed compared to tracking speed, there isn’t anything you can do in battle to make your ship harder to hit using signature resolution. Small weapons will do a lot of damage to small ships but large ships have so many hit points, it takes a lot of small ships to kill a big one.īig guns will do a lot of damage to big ships but will have a hard time even hitting small ships. The smaller the signature resolution when compared to the target’s size, the better chance of hitting the target. The smaller the weapon, the smaller the signature resolution. For projectile weapons, these range in size from 125mm auto cannon (bullets about the size of a shoe box) to 1400mm (bullets the size of sofa). A ship that is smaller than the weapon’s signature resolution is harder to hit. A ship larger than the weapon’s signature resolution is easier to hit. This is the size of the target the weapon is designed to hit. Looking back at the show info for your turret weapon, you will also see a field for signature resolution. Low tracking speed so can hit from a distance but can’t hit if too close and orbiting too fast. High tracking speed so can hit even if you are close and orbiting at a high speed. When you pass to sign, you are at the closest you will be, and are traveling directly perpendicular to it. As you get closer and closer, the rate of change increases. The rate of angle between you and the sign changes very slowly. At this point, you are a ways from it, and mostly heading for the sign. Imagine you are driving down a highway and see a sign in the distance. This is what tracking speed is compared to. This column is the rate of change in the angle to the other objects (traversal velocity). You will now see a new column in the overview. Now, drag-drop that column up between distance and name. Go to columns tab and turn on the checkbox for angular velocity. Use the overview window’s menu to Open Overview Settings. Once in space, let’s add a column to the overview. Open the ship fitting window, and show info on a fit weapon. A tracking speed that is higher than the target’s transversal gives you a better chance of hitting, and a tracking speed lower than the target’s transversal has a lower chance of hitting. It is more of an “average chance of hitting” at this speed. It is NOT a MAX speed, as you can hit a target that is moving faster than the tracking speed. This represents how well they can follow a target that is moving across their field of fire.
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