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EVE New Citizens Q&A

 
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can some one explain spiraling to me?

Author
Praxis Ginimic
The Scope
Gallente Federation
#1 - 2012-06-29 18:28:43 UTC
How do I properly pull off this tactic? When should I use it & why. What are the benefits? While we're on the subject, what other commonly used battle tactics should I know about?
Praxis Ginimic
The Scope
Gallente Federation
#2 - 2012-06-29 18:30:34 UTC
Oh and angular velocity. I've figured out what transversal is and how to use that info in a fight but why is angular important and how do I best employ that info?

Thanx in advance
L'ouris
Have Naught Subsidiaries
#3 - 2012-06-29 18:35:36 UTC
http://www.evealtruist.com/2011/12/video-tracking-and-spiralling.html?m=1


That should square you away. Great site too for other questions.
Ryelek d'Entari
Horizon Glare
#4 - 2012-06-29 18:36:34 UTC
Spiraling in is used when flying a smaller ship to close distance on a ship with turrets which are larger than your ship, while maintaining reasonably high transversal. If you fly straight toward another ship, then you have 0 transversal and their larger guns will pummel you because they have no tracking issues.

You do this by piloting manually. Point your camera directly at the target, and then double-click in space halfway between the center of your screen (the target) and the edge of your screen. Repeat and readjust until you get near your preferred orbit distance, then just orbit.

Do note this is a moot point vs. missile ships since missiles don't track - instead you want to keep your speed as high as possible at all times. You can also use this technique to somewhat mitigate incoming damage from long-range weapons like railguns and artillery, even vs. ships with guns matching your ship's size, as their tracking is poor.
Kahega Amielden
Rifterlings
#5 - 2012-06-29 18:38:06 UTC
Transversal velocity is how fast the other ship is moving around you (both your velocity and his velocity are factors in this). Angular velocity is just this number translated into radians, i.e. after accounting for how far you are away from him.

If you charge someone head on, your angular velocity will be zero, which means he can track you easily. In a small and squishy ship, this is bad. If you approach at an oblique angle, you will approach without getting hit so easily.
Lost Greybeard
Drunken Yordles
#6 - 2012-06-29 18:46:40 UTC
Dunno wtf spiraling is supposed to be, unless you're referring to approaching someone with a series of orbits of decreasing radius (well, de facto, you generally achieve the effect manually), which is just a way to keep your angular up while you're approaching them.

Angular velocity is the rate at which guns/sensors/whatever on a fixed point have to swivel to stay pointed at you. If you draw a vector from ship A to ship B, take the highest speed vector within the normal plane (referred to as "transversal velocity" in game), and divide it by the distance between A and B you'll get a rate of angle change in the obvious units (radians/time, in this case usually expressed in radians/sec). A turret on ship A has to be able to turn at least that fast to be able to hit ship B, and as B's angular velocity approaches the tracking limit of A's turret it will miss more frequently.

Note that since the servers don't assume ship B is banking perfectly to lower their calculation cost, ship A will typically have an angular velocity from ship B's perspective as well, even if A "isn't moving" according to the game grid. Note also that the calculation is also simplified to usually use the game's grid as a reference instead of actually using your ship's orientation (basically ignored by the game in general, actually) so don't expect it to match your hand calculations of relative reference frame exactly.

The short version of how you use this in combat is to keep your angular velocity high enough that your enemy can't hit you and low enough that you can still hit them, generally called "getting under the guns" since shortening the distance between you and the enemy and orbiting them is the easiest way to push this number high. It's especially popular with tackle ships since propulsion jamming isn't subject to angular concerns so you don't have to worry about losing your own weapons. Expect your opponent to counter by using drones or missiles (less subject to angular issues), an energy vampire/neutralizer (no angular miss factors at all), or their own propulsion jamming to slow/incapacitate you for a death-stroke.
Iria Ahrens
Space Perverts and Forum Pirates
#7 - 2012-06-29 18:52:08 UTC
You spiral so you can minimize or eliminate the enemies ability to destroy you before you even get into range.

The technique is

Set the enemy to the far side of the screen and double click in the middle.
Repeat until you get to your preferred orbit range, then hit orbit. If you hit orbit first, your ship will approach the enemy directly giving him a zero transversal shot at you, and therefore inflicting full damage.

Angular Velocity = Transversal velocity x distance.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Lost Greybeard
Drunken Yordles
#8 - 2012-06-29 19:57:06 UTC
Iria Ahrens wrote:

Angular Velocity = Transversal velocity x distance.


Transversal velocity / distance, I assume you mean.
Praxis Ginimic
The Scope
Gallente Federation
#9 - 2012-06-29 21:50:39 UTC  |  Edited by: Praxis Ginimic
Wow, those are all heavier answers than,I expected...but then thats why we play eve right. I only though that I knew what was up with the transversal. I was trying to use it like I should have been using rad's. Thanks L'ouris for the link. That really did clear me up. Ima have to watch the rest of that series.
Flakey Foont
#10 - 2012-06-29 22:27:14 UTC
Zig and zag.
Iria Ahrens
Space Perverts and Forum Pirates
#11 - 2012-07-03 03:49:27 UTC
Lost Greybeard wrote:
Iria Ahrens wrote:

Angular Velocity = Transversal velocity x distance.


Transversal velocity / distance, I assume you mean.


DOH!

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Homo Jesus
The LGBT Last Supper
#12 - 2012-07-03 12:24:19 UTC
http://www.youtube.com/watch?v=JvfhVXbMgc8

Fast forward to about 7:20 for just spiraling but the whole video is worth watching.
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#13 - 2012-07-03 14:09:28 UTC
This also allows you to maintain transversal even when a ship is burning away from you with out using overview commands.

If you click orbit and a person burns away from you your ship will move toward them in a straight line to re establish orbit. When you move in a straight line transversal goes zero and you pop.

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