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Stasis Web vs Tracking Computer w/ Tracking Speed Script

First post
Author
Issa'c Kane
Doomheim
#1 - 2013-07-12 14:11:44 UTC
o7,

So, here's the exact scenario. Going to be using a Zealot in a C2 wormhole to clear sleeper sites. Got a pretty good fit with a good balance of speed/tank/DPS together so far.

Should I fit a tracking computer with speed script, or a stasis web to hit sleeper frigates? I'll be using cruiser sized guns (obviously).

Also, any advice on how close the sleeper frigs will come to me? Do they throw damage out while sitting outside of web range?

Thanks.
Whitehound
#2 - 2013-07-12 14:20:34 UTC  |  Edited by: Whitehound
Webs (60%) are better than TPs (37.5%) and TCs (30%), but only work within 9km-14km range.

TPs work a bit better than TCs, but require a lock (just like webs), have a long cycle time and are limited by an optimal range and falloff.

TCs are the weakest, but are the easiest to use and can be switched to gain more range.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Kahega Amielden
Rifterlings
#3 - 2013-07-12 14:23:00 UTC
Quote:
Webs (60%) are better than TPs (37.5%) and TCs (30%), but only work within 9km-14km range.


Keep in mind that the above numbers only hold for webs if the source of all of the angular velocity is the target. While I agree in this case (assuming the frigs are at <10km) a web is probably better, you usually cannot just say that a web is effectively a 60% tracking speed boost unless you are perfectly stationary.
Whitehound
#4 - 2013-07-12 14:45:38 UTC
Kahega Amielden wrote:
Quote:
Webs (60%) are better than TPs (37.5%) and TCs (30%), but only work within 9km-14km range.


Keep in mind that the above numbers only hold for webs if the source of all of the angular velocity is the target. While I agree in this case (assuming the frigs are at <10km) a web is probably better, you usually cannot just say that a web is effectively a 60% tracking speed boost unless you are perfectly stationary.

Nonsense. A TP also does not give a 37.5% advantage when used against a Titan. Nor is a TCs with 30% much help when used against a stationary target or a 10x faster ship.

The percentages in brackets are simply those of the individual modules and their effect. Nobody says it has to be the equivalent of one another. These numbers however do represent the gain one can get from each and a 60% gain is more than a 30%. What is there to argue?!

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#5 - 2013-07-12 20:07:56 UTC
Whitehound wrote:

Nonsense. A TP also does not give a 37.5% advantage when used against a Titan. Nor is a TCs with 30% much help when used against a stationary target or a 10x faster ship.

The percentages in brackets are simply those of the individual modules and their effect. Nobody says it has to be the equivalent of one another. These numbers however do represent the gain one can get from each and a 60% gain is more than a 30%. What is there to argue?!

Congratulations on completely missing the point.

TCs can actually help you against a stationary target, if you're orbiting it. Webs, however, won't.
Whitehound
#6 - 2013-07-12 20:10:55 UTC  |  Edited by: Whitehound
Chris Winter wrote:
TCs can actually help you against a stationary target, if you're orbiting it. Webs, however, won't.

No, they do not. You always deal full damage against stationary targets (within optimal range). You probably did not know that.

The point also was that each module works differently and the pilot needs to know this before he/she can make use of the gain.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Uppsy Daisy
State War Academy
Caldari State
#7 - 2013-07-12 21:09:29 UTC  |  Edited by: Uppsy Daisy
Whitehound wrote:
You always deal full damage against stationary targets (within optimal range). You probably did not know that.


No, you don't.

If you are orbiting a stationary target, your angular velocity contributes to your Transversal Speed, which in turn contributes to your chances to hit.

Please stop posting pretending you know when you don't Whitehound, it is getting boring correcting you the whole time.

See http://wiki.eveonline.com/en/wiki/Turret_damage if you don't believe me.

More specifically:

Transversal speed is the absolute speed (in meters/second) at which you and your target are moving in a plane perpendicular to the line joining your ship center to the center of the target. In short, transversal velocity is the velocity component that changes the angle to your target. Two ships chasing each other in a straight line or heading straight at each other would have this number be zero. The smaller this number, the better your chance to hit will be.

Chris is right and YOU are wrong (again).
Whitehound
#8 - 2013-07-12 21:12:30 UTC
Uppsy Daisy wrote:
No, you don't.

Stationary targets do not have a transversal speed in EVE.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Uppsy Daisy
State War Academy
Caldari State
#9 - 2013-07-12 21:14:19 UTC
Whitehound wrote:
Uppsy Daisy wrote:
No, you don't.

Stationary targets do not have a transversal speed in EVE.


If you are orbiting them they do.

Read it again.

Transversal speed is the absolute speed (in meters/second) at which you and your target are moving in a plane perpendicular to the line joining your ship center to the center of the target.
Whitehound
#10 - 2013-07-12 21:19:20 UTC
Uppsy Daisy wrote:
If you are orbiting them they do.

Read it again.

Transversal speed is the absolute speed (in meters/second) at which you and your target are moving in a plane perpendicular to the line joining your ship center to the center of the target.

No, they do not in EVE. The emphasis is on "in EVE". Turn on the column on your overview for transversal speed and angular velocity. You will see that objects like stations and other stationary objects do not have a speed and their transversal speed is assumed to be 0, in which case there are no misses due to tracking.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Uppsy Daisy
State War Academy
Caldari State
#11 - 2013-07-12 21:28:30 UTC
Whitehound wrote:
Uppsy Daisy wrote:
If you are orbiting them they do.

Read it again.

Transversal speed is the absolute speed (in meters/second) at which you and your target are moving in a plane perpendicular to the line joining your ship center to the center of the target.

No, they do not in EVE. The emphasis is on "in EVE". Turn on the column on your overview for transversal speed and angular velocity. You will see that objects like stations and other stationary objects do not have a speed and their transversal speed is assumed to be 0, in which case there are no misses due to tracking.


I couldn't care less what the overview says.

I know how the to-hit formula works.

Both the attacker and the targets velocity are part of the calculation, as I have stated multiple times.

If you are orbiting a stationary target, your velocity contributes to the transversal velocity.

This is a fact.
Whitehound
#12 - 2013-07-12 21:49:19 UTC
Uppsy Daisy wrote:
I couldn't care less what the overview says.

I know how the to-hit formula works.

Both the attacker and the targets velocity are part of the calculation, as I have stated multiple times.

If you are orbiting a stationary target, your velocity contributes to the transversal velocity.

This is a fact.

No. Not in EVE physics. It is one of the many small details of EVE's game mechanics that stationary targets do not have a speed nor a transversal speed.

I can imagine how frustrating this must be to you right now, trying to be all self-righteous and that, but I cannot change it.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Taoist Dragon
Okata Syndicate
#13 - 2013-07-12 21:58:44 UTC
once again Whitehounds hits a wide out when talking game mechanics.

DUH!

Transversal is bad to work with. Stick angular velocity on yer overview and see what happens.

AS angular velocity is measured in rads/s (oh look it exactly the same as weapon tracking!) you'll see that if you orbit a stationary target you have a high angular and can easily miss cos your guns don't track!

Eve is not physics! in eve you ship is nothing more than a point in space with a vector value. The vector values of you v your target give you the angular velocity and that compare to your turret tracking to see if you hit you target. Go do some reading this has been covered a gazzilion times!

That is the Way, the Tao.

Balance is everything.

Uppsy Daisy
State War Academy
Caldari State
#14 - 2013-07-12 22:12:58 UTC  |  Edited by: Uppsy Daisy
Ok. One more try.

Load up the game, and exit your station.

Switch on the Velocity and Transversal Velocity columns on the overview.

Now jettison a can - this will be stationary.

Now orbit the can at 500m.

Now look at the columns in the overview.

Velocity is zero, because the can is not moving.

Transversal velocity is NOT zero. It is the speed you are orbiting the can at.

Transversal velocity is what is used in the to-hit calculations.

Do I win now?

Quote:
I can imagine how frustrating this must be to you right now, trying to be all self-righteous and that, but I cannot change it.


Not frustrating at all no. I just wish you would stop giving people the wrong advice. This game is hard enough as it is.
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#15 - 2013-07-12 22:39:20 UTC
I had to test this since i always thought that the angular/transversal columns were empty on stationary targets.
So i undocked, orbited station, angular/transversal showed nothing.
Dropped can, orbited, again nothin on angular/transversal.
I tried with sentrydrone, and orbiting that did show angular/transversal, i guess its not "real" stationary.
Same with stationary ship, transversal/angular were affected by my movement around the target.

There are Stationaries and stationaries in EVE i guess Cool
Whitehound
#16 - 2013-07-12 22:47:25 UTC
Uppsy Daisy wrote:
Do I win now?

No. The argument was about the details and I have shown you that I am aware of them. The two of you have repeatedly been trying to prove me wrong, but only to show how little you actually know. Now, I do not really care how much or how little you know when you are trying to have an argument with me. Just understand that it has details everywhere and that the argument was pointless from the beginning.

If you go back to the start of the argument and read again what I wrote will you see for yourself. There is nothing to win here other then perhaps the insight I have given you on stationary targets.

You can jettison as many cans as you like. You would be right if it was real physics, but this is EVE. These objects posses no speed. Their speed is not 0 - they do not have a speed attribute to begin with! Thus does the formula default to a 0 transversal speed for such objects regardless of your ship's speed.

Are we done here?

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Taoist Dragon
Okata Syndicate
#17 - 2013-07-12 23:03:07 UTC
All the arguments about transversal and shite are completly invalid to the OPs request.

Transversal is generally a bad thing to look at as it is used to work out the actual number that means something (angular velocity) so unless you can do very quick angular velocity calcs in your head just stick it on your hud FFS. if it's small than you tracking stats on your turrets you know your guns can track it easily and all you need to worry about from then on is range application.

Upon looking at this further I think WH has a point. A can or something that is truely stationary will be hit (ie. not affected by tracking issues) actual dmaage applied will still be affected by range though. but is something as just a fraction of speed then the whole thing becomes a lot more difficult hence the thing with the can v sentry drones (that drift ever so slowly)


But back to the OP

If you can kill the frig before they get within 10-13km then TC will help more. if they get within 10-13km then a web will help to kill them quicker.

Personally I'd work to keep them at range and blap them before they get close then you can swap scripts on the TC to increase your optimals once frigs are gone to aid in damage application to the cruisers+

That is the Way, the Tao.

Balance is everything.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#18 - 2013-07-12 23:12:31 UTC
Whitehound wrote:
Uppsy Daisy wrote:
Do I win now?

No. The argument was about the details and I have shown you that I am aware of them. The two of you have repeatedly been trying to prove me wrong, but only to show how little you actually know. Now, I do not really care how much or how little you know when you are trying to have an argument with me. Just understand that it has details everywhere and that the argument was pointless from the beginning.

If you go back to the start of the argument and read again what I wrote will you see for yourself. There is nothing to win here other then perhaps the insight I have given you on stationary targets.

You can jettison as many cans as you like. You would be right if it was real physics, but this is EVE. These objects posses no speed. Their speed is not 0 - they do not have a speed attribute to begin with! Thus does the formula default to a 0 transversal speed for such objects regardless of your ship's speed.

Are we done here?

There's a really, really simple way to prove yourself wrong.

Take a fast ship with big guns (an attack BC, for example) and an MWD. Stick a buddy or an alt into a frigate. Have the buddy stay stationary while you orbit him at 10km or whatever. Oh hey, look at that, you'll miss.

I know this to be true because I've experienced this using attack BCs shooting at small-sig sentry guns in combat sites. The sentry guns are by definition stationary, so obviously the only thing making it harder for you to hit is your own velocity.

You really need to stop talking until you know what you're talking about.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#19 - 2013-07-12 23:31:05 UTC
Chris Winter wrote:
Take a fast ship with big guns (an attack BC, for example) and an MWD. Stick a buddy or an alt into a frigate. Have the buddy stay stationary while you orbit him at 10km or whatever. Oh hey, look at that, you'll miss.

Just did this with my combat toon in a Mach with 800mm ACs and an alt in a shuttle. Warped to safespot, alt is sitting at 0 m/s velocity, started duel.

First I orbited the shuttle in the Mach at 13 km and opened fire. That's my usual orbit distance when fighting BS sized NPCs, since it gives just enough distance for angular to drop to a reasonable level. All shots at the shuttle missed for going on ~30 seconds (a little surprising, since the angular was about half of the 0.06 rad/s tracking on this ship).

Hit keep at distance (set by default to my falloff range of 50km), angular drops to near 0, shuttle pops.

Test concluded.

EvE is supposed to suck.  Wait . . . what was the question?

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#20 - 2013-07-12 23:48:54 UTC
I removed a post that was in essence a personal attack. You don't have to agree with each other to have a good discussion, so please keep it civil people!

The rules:
2. Be respectful toward others at all times.

The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others.


4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

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