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Miscellaneous questions

Author
Laertes Ansari
Perkone
Caldari State
#1 - 2013-10-06 21:23:20 UTC
I apologize for the rag-tag nature of this post, but a lot of the stuff I'm seeing online is out-of-date (or at least not recent and I'm not sure what has/hasn't changed) and I'd rather be 100% certain asking you fine folk than assuming.

1) You cannot scan, in any way, for cloaked ships, correct?

2) Without the ability to scan for cloaked vessels, how does one scout out, for instance, a low sec system to see who or what is there? Only things I can think of are checking the Local chat and checking the system's stations to see if any corps use them.

3) Is there an easier way to compare things in-game (e.g. ships, ammo) instead of using the tiny arrows in the top right hand corner? I don't understand why the game won't let me use my keyboard's arrow keys instead Sad When I hit the info icon for anything the tabs overlap, as well, instead of making a new tab or window.

4) Why do I see people telling others to add the optimal and falloff ranges? I believe the sum of the two is the range at which accuracy hits 50%. Why do people use this as a gauge? Why not something a bit more accurate like 75%?

5) Is there any way to get your (and other people's) ship nicknames to appear? Can't seem to find that option even in the Overview.

I'll continue to search the forums for these answers, as well. Thank you in advance! By far one of the most informative forums I've been on Big smile

If I ever saw CCP Falcon's character in real life I think I'd politely ask him to kick my ass just so I could brag about it.

Jim Era
#2 - 2013-10-06 21:25:12 UTC  |  Edited by: Jim Era
Pretty sure you can get the ship name to show in the overview settings somewhere...maybe in the brackets?

Yes, Overview settings and in the ship tab you can add that.

Other than this slight bit of insight I am utterly useless.

Wat™

Benny Ohu
Royal Amarr Institute
Amarr Empire
#3 - 2013-10-06 21:28:58 UTC
Yo

One, yep

Two, nothing else, except using Dscan as you warp around celestials

Three, hold shift while trying to open a new 'show info' window. But there should be a setting in the ESC menu to always open a new window.

Four, dunno. But since you know how it works you can make your own judgement :P

Rengerel en Distel
#4 - 2013-10-07 00:25:15 UTC
Laertes Ansari wrote:
I apologize for the rag-tag nature of this post, but a lot of the stuff I'm seeing online is out-of-date (or at least not recent and I'm not sure what has/hasn't changed) and I'd rather be 100% certain asking you fine folk than assuming.

1) You cannot scan, in any way, for cloaked ships, correct?

2) Without the ability to scan for cloaked vessels, how does one scout out, for instance, a low sec system to see who or what is there? Only things I can think of are checking the Local chat and checking the system's stations to see if any corps use them.

3) Is there an easier way to compare things in-game (e.g. ships, ammo) instead of using the tiny arrows in the top right hand corner? I don't understand why the game won't let me use my keyboard's arrow keys instead Sad When I hit the info icon for anything the tabs overlap, as well, instead of making a new tab or window.

4) Why do I see people telling others to add the optimal and falloff ranges? I believe the sum of the two is the range at which accuracy hits 50%. Why do people use this as a gauge? Why not something a bit more accurate like 75%?

5) Is there any way to get your (and other people's) ship nicknames to appear? Can't seem to find that option even in the Overview.

I'll continue to search the forums for these answers, as well. Thank you in advance! By far one of the most informative forums I've been on Big smile

1) No.
2) Local chat shows you everyone in the system except in WHs.
3) Shift Click opens new windows. Variations tab will show you other variations of that item, with a compare option at the bottom.
4) Easier to say that, then go through the hassle of explaining the system to people?
5) Open overview settings. Ship tab, select ship name.

With the increase in shiptoasting, the Report timer needs to be shortened.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#5 - 2013-10-07 00:35:25 UTC  |  Edited by: Infinity Ziona
Regarding optimal and fall off.

And optimal of 100 and a falloff of 110 means the weapon has a 10km fall off. I think at 110 you'll be hitting for 50% and at fall off times 2 (in this case 20km) so 120km you'll not be hitting at all?

Someone correct me if I'm wrong.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Klandi
Consortium of stella Technologies
#6 - 2013-10-07 00:45:16 UTC
On number 1, you can scan for a cloaked ship, but as it is cloaked you will not locate it.
2) Warping around and finding is what you have left - info in local chat - nothing in WH unless someone talks.
3) Refer to Rengerel en Distel's answer
4) Please read : The Alturist This will give you a lot more info on Eve mechanics

Hope this helps

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking

Solstice Project
Sebiestor Tribe
Minmatar Republic
#7 - 2013-10-07 00:58:07 UTC  |  Edited by: Solstice Project
Infinity Ziona wrote:
Regarding optimal and fall off.

And optimal of 100 and a falloff of 110 means the weapon has a 10km fall off. I think at 110 you'll be hitting for 50% and at fall off times 2 (in this case 20km) so 120km you'll not be hitting at all?

Someone correct me if I'm wrong.

How can you not know that?

When you write "falloff of 110" and then write "has a 10km falloff",
I can understand why nobody takes you seriously.

Anyhow...

Disregarding tracking ...
... everything within optimal has a 100% hitchance.
... everything at optimal + falloff has 40% chance to be hit.
... everything at optimal + 2xfalloff has an almost 0% chance to be hit.

When people say you do 40% damage at optimal+falloff,
it's inaccurately explained, but factually correct.

Damage decreases from optimal through 2xfalloff,
because the chance of a hit decreases.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#8 - 2013-10-07 02:38:23 UTC
Solstice Project wrote:
Infinity Ziona wrote:
Regarding optimal and fall off.

And optimal of 100 and a falloff of 110 means the weapon has a 10km fall off. I think at 110 you'll be hitting for 50% and at fall off times 2 (in this case 20km) so 120km you'll not be hitting at all?

Someone correct me if I'm wrong.

How can you not know that?

When you write "falloff of 110" and then write "has a 10km falloff",
I can understand why nobody takes you seriously.

Anyhow...

Disregarding tracking ...
... everything within optimal has a 100% hitchance.
... everything at optimal + falloff has 40% chance to be hit.
... everything at optimal + 2xfalloff has an almost 0% chance to be hit.

When people say you do 40% damage at optimal+falloff,
it's inaccurately explained, but factually correct.

Damage decreases from optimal through 2xfalloff,
because the chance of a hit decreases.

Pretty sure your wrong. If your turrets say you have a 100km optimal and 110 kilometre falloff then your falloff includes the 100km optimal.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Tippia
Sunshine and Lollipops
#9 - 2013-10-07 02:51:03 UTC  |  Edited by: Tippia
Infinity Ziona wrote:
Pretty sure your wrong. If your turrets say you have a 100km optimal and 110 kilometre falloff then your falloff includes the 100km optimal.

He's not. Some people might use it that way, but that's not what the actual game stat means and it is not how it is represented anywhere in the game.

Falloff measures the range beyond your optimal, in which hit chances start to drop based on range alone. A ship with 10km optimal and 10km falloff has a 50% chance of hitting at 20km range (1× falloff) and 6% chance of hitting at 30km range (2× falloff). Beyond that, the hit chance is simply hard-capped to zero.

You can see this in the range part of the tracking formula: (max(0,Range - Optimal) / Falloff)²
In other words, if the range is less than optimal, the term comes out as 0. If the range is Optimal+Falloff, the term comes out as 1. If the range is Optimal + 2×Falloff, the term comes out as 4.
Gorn Arming
Deep Core Mining Inc.
Caldari State
#10 - 2013-10-07 03:15:11 UTC
Tippia wrote:
Infinity Ziona wrote:
Pretty sure your wrong. If your turrets say you have a 100km optimal and 110 kilometre falloff then your falloff includes the 100km optimal.

He's not. Some people might use it that way, but that's not what the actual game stat means and it is not how it is represented anywhere in the game.

The tooltip when you mouse over a stack of guns does represent it that way.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#11 - 2013-10-07 04:03:03 UTC
Gorn Arming wrote:
Tippia wrote:
Infinity Ziona wrote:
Pretty sure your wrong. If your turrets say you have a 100km optimal and 110 kilometre falloff then your falloff includes the 100km optimal.

He's not. Some people might use it that way, but that's not what the actual game stat means and it is not how it is represented anywhere in the game.

The tooltip when you mouse over a stack of guns does represent it that way.

Yes that's what I assumed we were talking about...

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)