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Tracking disruptors

Author
Billy Gunslinger
#1 - 2012-04-02 19:33:15 UTC
I'm trying to understand the effect of a TD. For example, a TD T2 mod with a tracking speed script would have a -20.1% speed bonus. A speed bonus of what though?

And it says that the falloff bonus is -20.1%. But then it also lists a -20.1% optimal range bonus. So I'm assuming these effects would only occur if I use the tracking range script. Does this mean if say, I am going against a thrasher with a optimal of 2000 meters and a fall of 10K meters, then the optimal is reduced to 1600 and 8000 meters respectively?
Tamoko
Ministry of War
Amarr Empire
#2 - 2012-04-02 19:51:27 UTC
All of these effects work without the script loaded. The script eliminates one of the effects (ie optimal) and magnifies another effect (ie tracking).

Nalha Saldana
Aliastra
Gallente Federation
#3 - 2012-04-02 20:12:40 UTC
Exactly without a script it decreases tracking speed, falloff and optimal.
With a script the effect you get is double for either tracking or falloff and optimal and the other effect is removed.

Tracking speed is how fast turrets can follow a target going around you. This is why large turrets cant track frigates very well.

So choose scripts depending on if you are trying to range or speed tank.
Kattshiro
Deep Core Mining Inc.
Caldari State
#4 - 2012-04-02 21:17:19 UTC
I'm training amarr recon right now so this interests me. If I load one with a script and have another left at default I assume my target receives both the scripting effect and the second default with of course diminished return values correct?
Petrus Blackshell
Rifterlings
#5 - 2012-04-02 21:30:56 UTC
Kattshiro wrote:
I'm training amarr recon right now so this interests me. If I load one with a script and have another left at default I assume my target receives both the scripting effect and the second default with of course diminished return values correct?

Correct. It's fun to stack scripted TDs that have the same script, as you can end up reducing either tracking or range by 75% or more, which screws over almost every single ship that uses turrets.

I love my Sentinel.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#6 - 2012-04-03 01:06:22 UTC
Petrus Blackshell wrote:
...which screws over almost every single ship that uses turrets.


One of the FanFest videos says that in Inferno the tracking disruptors will also affect missiles. Shocked
Roosterton
Sebiestor Tribe
Minmatar Republic
#7 - 2012-04-03 01:12:45 UTC
Jame Jarl Retief wrote:
Petrus Blackshell wrote:
...which screws over almost every single ship that uses turrets.


One of the FanFest videos says that in Inferno the tracking disruptors will also affect missiles. Shocked


*Dusts off the Curse?*
Falin Whalen
Federal Navy Academy
Gallente Federation
#8 - 2012-04-03 02:42:19 UTC
Roosterton wrote:
Jame Jarl Retief wrote:
Petrus Blackshell wrote:
...which screws over almost every single ship that uses turrets.


One of the FanFest videos says that in Inferno the tracking disruptors will also affect missiles. Shocked


*Dusts off the Curse?*

I can just see the threads, about nerfing the so overpowered Curse/TDs, just like we have about the Falcon/ECM now.Twisted

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Gerrick Palivorn
Caldari Provisions
Caldari State
#9 - 2012-04-03 06:31:16 UTC
Roosterton wrote:
Jame Jarl Retief wrote:
Petrus Blackshell wrote:
...which screws over almost every single ship that uses turrets.


One of the FanFest videos says that in Inferno the tracking disruptors will also affect missiles. Shocked


*Dusts off the Curse?*


Yeah, this can't come soon enough.

MMOs come and go, but Eve remains.  -Garresh-

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#10 - 2012-04-03 08:23:22 UTC
I like the idea of TD's vs missiles. Will be a useful option vs heavy Drake/Tengu.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Devil tiger
#11 - 2012-04-03 09:36:06 UTC
TD's are fun in fast frigates or interceptors as you can just strafe a ring around a BS and it can't do **** except send out hordes of drones after you while your buddies finish the poor sod.

Naturally it gets less fun if the BS has neuts but surprisingly often they don't.
Saul Shardani
People of the Saiya
Silent Company
#12 - 2012-04-03 15:46:46 UTC
Petrus Blackshell wrote:
Kattshiro wrote:
I'm training amarr recon right now so this interests me. If I load one with a script and have another left at default I assume my target receives both the scripting effect and the second default with of course diminished return values correct?

Correct. It's fun to stack scripted TDs that have the same script, as you can end up reducing either tracking or range by 75% or more, which screws over almost every single ship that uses turrets.

I love my Sentinel.

I have 1 day left on Electronic Upgrades V, I can't wait to use a Sentinel, it looks like so much fun Big smile
Petrus Blackshell
Rifterlings
#13 - 2012-04-03 15:49:04 UTC
Devil tiger wrote:
TD's are fun in fast frigates or interceptors as you can just strafe a ring around a BS and it can't do **** except send out hordes of drones after you while your buddies finish the poor sod.

Naturally it gets less fun if the BS has neuts but surprisingly often they don't.


That's when you pull out your nos or cap booster and make the BS cry.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)