These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Wormholes

 
  • Topic is locked indefinitely.
 

Wolf Rayet and frigate Npc

Author
Sukur
WhiteOps
#1 - 2012-12-10 19:20:03 UTC
Is it possible to do NPCing on frigates on wolf rayet system?.

and related,

are sleepers affected by sig radius when shooting at you?.

I heard that they always hit for full damage.
Rroff
Antagonistic Tendencies
#2 - 2012-12-10 19:49:01 UTC  |  Edited by: Rroff
People have used the Wolf AF (lol) in WR effect wormholes to run sites and I've heard of people using guardians and daredevils for lols.

Sleeper damage will still have target sig radius taken into account but sleepers tend to web a LOT which tends to reduce the effectiveness of sig tanking to a degree.

With the new cruiser rebalancing it makes it feasible to use AFs with t1 cruiser logis to do sites in lower class wormhole systems.
Paikis
Vapour Holdings
#3 - 2012-12-11 04:50:54 UTC
Minor nit-pick, webs have no effect on sig-tanking, they affect speed tanking.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#4 - 2012-12-11 05:03:27 UTC
Paikis wrote:
Minor nit-pick, webs have no effect on sig-tanking, they affect speed tanking.

I always thought that being a part of single formula, sig tank doesn't work without some speed thrown in. Well, unless you supress your sig enough to make enemies orbiting you kill their own tracking Big smile
Paikis
Vapour Holdings
#5 - 2012-12-11 05:18:54 UTC  |  Edited by: Paikis
EDIT
Two different side of the same coin, but still two different sides :)
/EDIT


Sig-tanking: making your signature radius as small as possible to reduce hit chance and hit quality.
Speed-tanking: increasing your Transversal speed to reduce hit chance and hit quality.

ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

Sig tanking affects the (Turret Signature Resolution / Target Signature Radius))^2) part.
Speed tanking affects the (Transversal speed/(Range to target * Turret Tracking)) part.

Both have the effect of reducing incoming damage, they use the same formula, but effect different things.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#6 - 2012-12-11 11:29:36 UTC
I have done remote rep AFs in Magnetar and Wolf-Rayet class wormholes up to class 3.

You can probably do armour AF's with 2 x Navitas these days.
Sukur
WhiteOps
#7 - 2012-12-11 12:51:48 UTC
Thx for the answers, but let me abuse your knowlege a little more.

I was thinking on a C4 WR, maybe with full sice logistics. Does somebody know if its worht to get AF over anything else?, maybe for soloing rats on Ladars or so.
Rroff
Antagonistic Tendencies
#8 - 2012-12-11 14:17:33 UTC  |  Edited by: Rroff
Paikis wrote:
Minor nit-pick, webs have no effect on sig-tanking, they affect speed tanking.


The chance to hit formula doesn't really work properly - the slower your going the less effect sig radius has in the chance to hit equation with the way it works currently in the game. If your not moving at all aside from XL turrets on a titan you will always get hit for full damage regardless of sig and the weapon shooting at you - conversely the faster you go the more effect reduced sig radius has upto a point.

Its pretty faulty in regards to missiles as well - the effectiveness of target painting is massively increased just by having one web on the target that your painting - you can stick a dozen target painters on something (ignoring stacking penalty) without it necessarily being that effective* but stick one web on and suddenly you get a massive increase in the quality of your hits (far more than just one web would provide alone).


* This is taking things like explosive velocity, etc. into account.
Paikis
Vapour Holdings
#9 - 2012-12-11 14:44:07 UTC  |  Edited by: Paikis
Rroff wrote:
the slower your going the less effect sig radius has in the chance to hit equation with the way it works currently in the game. If your not moving at all aside from XL turrets on a titan you will always get hit for full damage regardless of sig and the weapon shooting at you - conversely the faster you go the more effect reduced sig radius has upto a point.


This is true in reverse as well. Because the formula multiplies the two terms together and then squares them, you basically want to get the smallest sig going as fast as you can. As your sig approaches zero, the effect of speed is lessened, and as your speed increases (approaches infinity technically) sig radius becomes less and less of a factor.

They seem to have about equal weighting.

EDIT: Either that and my understanding is way off, in which case, someone correct me please.
Rroff
Antagonistic Tendencies
#10 - 2012-12-11 15:07:32 UTC  |  Edited by: Rroff
Thats pretty much the long and short of it.
Sukur
WhiteOps
#11 - 2012-12-11 15:43:43 UTC
¿Does signature resolution vs sig radius affect npc guns?
Rroff
Antagonistic Tendencies
#12 - 2012-12-11 15:55:43 UTC
NPC guns have a sig radius and its calculated in the chance to hit for them - unfortunatly the data for Sleeper Turret Large etc. isn't published to find out the exact details.
Sukur
WhiteOps
#13 - 2012-12-11 16:38:20 UTC
well, thx for all the constructive answers. I cant believe im in an internet forum.
Jacid
Corvix.
#14 - 2012-12-12 21:55:50 UTC
I ran an enyo in several Wolf Rayent c3 whs and its a lot of fun. It was a local tank fit and ran with cap boosters though most of the time you could pulse the rep, the boosters were for when you got neuted. My general thought was it was exciting and definatly worth doing it for a change up. With the bonus to damage i would putting out just under 500 dps... If you really wanted to make it interesting you could try it with destroyers and logistic ships.. no idea if it would work though