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EVE New Citizens Q&A

 
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microwarp drive vs afterburner

Author
Spetznak Sokarad
Sebiestor Tribe
Minmatar Republic
#1 - 2013-02-09 02:09:17 UTC
do mwd make it harder for me to hit my target than if im using an afterburner?

if they do hurt my tracking, by how much? is there a "stat" that im not seeing that would show this?
Dradius Calvantia
Lip Shords
#2 - 2013-02-09 02:19:54 UTC
Maire Gheren
Imperial Shipment
Amarr Empire
#3 - 2013-02-09 02:20:35 UTC  |  Edited by: Maire Gheren
Moving rapidly at an angle to a target will make you miss with a turret; this is called "Tracking" which is a measure of how quickly your turret can turn. If you are moving straight toward or away, this does not affect you, nor does it affect you if you are throwing missiles at them. To see what this does, look at the info for your weapon and find the number for "Tracking". Then add the column "Angular Velocity" to your overview, If the angular is more than the gun's tracking, the gun will miss. I didn't say "your gun" because it goes both ways. MWDs make you move really fast and so you're probably getting under your own gun.

A MWD will also make your signature bloom a LOT. in essence, as soon as you turn it on, you become a much bigger target; you can be locked faster, and big guns and big missiles will do full damage to you instead of being reduced for your small size. The way to deal with this is by moving around them, like I mentioned above.

A lot of the time you just use the MWD in a short burst - turn it on then immediately off for a burst of ludicrous speed so that you can pounce on your target.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#4 - 2013-02-09 03:03:19 UTC
Maire Gheren wrote:
Moving rapidly at an angle to a target will make you miss with a turret; this is called "Tracking" which is a measure of how quickly your turret can turn. If you are moving straight toward or away, this does not affect you, nor does it affect you if you are throwing missiles at them. To see what this does, look at the info for your weapon and find the number for "Tracking". Then add the column "Angular Velocity" to your overview, If the angular is more than the gun's tracking, the gun will miss. I didn't say "your gun" because it goes both ways. MWDs make you move really fast and so you're probably getting under your own gun.

A MWD will also make your signature bloom a LOT. in essence, as soon as you turn it on, you become a much bigger target; you can be locked faster, and big guns and big missiles will do full damage to you instead of being reduced for your small size. The way to deal with this is by moving around them, like I mentioned above.

A lot of the time you just use the MWD in a short burst - turn it on then immediately off for a burst of ludicrous speed(Big smile) so that you can pounce on your target.

"Little ginger moron" ~David Hasselhoff 

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Jonah Gravenstein
Machiavellian Space Bastards
#5 - 2013-02-09 03:12:51 UTC  |  Edited by: Jonah Gravenstein
The only weapon not currently affected by speed vs tracking is missiles, they don't use tracking so are unaffected by your speed, conversely they rely on the targets signature radius & velocity for their damage calculations.

Edited for emphasis, it seems to have confused some people.

In the beginning there was nothing, which exploded.

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Feyd's Survival Pack

Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#6 - 2013-02-09 03:34:42 UTC
Jonah Gravenstein wrote:
The only weapon not currently affected by speed vs tracking is missiles, they don't use tracking so are unaffected by your speed, conversely they rely on the targets signature radius & velocity for their damage calculations.


Also smartbombs Blink

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

Jonah Gravenstein
Machiavellian Space Bastards
#7 - 2013-02-09 03:46:01 UTC
Good point Surfin' never used them myself so they slipped my mind.

In the beginning there was nothing, which exploded.

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Feyd's Survival Pack

Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#8 - 2013-02-09 04:11:50 UTC
Jonah Gravenstein wrote:
Good point Surfin' never used them myself so they slipped my mind.


They're not smart... Evil

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

J'Poll
School of Applied Knowledge
Caldari State
#9 - 2013-02-09 11:55:51 UTC
Jonah Gravenstein wrote:
Good point Surfin' never used them myself so they slipped my mind.


I'm to dumb to use smartbombs they told me.

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Merouk Baas
#10 - 2013-02-09 12:07:50 UTC
Jonah Gravenstein wrote:
The only weapon not currently affected by speed vs tracking is missiles, they don't use tracking so are unaffected by your speed, conversely they rely on the targets signature radius & velocity for their damage calculations.


All dictionaries I can look up list velocity as a synonym for speed. Velocity = speed.
J'Poll
School of Applied Knowledge
Caldari State
#11 - 2013-02-09 12:16:02 UTC
Merouk Baas wrote:
Jonah Gravenstein wrote:
The only weapon not currently affected by speed vs tracking is missiles, they don't use tracking so are unaffected by your speed, conversely they rely on the targets signature radius & velocity for their damage calculations.


All dictionaries I can look up list velocity as a synonym for speed. Velocity = speed.


Though he is still right.

Guns calculate their chance to hit based on: Angular velocity vs Turret tracking - e.g. how fast are you orbiting your enemy in rad/s and how fast can your turrets rotate around their axle in rad/s.

Missiles calculate their damage modifier based on: The raw velocity of the target they hit (so the velocity that is displayed in the HUD) vs the explosion velocity of the missile's warhead. If velocity of target is bigger then explosion velocity they receive reduced damage because they are outrunning the explosion "hollywood" style.

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Elena Thiesant
The Scope
Gallente Federation
#12 - 2013-02-09 12:22:45 UTC  |  Edited by: Elena Thiesant
Merouk Baas wrote:
Jonah Gravenstein wrote:
The only weapon not currently affected by speed vs tracking is missiles, they don't use tracking so are unaffected by your speed, conversely they rely on the targets signature radius & velocity for their damage calculations.


All dictionaries I can look up list velocity as a synonym for speed. Velocity = speed.


Technically velocity is speed with a direction associated (a vector), and what Johan said was that missiles are not affected by your speed, but by your target's speed
Zymzat
Integra Helsing Corp
#13 - 2013-02-09 14:47:59 UTC
Don't forget that MWD's reduce your total capacitor, whereas afterburners do not. Depending on your builds, it could make a difference.
Nexus Day
Lustrevik Trade and Travel Bureau
#14 - 2013-02-10 04:33:32 UTC
And AB's work even if you get scrammed, MWD's do not.
J'Poll
School of Applied Knowledge
Caldari State
#15 - 2013-02-10 17:36:44 UTC  |  Edited by: J'Poll
Nexus Day wrote:
And AB's work even if you get scrammed, MWD's do not.


That we missed that.....

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Lost Greybeard
Drunken Yordles
#16 - 2013-02-10 20:10:29 UTC  |  Edited by: Lost Greybeard
Spetznak Sokarad wrote:
do mwd make it harder for me to hit my target than if im using an afterburner?

if they do hurt my tracking, by how much? is there a "stat" that im not seeing that would show this?


Going faster in general is going to potentially increase your miss chance, but the way you get up to that high speed doesn't actually make a difference. If you pop on an MWD and manually reduce the speed to what you're getting from the AB, then the two will affect your accuracy in the same way.

If you're curious, the way you'd calculate it is to take the position vector between the two ships, call it "D" with its unit directional vector "d". Then take the velocity vectors of the two ships V1 and V2.

Now say you want to know how fast the ships are moving toward each other along the d direction, you'd take the dot product of the velocity vectors with the unit vector between the ships:
radial velocity = V1*d + V2*d = (V1+V2)*d

Now say you're wanting to know what's left, the velocity perpendicular to the d direction. You get that by subtracting the component of the velocity vectors which is in that direction from the total velocities. You get that component by multiplying the projection by the unit vector d, so the quantity is (V1*d)d
So our relative non-radial velocity = V1 - (V1*d)d + V2 - (V2*d)d = (V1+V2) - ((V1+V2)*d)d
And thus non-radial (i.e. angular) speed = ||non-radial velocity||

What, from this, is angular velocity? Angular speed, divided by the length of the "pivot" between the two ships, so:
|| (V1+V2) - ((V1+V2)*d)d|| / ||D||

There you go, how a computer rapidly calculates angular-geometry math despite relying primarily on good old 3-axis math. You're welcome.

(Edit: and you can easily see how an increase in either ship's velocity could potentially increase angular velocity and thus screw your tracking, which was where I was going with this.)
Inxentas Ultramar
Ultramar Independent Contracting
#17 - 2013-02-10 22:22:43 UTC  |  Edited by: Inxentas Ultramar
Afterburner: gain some additional speed in exchange for a little cap. Can be used to speed-tank stuff that has bad tracking.

Microwarpdrive: close a long distance quickly to close in or move off, in exchange for a chunck of cap. Blooms your signature radius like crazy. use with care.