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EVE New Citizens Q&A

 
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Turn around the ship to help tracking

Author
erg cz
Federal Jegerouns
#1 - 2013-10-24 11:50:55 UTC
Hi.

I have a quick newbee question. Let say I am in a slow ship and quick enemy orbiting me clockwise. If I start to align my ship so, that it will turn clockwise as well, would it help with tracking? Cause in real life my guns would have to turn themselves less to catch the enemy...
Lilliana Stelles
#2 - 2013-10-24 12:22:16 UTC  |  Edited by: Lilliana Stelles
The best I can tell,

no.


However, it is possible to move your ship in a way that will make it easier to hit them, assuming they are auto-orbiting.

At the point at which a ship passes the ascending or descending node approaching the apoapsis of their orbit, if you burn in the direction opposite the apoapsis, it will skew their orbit, forcing them to burn straight towards you. At this point they are very easy to hit.

This tactic will not work on a pilot controlling their ship manually.

Not a forum alt. 

Leafar Nightfall
Silent Owls
#3 - 2013-10-24 13:00:46 UTC
Related: does my ship tracking consider my angular speed speed to the target? i.e: I'm orbiting a static target, is my angular speed to it compared to my turrets tracking?

My first answer would be no, since my ship is moving around the target the turrets should be always poiting to the center of the circle and therefore stopped in relation with my ship. But I've noticed that my accuracy drops heavely if I choose to orbit a target with MWD on
Lilliana Stelles
#4 - 2013-10-24 13:21:11 UTC
Leafar Nightfall wrote:
Related: does my ship tracking consider my angular speed speed to the target? i.e: I'm orbiting a static target, is my angular speed to it compared to my turrets tracking?

My first answer would be no, since my ship is moving around the target the turrets should be always poiting to the center of the circle and therefore stopped in relation with my ship. But I've noticed that my accuracy drops heavely if I choose to orbit a target with MWD on



If you are in a perfect, fast orbit around a slow moving target, then it should have almost no angular velocity.
But this is only under ideal circumstances. Usually the other ship is moving at least somewhat.

Not a forum alt. 

Thalos Elongus
Brutor Tribe
Minmatar Republic
#5 - 2013-10-24 13:32:10 UTC
Lilliana Stelles wrote:
Leafar Nightfall wrote:
Related: does my ship tracking consider my angular speed speed to the target? i.e: I'm orbiting a static target, is my angular speed to it compared to my turrets tracking?

My first answer would be no, since my ship is moving around the target the turrets should be always poiting to the center of the circle and therefore stopped in relation with my ship. But I've noticed that my accuracy drops heavely if I choose to orbit a target with MWD on



If you are in a perfect, fast orbit around a slow moving target, then it should have almost no angular velocity.
But this is only under ideal circumstances. Usually the other ship is moving at least somewhat.


I was under the Impression that Eve uses a "simplified model" that doen not take course changes into account. Also the anugal velocity is a "mirror stat" which will be identical for both ships fighting.

Which means a "perfect Orbit" which would NOT have a angular velocity in "real live" does in fact have one in eve. The course changes and orientation are not taken into account at all. For the calculations only the current vectors are used


Lilliana Stelles
#6 - 2013-10-24 14:04:00 UTC  |  Edited by: Lilliana Stelles
Thalos Elongus wrote:
Lilliana Stelles wrote:
Leafar Nightfall wrote:
Related: does my ship tracking consider my angular speed speed to the target? i.e: I'm orbiting a static target, is my angular speed to it compared to my turrets tracking?

My first answer would be no, since my ship is moving around the target the turrets should be always poiting to the center of the circle and therefore stopped in relation with my ship. But I've noticed that my accuracy drops heavely if I choose to orbit a target with MWD on



If you are in a perfect, fast orbit around a slow moving target, then it should have almost no angular velocity.
But this is only under ideal circumstances. Usually the other ship is moving at least somewhat.


I was under the Impression that Eve uses a "simplified model" that doen not take course changes into account. Also the anugal velocity is a "mirror stat" which will be identical for both ships fighting.

Which means a "perfect Orbit" which would NOT have a angular velocity in "real live" does in fact have one in eve. The course changes and orientation are not taken into account at all. For the calculations only the current vectors are used





Edit:
Actually, I was looking at radial velocity, not angular velocity. I'll assume I was in the wrong.

Not a forum alt. 

Thomas Builder
Center for Advanced Studies
Gallente Federation
#7 - 2013-10-24 15:36:07 UTC
Thalos Elongus wrote:
I was under the Impression that Eve uses a "simplified model" that doen not take course changes into account. Also the anugal velocity is a "mirror stat" which will be identical for both ships fighting.

Which means a "perfect Orbit" which would NOT have a angular velocity in "real live" does in fact have one in eve. The course changes and orientation are not taken into account at all. For the calculations only the current vectors are used
This.

Which means that you can orbit something stationary so fast that your guns are no longer able to track it.

Back to the OP: you can reduce angular velocity (and thus help your tracking) by aligning in the same direction as your target. The best way is to "Look at" the target and then double-click in the direction he's flying. But that's because the angle between your direction and his direction gets smaller, not because you are spinning in the same direction as he is. The perfect outcome of that is both of you flying in parallel at the same speed, with 0 angular velocity.

The other option is the "slingshot" manoeuvre that Lilliana talked about: by suddenly flying in the opposite direction, you can greatly increase the distance and trick the "orbit" autopilot into approaching you in a straight line, reducing angular velocity to zero. But that only works well with fast ships, as you need a certain minimum distance before the autopilot switches to "approach".
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#8 - 2013-10-24 17:48:43 UTC
Well, I heard that a true master can manually fly his ship in such a way that he gets better tracking for his shot.
But I guess that Advanced PvP V and way beyond the abilities of a mere mortal... Cry

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

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Gallastian Khanid
Hedion University
Amarr Empire
#9 - 2013-10-24 19:31:41 UTC
Nerath Naaris wrote:
Well, I heard that a true master can manually fly his ship in such a way that he gets better tracking for his shot.
But I guess that Advanced PvP V and way beyond the abilities of a mere mortal... Cry


Its not that hard. However, what you do is very situational. Thus it takes a little knowledge and common sense. This is going to sound a little complicated because I'm bad at words, but once you try it a little its quite easy.

Angular velocity is transversal speed divided by distance. So you can either increase distance or decrease transversal speed to improve your tracking.

Lets talk about the case where you're trying to kill a frigate that is chasing your ship. The TLDR is you want to either pull range and make him chase you, or match his path for as long as your speed allows to get good tracking. You could substitute 'Talos vs T1 cruiser' or any other kiting ship vs a fast brawling ship where you want to maintain range while keeping good tracking.

If a frigate is chasing you to scram you, burning away from the frigate will often give you good tracking as he burns in. He either has to give up some radial velocity to keep transversal up and come in at an angle, or he has to give you good hits and risk dying before he can land tackle. If he does start to burn at an angle and you notice it, you can start burning away from the direction he is going to get some extra distance (hence time to kill him), or you can change trajectories to match him to kill transversal again and get better hits.

If a frigate is orbiting you while holding tackle you can pilot to either break his orbit then kill him as he burns back in, or you can steer into the plane of his orbit and try to move with his orbit when he is traveling in the same direction as you to extend the period of the orbit when you have good tracking.

The key is to kill him before he gets close. Once the frigate gets a scram on you his superior agility and the fact that his scram shuts down your MWD takes away a lot of your options for creating range. As he is close, even a little speed gets magnified by the small distance between you to produce very large angular velocities, so you will have a rough time tracking the dude. Frequently large ships fit some sort of 'tackle defense' to deal with frigates that come in close, such as neuts, webs, or drones.

What about applying damage to a target you're not worried about running you down? For example, when I tackle a Rupture in my Cynabal if I orbit him at 20km with my MWD on I will break my own tracking. I tend to shut down my MWD and only orbit if something is shooting at me in these cases, but make sure my ship is never moving directly towards the enemy so I can't get bumrushed in the time it takes me to turn around.

For another example, if you have tackled a Carrier (very large ship without guns) with a Talos (medium sized ship with very large guns) then you can ctrl space to stop your ship and get better tracking. Even though the carrier is very large, if you orbit very close to it your speed (and the low tracking Void ammo you should be using) will be magnified by the close distance and you will start breaking your own tracking.

Notice that in every case I never hit approach on a target I can't easily overwhelm. The reason is I want the option to pull range, and if I approach that means my ship doesn't just have to accelerate away, it has to deccelerate, stop, then accelerate away. Approaching effectively cuts your agility by a factor of 2 for when you are trying to buzz off.

Hopefully these words help get you started thinking about tracking and how it relates to manual piloting. I know things are poorly written. I think of the subject as a compilation of disparate experience instead of a theory with an overarching theme, so everything is technical and case by case. If someone comes along and writes a real guide I'd be very happy.
Nick Starkey
Native Freshfood
Minmatar Republic
#10 - 2013-10-24 21:36:50 UTC  |  Edited by: Nick Starkey
Yes, what you describe is correct. A good way to do it is by right clicking the enemy ship and hit "inspect/view ship" (forgot the exact wording). DOing this will center the camera on his ship and you can now manual pilot by trying to mimic his movement. If you have transversal velocity in your overview (and you should), you will notice the value will drop significantly if you pull this off. It won't work too well if the 2 ships have a huge agility discrepancy, of course (a battleship can't remotely mimic a close range orbiting frigate trajectory), but it does the job well most of the time. This kind of manouver is particulay useful if you're flying an artillery ship, where the difference between a good shot and a failed hit is huge.

Slingshotting is also an option. Basically, you fly in a straight line then suddently ctrl+space to stop the ship and do a quick overheated 180 degree spin backwards, causing the enemy to shoot much wider than the initial orbit. Once you've done the above, your opponent's ship will try to get back to its desired orbit distance, which means travelling almost straight towards you (meaning very close to 0 transversal). This can be used both to close distances (by quickly slingshotting back as he is still in orbit) or most commonly breaking free from scram range so you can escape. This works best against mwd frigates since their ludicrous speed will create a huge deviation arc.

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Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#11 - 2013-10-25 16:38:22 UTC
Thank you both for these explanations! I have read a few guides on things like these but appying them in practice is quite hard.
Still, I try to check what guns the other ship has fitted and do the spiral/sew-saw approach, I guess that´s a start.

But what I originally meant was such piloting that you only lower the transversal for your own shot - by slowing down and/or changing direction - while keeping it as high as possible during the cycling of the gun (which would make sense since I think lower transversal for you means lower transversal for your enemy as well!?).
Is this even possible? I would assume it could work with artillery-like guns (high alpha long cycling) and bigger ships.

Well, that´s what I heard, anyway, but I must admit for someone who still suffers from absolute information overload in the battle itself (checking distance, transversal, guns, heat, damage, local, d-scan and whatnot) this seems like black magic...Blink
I am already glad I no longer forget to overheat my guns anymore (still have to work on turning overheat off in time; don´t ask Oops)!

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Gallastian Khanid
Hedion University
Amarr Empire
#12 - 2013-10-26 20:19:04 UTC  |  Edited by: Gallastian Khanid
Nerath Naaris wrote:
Thank you both for these explanations! I have read a few guides on things like these but appying them in practice is quite hard.
Still, I try to check what guns the other ship has fitted and do the spiral/sew-saw approach, I guess that´s a start.

But what I originally meant was such piloting that you only lower the transversal for your own shot - by slowing down and/or changing direction - while keeping it as high as possible during the cycling of the gun (which would make sense since I think lower transversal for you means lower transversal for your enemy as well!?).
Is this even possible? I would assume it could work with artillery-like guns (high alpha long cycling) and bigger ships.

Well, that´s what I heard, anyway, but I must admit for someone who still suffers from absolute information overload in the battle itself (checking distance, transversal, guns, heat, damage, local, d-scan and whatnot) this seems like black magic...Blink
I am already glad I no longer forget to overheat my guns anymore (still have to work on turning overheat off in time; don´t ask Oops)!


Cycle time on guns isn't long enough to micro your transversal in practice. Generally you make a couple choices:

1)What range do I want to fight at?
2)How much transversal do I want on average?

These questions don't have a lot of variance to the answers in practice. For question 1, either you have short range higher dps/tracking guns than your opponent and you want to get in his face, or you have longer range guns and you want to be at your optimal. For question 2, either he's not shooting you/will die before you do if you minimize transversal and you go for as little transversal as possible, or you need transversal to live and you go for as much transversal as possible.

There are very few moderate cases where you want some transversal but want to make sure you track, such as if you're in a Cynabal shooting a battleship it makes sense to orbit with your MWD off so you can track but the target cannot.

My advice is don't overthink it, especially early on. Pick a ship with a clearly defined role such as a blaster Merlin or flying a tackle Interceptor in a gang and learn that ship very well. Then you can focus on developing your piloting skills instead of being paralyzed by a bunch of options. Once you get a solid understanding of how to pilot you can pick a ship with more flexibility and decision making, such as a Talos, active rep Vexor, or a Scythe Fleet Issue.

E:Here's a video that contains a lot of piloting decisions with a lot of discussion from one of the best Eve pilots around:

http://www.youtube.com/watch?v=YF_naOAjcz8
Inxentas Ultramar
Ultramar Independent Contracting
#13 - 2013-10-31 07:25:12 UTC
I once got caught in my Hurricane by one of those faction frigates, don´t remember the type but it was orbiting at the edge of disruptor range. That gave me the option to use my MWD and force the other player to move along with my movement for a while, or lose his point. The moment my shots started hitting, he knew he was in trouble, and broke disruptor range to get out.