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Proposal: Do away with turret signature resolution stat

Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#161 - 2014-07-10 22:19:48 UTC
Reaver Glitterstim wrote:
Bronson Hughes wrote:
Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios.
Actually it's not a multiplier at all, and it is not useful at all in balancing turrets.

You and several others are under the impression that signature resolution affects turret tracking. It does not.

Signature resolution is an arbitrary value that the rest of the equation is built around.

The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking.
This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense.
Reaver Glitterstim
The Scope
Gallente Federation
#162 - 2014-07-10 23:39:17 UTC
Tyberius Franklin wrote:
This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense.
I don't see your point. The OP isn't trying to change tracking and in fact wants to make sure that it doesn't change. What the OP aims to do would be done flawlessly with his proposal, with zero collateral damage. The majority of his detractors believe that his proposal will cause collateral damage and are opposed to it for that reason and that reason only--my point is helping to explain to them that the OP's proposal would cause no collateral damage.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Abrazzar
Vardaugas Family
#163 - 2014-07-11 00:08:50 UTC
Leave turrets as is. Instead remove explosion velocity and double the effect of explosion radius. Then missiles finally truly have tracking-less damage application and are easier to balance.

As of now, missiles always get 'transversal' applied, regardless of relative angle of the vector, so they're actually worse than turrets because they never get the near zero radial velocity guns can get a, especially at long ranges.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#164 - 2014-07-11 00:11:54 UTC
Reaver Glitterstim wrote:
Tyberius Franklin wrote:
This seems like a good argument against the proposed. If sig res isn't to be considered a tracking modifier than adjusting tracking in order to migrate the current values to a single constant doesn't make much sense.
I don't see your point. The OP isn't trying to change tracking and in fact wants to make sure that it doesn't change. What the OP aims to do would be done flawlessly with his proposal, with zero collateral damage. The majority of his detractors believe that his proposal will cause collateral damage and are opposed to it for that reason and that reason only--my point is helping to explain to them that the OP's proposal would cause no collateral damage.
I guess what I'm missing is the idea of what you are considering a tracking multiplier. Sig res is at worst half of a multiplier and no more or less arbitrary than any other term or variable involved.

What throws me off I guess is this:

"You and several others are under the impression that signature resolution affects turret tracking. It does not."

Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target. The op even states it can be quantified as a modifier and mathematically proves it.

So I guess I got lost as to what you were trying to say there.
Sabriz Adoudel
Move along there is nothing here
#165 - 2014-07-11 00:33:19 UTC  |  Edited by: Sabriz Adoudel
This is an exceptionally good idea.

The only drawback to it is that it would remove the combat advantage that people like me and the OP (that understand the exact nuances of how sig res interacts with tracking) gain against the sorts of clueless posters that make up most of this thread.

If you double sig res, you lose *exactly* the same amount of damage as you would lose by halving your turret tracking speed. This is true whether you are a battleship shooting a frigate, or a frigate shooting a titan, or a cruiser shooting another cruiser.

Tracking and sigres function as one stat right now, effective tracking (which is tracking divided by sigres, measured in radians metre^-1 second^-1).

I support the New Order and CODE. alliance. www.minerbumping.com

Reaver Glitterstim
The Scope
Gallente Federation
#166 - 2014-07-11 00:39:14 UTC  |  Edited by: Reaver Glitterstim
Abrazzar wrote:
because they never get the near zero radial velocity guns can get
angular, not radial

I think it's neat that afterburners can help mitigate damage from missiles. I believe that missiles should have much higher explosion velocities so you don't start losing damage from target velocity until the target is going much faster than base speed. Overdrive injectors and nanofiber hulls shouldn't be all you need to mitigate missile damage.

Tyberius Franklin wrote:
Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target.
Changing the sig res without adjusting individual tracking modifiers to compensate does change tracking, but changing the individual tracking modifiers is core to the OP's proposal while changing sig res values to all be the same is merely the solution to the OP's initial dilemnadilemma.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#167 - 2014-07-11 00:41:34 UTC
Reaver Glitterstim wrote:
Abrazzar wrote:
because they never get the near zero radial velocity guns can get
angular, not radial

I think it's neat that afterburners can help mitigate damage from missiles. I believe that missiles should have much higher explosion velocities so you don't start losing damage from target velocity until the target is going much faster than base speed. Overdrive injectors and nanofiber hulls shouldn't be all you need to mitigate missile damage.

Tyberius Franklin wrote:
Granted, changing the sig res doesn't change the stated tracking, but it does change the actual chance to hit by it's relation to the sig rad of any non-0 angular velocity target.
Changing the sig res without adjusting individual tracking modifiers to compensate does change tracking, but changing the individual tracking modifiers is core to the OP's proposal while changing sig res values to all be the same is merely the solution to the OP's initial dilemnadilemma.
Was probably just a misunderstanding of the wording on my part.
Reaver Glitterstim
The Scope
Gallente Federation
#168 - 2014-07-11 01:03:08 UTC
Put simply:

If you change the tracking modifier by exactly the same amount you change the sig res, the equation will have the same outputs as before for all possible inputs, even for invalid inputs. It will essentially be unchanged.

For example, increasing the sig res on small turrets by 312.5% (from 40 to 125) means you need to increase tracking on those small turrets by 312.5%. This is core to the OP's suggestion as it was centered around alleviating the confusion with things like Quad Light Beam Laser (a medium turret) having 0.0729 tracking while Small Focused Beam Laser (a small turret) has 0.1 tracking. With the OP's suggestion, assuming 125m is the accepted sig res value, they would be listed as:
Quad Light tracking: 0.0729 rad/sec
Small Focused tracking: 0.3125 rad/sec

This way they compare to each other much more realistically, at the cost of them not comparing to their targets as realistically. A Small Focused Beam Laser will track a 125m sig radius cruiser at 0.3125 radians per second, but will only track a 40m sig radius frigate at 0.1 radians per second.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arla Sarain
#169 - 2014-07-11 09:35:51 UTC  |  Edited by: Arla Sarain
Reaver Glitterstim wrote:


This way they compare to each other much more realistically, at the cost of them not comparing to their targets as realistically. A Small Focused Beam Laser will track a 125m sig radius cruiser at 0.3125 radians per second, but will only track a 40m sig radius frigate at 0.1 radians per second.

Which is the dodgy part.

Absolve the 40 turret scan res into an electron blaster with 0.6 rad/s tracking. It becomes 24.

First, go start comparing 24rad/s to 0.3rad/s angular velocity and whatever sig radius you have in a fight. Real time. It will be tough as hell.
Second, rad/s has physical meaning that describes perpendicular speed at a certain range. 24 rad/s - have a go at giving physical meaning to that, especially when it's not really 24 rad/s, but 0.6 with the truncated 40 coefficient.
Currently the scale between tracking and angular is maintained by this same never changing coefficient. The resultant may not vary with it as it's constant, allowing you to manipulate the equation, but it's there to normalise magnitudes. As in, be able to comapare angular and tracking in terms of percentages, which is extremely convenient.

Is the OP impressive at manipulating equations? Perhaps.

But Turret Scan res is far from arbitrary. What, you think whoever designed it just went - "Oh hey lets add a random number here and there just to make it look more complicated". No they didn't.

With only 3 parameters you'd have to compute the product of sig radius to something else, like the variable angular velocity or the unrealistically large tracking to make a further larger number. With larger numbers, it's tough to make conclusions on the fly. Currently you work with just 2 ratios which are relatively simple, with one following a distinct pattern in multiples of 3 and being constant during the fight provided you don't use MWDs and you don't get any TPs on you. Those are the only 2 ways to vary sig radius in a fight at some high frequency; naturally you wouldn't worry about links/boosters/ragnarok as you'd reconsider your sig to be the new baseline under these conditions.

A reasonable current strategy is to know your sig, and approximately be familiar with the sig of your enemy, and precalculate the ratio of your guns/their guns against the sig. This number is unlikely to change in both ways, as there are few ways to actively reduce the sig radius. You're left with looking at the angular velocity and making sure it is somewhat higher/lower that their/your presumed tracking.

With the proposed changes you can't do this - you can't compare 24 to 0.3 and 6 to 0.3 and identify on the fly that the latter is actually twice as slow as 0.3. (0.15x40=6) So how does it simplify anything, I cannot comprehend. The current systems' direct advantage is that you look at your overview and you pit the angular velocity against tracking and get a direct information on whether its worse or better. It's a binary conclusion. Either my tracking is good, or its bad and it's up to the enemys' huge sig radius to make it better. I might not understand directly by how much, not without putting some effort. For those who do put a little effort, this is trivial. Should I aim for a 90% miss rate, I want a 1.8 total ratio [ 0.5^(1.8^2)~0.10 ]. Flying a ship I know the sig radius of, Slasher for example, against small turrets I already have 1.33. Triple that against medium and 10x against large turrets. 1.8/1.33~1.35. I therefore need my angular to be 35% higher than their tracking.

Coming back to 24 vs 0.3 and 6 vs 0.3 - there is no binary conclusion. I need a direct calculation to identify how my tracking is interacting with the target. I can make assumptions, perhaps.

Instead of changing the formula to accommodate a different computational style, arguably with any practical advantages, focus on bringing awareness to the tracking system.
Reaver Glitterstim
The Scope
Gallente Federation
#170 - 2014-07-11 10:33:46 UTC
I don't know where you're getting 24 rad/sec but you seem to have your basic algebra wrong. The OP isn't making any impressive mathematical manipulations, this is simple math. If it's not easy for you that's fine, but it is easy for mathematically oriented people. If you don't get it, just say so. But please don't try to tell us we are wrong when you don't have a grasp of the math functions.

Also, you misunderstand the definition of arbitrary. An arbitrary thing is something that can be anything, and the designer chose it to be what it is, devoid of any strategic advantage in that choice as opposed to any others. The sig res values are entirely aesthetic, and therefore arbitrary.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arla Sarain
#171 - 2014-07-11 10:43:21 UTC  |  Edited by: Arla Sarain
Reaver Glitterstim wrote:
I don't know where you're getting 24 rad/sec but you seem to have your basic algebra wrong

Back to square one.

Where does numerical value that scan res holds go? One says you adjust the tracking to accommodate the change, which is where the 24 comes from. Another says add a different, unified between all the turret sizes coefficient.

I get the impression that both of you believe you can just remove the 40, 125 and 400 right out of the equation and the resultant will still stay the same. Which is ironic considering my " basic algebra is wrong". But you can't be that dull, which is why it is perplexing why you don't understand where the 24 comes from. Yet somehow, the arrogance of your mathematical superiority persists. I got 24 from multiplying the tracking to scan res of the turret. Its a product of two numbers.

@arbitrary, when something can be anything, something else needs to change in proportion to maintain the validity of the resultant. Which is what I did. I almost think you guys just proposed something without running through the actual numbers.
Reaver Glitterstim
The Scope
Gallente Federation
#172 - 2014-07-11 10:49:41 UTC  |  Edited by: Reaver Glitterstim
The sig res values are arbitrary but still important. If you remove the sig res, the tracking equation gives an invalid result, regardless of the input. But the sig res can be anything you want it to be, as long as it is a finite number. It doesn't even have to be an integer. The tracking speed of turrets is based on their sig res value to put their effective tracking where CCP wants it to be. Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arla Sarain
#173 - 2014-07-11 10:56:10 UTC  |  Edited by: Arla Sarain
Reaver Glitterstim wrote:
Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res.

And that is what my post addresses. There is no mathematical error to be found.

This suggestion introduces a misleading perception, or worse, lack of any perception.

I repeatedly ask of you and the OP, how does one look at the adjusted tracking and compare it with angular velocity.
By how much do you expect to adjust the tracking?
My understand is that by reducing the 40, 125, 400 to 1, you need to adjust tracking to accommodate this. Considering we are talking about basic algebra, and please correct if I'm wrong, increase the tracking value of small turrets by 40, medium by 125, and large by 400.
And confirm if this is the new number I will be seeing in my stat window.
Reaver Glitterstim
The Scope
Gallente Federation
#174 - 2014-07-11 11:04:01 UTC  |  Edited by: Reaver Glitterstim
If you change sig res to 1 across the board, you would divide small turret tracking by 40, medium turret tracking by 125, and large turret tracking by 400. 1 would be a lousy choice because it would give values that are very different from what we see in-game, and that would be confusing by itself. The OP proposes 100 and I feel more comfortable using 125, but either one is a good value. If sig res were 100 across the board, small turret tracking would be multiplied by 2.5, medium turret tracking by 0.8, and large turret tracking by 0.25. If sig res were 125 across the board, small turret tracking would be multiplied by 3.125 and large turret tracking would be divided by 3.2. Medium turret tracking would stay the same.

In the end, the guns would work exactly as before, but you would see different numbers for tracking in the turrets' info page.

It's been said enough times before, including in the original post. If you have missed it, perhaps you need to read that again. If you divide sig res by 2, you divide tracking by 2. If you multiply sig res by 3, you multiply tracking by 3.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gully Alex Foyle
The Scope
Gallente Federation
#175 - 2014-07-11 11:09:58 UTC
Reaver Glitterstim wrote:
The sig res values are entirely aesthetic, and therefore arbitrary.
This isn't true, mate.

40 = typical frig sig radius

125 = typical cruiser sig radius

400 = typical battleship sig radius


So with the current system, tracking speed can be roughly compared to angular velocity when shooting at:

frigs with small turrets

cruisers with medium turrets

battleships with large turrets


With the OP's suggestion, all size turrets would have the same sig res (even though you wouldn't actually see the stat anymore). I presume 125 would be the best choice.

In that case, tracking speed would be roughly comparable to angular velocity when shooting at cruisers - whatever size turret you'd be shooting with. So for example in a frig vs frig fight, the angular velocities on everybody's overview would make no sense if directly compared to their turrets' new tracking speed stat.


Current system makes more sense to me, but even if some would find the proposed system better, it's still not a good enough idea to change all the turret stats (tracking) after 11 years.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Reaver Glitterstim
The Scope
Gallente Federation
#176 - 2014-07-11 11:16:03 UTC  |  Edited by: Reaver Glitterstim
It is arbitrary, but that doesn't mean there isn't a reason for the values chosen. I support CCP's decision and oppose the OP's position, as stated in my first post here (#138).

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arla Sarain
#177 - 2014-07-11 11:21:05 UTC  |  Edited by: Arla Sarain
Reaver Glitterstim wrote:
If you change sig res to 1 across the board, you would divide small turret tracking by 40, medium turret t...

First, if you divide 40/40, to retain the proportionality and a such keep the resultant the same, you can't divide further. You'd end up with 1/40/40, or 1/1600. How do you mess this up and further your algebraic crusade?
As in, 0.1rad/s *40/40/40 does not under any circumstance equal to 0.1rad/s*40.

Second, it's irrelevant what you keep as the common denominator. 1, 100, 1000. Irrelevant.

Because, referring back to the post to which you are confused as to where the 24 came, if you please read again carefully, the point I am trying to bring up is not the raw numbers. The issue that the adjusted tracking messes with the perception of how it is affected by angular velocity.

In the example: I have 0.3 tracking. I fly at 0.5, somy tracking is 40% less effective. I fly at 0.2, my tracking is 50% more effective. This alone might not be much, but the ratio between scanres and signature radius of the ship allow me to identify the severity of my flying patterns.

Adjust the tracking values and you can't say any of that. Because you have just truncated the scan res and tracking into a number that holds no meaning apart from serving only to compute my chance to hit. How or why you do not understand why this is an issue is disheartening.

The example with truncating scan res into a coefficient of 1 is to demonstrate the extreme effect of this suggestion. As per your strategy, 0.6*40 = 24*1 =24.
Another real tracking number is 0.15. Following up on the same strategy you end up 24 and 6.

One cannot simply by looking at the number identify that the adjusted tracking of 6 is infact 50% more effective tracking when flying 0.3 rad/s. Or that 24 is 100% less effective.

They're just 24 and 6 pitted against 0.3. This is what this suggestion introduces. For me to get a answer, I have to calculate directly. Cheers for giving my 2 redundant steps to worry about in a brawl.
Gully Alex Foyle
The Scope
Gallente Federation
#178 - 2014-07-11 11:23:57 UTC
Arla Sarain wrote:
Reaver Glitterstim wrote:
Like I said earlier, you can easily adjust the tracking speed of a turret to compensate for changing the sig res.

And that is what my post addresses. There is no mathematical error to be found.

This suggestion introduces a misleading perception, or worse, lack of any perception.

I repeatedly ask of you and the OP, how does one look at the adjusted tracking and compare it with angular velocity.
By how much do you expect to adjust the tracking?
My understand is that by reducing the 40, 125, 400 to 1, you need to adjust tracking to accommodate this. Considering we are talking about basic algebra, and please correct if I'm wrong, increase the tracking value of small turrets by 40, medium by 125, and large by 400.
And confirm if this is the new number I will be seeing in my stat window.
As I explained above, a sensible way to do it would be using 125 as the base value.

So, to answer your question:

. All small turrets would have tracking multiplied by 125/40 = 3.125

. All medium turrets would remain the same

. All large turrets would have tracking multiplied by 125/400 = 0.3125


Neither I nor Reaver would like it, though. Lol

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Deerin
East Trading Co Ltd
#179 - 2014-07-11 11:28:17 UTC  |  Edited by: Deerin
From Ashley's good idea at page 3
Ashley Animus wrote:

Devide the tracking by its signature and you find the Absolute tracking value.

An Electron Blaster Cannon with 0.075 rad/s and a signature of 400.
0.075 / 400 = 0,0001875 Absolute

A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125.
0,02566 / 125 = 0,00020528 Absolute


I think if the aim is to "simplfy" things so that it is easier to understand, something like this can be used too:

In addition to tracking use the term "Normalized Tracking" (Short NT) which is guns tracking/signature
Add a new column to overview called "Normalized Angular Velocity" (Short NAV) which is targets angular velocity/signature radius.

So that player can directly discern if his gun can hit the enemy or not by looking at these values. If NT is smaller than NAV, less chance to hit, if NT is larger than NAV more chance to hit.
Gully Alex Foyle
The Scope
Gallente Federation
#180 - 2014-07-11 11:34:08 UTC
Deerin wrote:
From Ashley's good idea at page 3
Ashley Animus wrote:

Devide the tracking by its signature and you find the Absolute tracking value.

An Electron Blaster Cannon with 0.075 rad/s and a signature of 400.
0.075 / 400 = 0,0001875 Absolute

A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125.
0,02566 / 125 = 0,00020528 Absolute


I think if the aim is to "simplfy" things so that it is easier to understand, something like this can be used too:

In addition to tracking use the term "Normalized Tracking" (Short NT) which is guns tracking/signature
Add a new column to overview called "Normalized Angular Velocity" (Short NAV) which is targets angular velocity/signature radius.

So that player can directly discern if his gun can hit the enemy or not by looking at these values. If NT is smaller than NAV, less chance to hit, if NT is larger than NAV more chance to hit.
This is interesting.

It would indirectly give you a lot more intel (target sig radius) than you have today though, which may or may not be a good thing.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!