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Suddenly missing target in excess of 95% of the time? What happened?!

First post
Author
Twitch Seilus
The Scope
Gallente Federation
#1 - 2014-12-30 03:06:37 UTC
Im very new to the game, still getting my feet under me, running some Level 2 Security missions and so far so good.. until today

Ive been using this fit, still low skills.

[Thorax, Twitch Seilus's Thorax]
Gauss Field Balancer I
Fourier Transform Tracking Program
Gauss Field Balancer I
Fourier Transform Tracking Program
F85 Peripheral Damage System I

Limited Thermic Dissipation Field I
Limited Kinetic Deflection Field I
Large C5-L Emergency Shield Overload I
Experimental 10MN Afterburner I

250mm Compressed Coil Gun I
250mm Compressed Coil Gun I
250mm Compressed Coil Gun I
250mm Compressed Coil Gun I

Medium Anti-Explosive Screen Reinforcer I
Medium Capacitor Control Circuit I
Medium Ancillary Current Router I


Salvage Drone I x2
Warrior I x4

Iron Charge M x4570
Uranium Charge M x2223
Antimatter Charge M x1030





So far I've had pretty good luck with this fit, I switch between antimatter, uranium and iron depending on the situation and how far away I want to be kiting from, not perfect, but getting me by as I learn more.


Well tonight I ran into a bit of an issue, I cleared a "room" of around 30 or so hostiles, mostly frigates with one or 2 cruisers. The majority Of which I took out from 45-50 km.

Except one frigate, who was still left, which I could not hit, literally. I started from 45K and worked my way down to 10 swapping charges from uranium to antimatter as I got closer.. couldn't hit the guy, he also killed all of my drones who could not hit him either, it took me over 15 minutes and 3 reloads to kill him, one or two rounds out of a hundred would find their mark, the rest would miss. from within optimal range.

It was just a generic NPC frigate, no different than the numerous others that went down almost instantly.

Was this a glitch or what? What on earth happened?
Jur Tissant
Garoun Investment Bank
Gallente Federation
#2 - 2014-12-30 03:17:47 UTC  |  Edited by: Jur Tissant
Since this was a frigate at 10km, it is likely because he was moving too fast. In addition to range restrictions, all turrets have a tracking speed limitation. The general rule is that shorter ranged weapons have higher tracking speeds, and vice-versa. You were using a railgun, which is a long-range weapon, so a fast frigate with a small signature radius can get under your radar and be safe from your guns.

Tracking speed is measured in radians/second (angular speed), so it decreases with distance and increases with transversal velocity (ie left/right or up/down instead of towards/away).

You should clear this type of enemy with drones. It is odd that yours didn't do the job. I can see heavy drones missing, but I would think medium drones would do the job. I would keep a backup flight of light drones for this scenario. edit; looks like your drones were light. That's very odd. Are you sure they were attacking the target?
Paranoid Loyd
#3 - 2014-12-30 03:24:49 UTC  |  Edited by: Paranoid Loyd
Tracking is a harsh mistress until you really understand it. My best advice without getting too into it, would be make sure you are burning (using your afterburner to rapidly gain distance between you and the target) in a straight line directly away from the target, this will lower it's transversal velocity. <-- (make sure you can see transversal velocity on your overview), if it is higher than "x" amount of speed you will not hit the target. (x is an arbitrary number that changes with every situation and once you develop an understanding of how tracking works will just be something that comes naturally. For now to keep it simple, just try to keep it below the velocity of the target)

Once you get your drones skills up they won't have much difficulty with fast frigs, they are probably just really low right now. You can always recall them if the target is shooting them instead of you, then the target will eventually switch back to you and you can send your drones back out. In the mean time you can consider adding a web (stasis webifier) to your fit, that way you can slow down the frigs velocity and make it easier for your drones to hit fast frigates.

Your DPS is gimped by 20% with only 4 guns, using the large shield booster takes a lot of your available resources, switching to an armor tank will free up some power grid and cpu allowing you to fit the 5th gun. I would go with something like this:

[Thorax, Loyd's Thorax based off Twitch's]
Gauss Field Balancer I
F85 Peripheral Damage System I
Medium 'Accommodation' Vestment Reconstructer I
Prototype Armor Kinetic Hardener I
Prototype Armor Thermic Hardener I

Experimental 10MN Afterburner I
Optical Tracking Computer I, Tracking Speed Script
Optical Tracking Computer I, Tracking Speed Script
X5 Prototype Engine Enervator

250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M

Medium Ancillary Current Router I
Medium Ancillary Current Router I
Medium Auxiliary Nano Pump I


Salvage Drone I x5
Hobgoblin I x5

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Memphis Baas
#4 - 2014-12-30 03:53:25 UTC  |  Edited by: Memphis Baas
Tracking. Long range guns have trouble tracking ships that orbit you closely and very fast. And, unfortunately, the messages you see are just that you miss or that you don't do much damage; there's no explanation to differentiate between out of range, too fast, too close, too small, etc.

Rules are:
Big guns and big missiles won't do their full damage to small ships.
Long range guns can't track close orbit ships. Missiles do reduced damage to fast ships.

So if a small ship can get close, "under your guns", it has a chance to survive. That's why all the big ships, regardless of race, have a few small drones, so they can deal with this type of threat using the drones as a secondary weapon system.

You can also deal with this type of threat with webifiers (to slow the frigates down) and target painters (to make their radar signature bigger for your weapons). Or with afterburners / mwd, by moving away and forcing the frigate to follow you in a straight line (instead of an orbit around you).

But, if you show info on your guns from the fitting screen (if they're installed, the user interface will calculate the effect of your gunnery skills and show you the total stats of the guns), they have a Tracking stat, expressed in radians/second. Add the column to your Overview that displays the Angular speed (you can make it narrow enough to only show the first 5 digits, to save space). Any target that has a bigger Angular number than what your guns have for Tracking, you'll have trouble hitting.

So you look at your guns and say, ok, anything above 0.02 I'll have trouble, and then when you see that frigate get 0.2 (10 times your limit) then you'll know.

EDIT: The fit above, with the webifier (the "engine enervator"), as well as (medium slot) tracking computers and the afterburner that you had before, should do better than your previous encounter.
ShahFluffers
Ice Fire Warriors
#5 - 2014-12-30 04:01:30 UTC
Copy-pasting-and modifying something I wrote in another forum section.



There is "raw damage" and "applied damage."

"Raw damage" is the maximum potential damage your ship can pump out (measured both in "damage per second" and "volley damage").

"Applied damage" is the amount of damage you actually do when all the variables of the weapon itself and the target are taken into account.
Such variables include, but are not limited to:
- size of the target ship versus size of the weapon (signature radius versus signature resolution/explosion radius)
- angle/speed of the target ship versus tracking/explosion velocity of the weapon
- damage resistances of the target ship versus damage type of the weapon/ammo


In the case of your railgun-Thorax versus the NPC Frigate...

- 250mm railguns have a signature resolution of 125m. Your average frigate (npc or otherwise) has a sig radius under 50m. So the damage you deal will be reduced by a significant margin.

- You say the frigate was at range and coming at you. A 250mm turret has a base tracking of 0.0205... this means that you will only be able to hit the target if the rad/sec (you can make your overview show this number) is lower.
In laymen's terms... for optimal firing solutions the target needs to be coming either straight on/away from you or have a trajectory parallel to yours.

- NPCs have different damage resistance profiles... all of which are well documented. Since your Thorax uses hybrid weaponry you are basically locked into dealing two damage types; kinetic and thermal damage.
Now, these two types are usually the primary or secondary weaknesses for most NPCs... but, there are exceptions.
Moreover, there are such things as "elite" ships which have abnormally higher resistances and deal a little more damage. You can usually ID them by their higher than average bounty (~20% to 50% higher than normal).
Look up the NPCs on "EVE Survival" (use Google).


Now there are ways to stack the odds more in your favor.

- "Smaller bore" weapons typically have better tracking and rate of fire... allowing for greater damage application, more often. However, this will usually come at the expense of the "raw numbers" that appear on your fitting screen.

- Short range weapons are typically better up close... however you have to be sure that your tank can outlast the damage you are heading into.

- Stasis Webifiers can help slow down close-range targets, making them easier to hit.

- If a target is gunning for you... change your trajectory. Remember that having parallel trajectories or straight on/away) with your target makes things easier to hit.

- you DO NOT need every single ammo in existence in your cargohold. Three will suffice.
----- Antimatter: short range, high damage.
----- Lead: medium range, medium damage (it also cuts weapon capacitor consumption by 50%)
----- Iron: long range, low damage

I would personally try to stay at "Lead" range. Blink

(exception: if using blasters, there is no reason to use anything other than Antimatter)
Azda Ja
Native Freshfood
Minmatar Republic
#6 - 2014-12-30 11:31:05 UTC
Great advice above, but since no one has posted it yet.

http://www.hostile.dk/files/eve/eve-tracking101.swf

Very in depth look at the tracking mechanics.

Grrr.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#7 - 2014-12-30 16:09:30 UTC
Best way to think about signature resolution, with regards to damage.

Weapons with a big signature resolution are like sawn off shotguns. They spray pellets over a very large area. If you were shooting a barn, you'd probably hit with all of them. If you were shooting, say, a chicken, the vast majority of the pellets would miss.

(It's not actually a cone of damage. it's just small things get hit by less)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#8 - 2014-12-30 16:40:40 UTC
Your turrets actually track slower against smaller targets. Other people have posted good info here that I'll try to not duplicate but in most cases frigs should be taken out with drones. I have nearly all level 5 skills on gunnery and I still use multiple tracking mods on all of my combat ships. Even my Dominix has drone tracking mods for my sentry drones. I see that you do have tracking mods I'm just saying that those are not there to make up for lack of skills you will still be using them as you skill up. Also note that the generic gunnery skills like motion prediction are probably more important than the damage skills. Train up the tracking, optimal and falloff skills.

There is a default hot key for recalling drones you can see what it is in the escape menu or change it to what ever you want. Recall your drones when they take aggro. If you loose all or most of your drones dock and restock your drone bay.

Another tracking trick with NPCs is to either run directly away from them or directly at them. If they are chasing or running from you their tranzversal will be lower.

Want to talk? Join Cara's channel in game: House Forelli

Twitch Seilus
The Scope
Gallente Federation
#9 - 2014-12-30 20:14:20 UTC
Thanks for all the help.

That actually makes a lot of sense, also I was using medium drones against frigates and I guess small drones would be better.

I will give the armor tank fit a shot, I like the idea of having full use of all my high slots.

Thanks again!
Twitch Seilus
The Scope
Gallente Federation
#10 - 2014-12-30 21:38:19 UTC  |  Edited by: Twitch Seilus
Paranoid Loyd wrote:
Tracking is a harsh mistress until you really understand it. My best advice without getting too into it, would be make sure you are burning (using your afterburner to rapidly gain distance between you and the target) in a straight line directly away from the target, this will lower it's transversal velocity. <-- (make sure you can see transversal velocity on your overview), if it is higher than "x" amount of speed you will not hit the target. (x is an arbitrary number that changes with every situation and once you develop an understanding of how tracking works will just be something that comes naturally. For now to keep it simple, just try to keep it below the velocity of the target)

Once you get your drones skills up they won't have much difficulty with fast frigs, they are probably just really low right now. You can always recall them if the target is shooting them instead of you, then the target will eventually switch back to you and you can send your drones back out. In the mean time you can consider adding a web (stasis webifier) to your fit, that way you can slow down the frigs velocity and make it easier for your drones to hit fast frigates.

Your DPS is gimped by 20% with only 4 guns, using the large shield booster takes a lot of your available resources, switching to an armor tank will free up some power grid and cpu allowing you to fit the 5th gun. I would go with something like this:

[Thorax, Loyd's Thorax based off Twitch's]
Gauss Field Balancer I
F85 Peripheral Damage System I
Medium 'Accommodation' Vestment Reconstructer I
Prototype Armor Kinetic Hardener I
Prototype Armor Thermic Hardener I

Experimental 10MN Afterburner I
Optical Tracking Computer I, Tracking Speed Script
Optical Tracking Computer I, Tracking Speed Script
X5 Prototype Engine Enervator

250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M
250mm Compressed Coil Gun I, Antimatter Charge M

Medium Ancillary Current Router I
Medium Ancillary Current Router I
Medium Auxiliary Nano Pump I


Salvage Drone I x5
Hobgoblin I x5



This fit still leaves me unable to activate all 5 high slots

Try to activate the 5th gun
Requires 198 power units, only 59.5 available
Paranoid Loyd
#11 - 2014-12-30 21:47:13 UTC  |  Edited by: Paranoid Loyd
You have some skills to train up then, thought I left plenty of room. Make sure your engineering skill is to at least four, preferably 5 and train Advanced Weapon Upgrades asap. In the mean time you can use 200mm rails, they will track better but will have less range and less damage.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Quanah Comanche
#12 - 2014-12-30 21:49:38 UTC
Just drop to 200s in the short term
Jazminum Conehead
Republic Military School
Minmatar Republic
#13 - 2014-12-31 09:15:41 UTC  |  Edited by: Jazminum Conehead
Steve Ronuken wrote:
Best way to think about signature resolution, with regards to damage.

Weapons with a big signature resolution are like sawn off shotguns. They spray pellets over a very large area. If you were shooting a barn, you'd probably hit with all of them. If you were shooting, say, a chicken, the vast majority of the pellets would miss.

(It's not actually a cone of damage. it's just small things get hit by less)


I really have nothing more constructive to add to the excellent answers above, but the, "shooting, say, a chicken" analogy nearly made me fall off my chair. Brilliant! Big smile

Edit: Ok. I've pulled myself together now. I will add my suggestion that you check ships' bonuses. Tailor your skills with those in mind. You already display a fantastic attitude and a curiosity that will get you anywhere and everywhere. For better or worse, (which can lead to more fun). Tunnel Vision or ignorance can be a killer.
I wish you the very best o7
Nikolai Lachance
Aliastra
Gallente Federation
#14 - 2015-01-01 04:16:29 UTC
Paranoid Loyd wrote:
Make sure your engineering skill is to at least four, preferably 5

It's called power grid management now. And yes, this and CPU management are two skills every player should train to 5 fairly early.

Quote:
and train Advanced Weapon Upgrades asap.

I dunno about that. AWU requires weapon upgrades to 5 which is a rank 2 skill. AWU is definitely worth getting, but "ASAP" might be a bit too aggressive for a younger character.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#15 - 2015-01-01 16:45:01 UTC
AWU is essential for more fits though. I don't really like how those two skills are structured really, i wish they just made AWU without a requirement but still a high rank skill.
Justin Zaine
#16 - 2015-01-07 03:20:07 UTC
Tsukino Stareine wrote:
AWU is essential for more fits though. I don't really like how those two skills are structured really, i wish they just made AWU without a requirement but still a high rank skill.


And it's a total shame because WU 5 being a 9 day train, it's usually a long time before any new player gets around to training that plus another 4 levels of AWU (Another 6 days.)

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Tau Cabalander
Retirement Retreat
Working Stiffs
#17 - 2015-01-07 08:03:21 UTC