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weapon accuracy score concern

Author
MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#21 - 2016-04-30 00:28:41 UTC
You have got to be kidding.

You guys are literally bitching out CCP for redoing a system that required a calculator and replacing it with an easy-to-read value that has NO negative effect on gameplay.

I am never working for CCP. I would hate everyone who plays this game.

Rattati Senpai noticed us! See you in the next FPS!

Alts: Saray Wyvern, Mobius Wyvern (Dust 514)

neovita
Cyber Collapse.
Fanatic Legion.
#22 - 2016-04-30 05:58:11 UTC  |  Edited by: neovita
MidnightWyvern wrote:
You have got to be kidding.

You guys are literally bitching out CCP for redoing a system that required a calculator and replacing it with an easy-to-read value that has NO negative effect on gameplay.

I am never working for CCP. I would hate everyone who plays this game.


You are completely wrong about that.

With the old system you could use the angular velocity of your target, compare it to your tracking and get a rough idea of a chance to hit it. This way you could at least exclude targets you can't hit at all pretty easy.
With the new system you need a calculator to get the same information using the same circumstances and informations. So the NEW system requires a calculator and the NEW system converts the value of the targets angular velocity into a complete useless piece of information in the middle of a fight. Not the old system like you just said...

So yes, ppl have are "bitching out CCP" like you said, because CCP replaced a very usefull (and in many cased realy required) information into a complete useless one. Or do you think your enemies will listen to you if you tell them things like:

"Guys, wait a second, i need to take my calculator and do some math before i can make a decision which one of you to shoot first and at least have a chance to hit at all..."

in the middle of a fight?

If they are using a new scalling for the tracking value (represented by the accuracy score), then they should consider to use the exactly the same scaling system in the overview (a kind of "evasion score" like someone already said here) or at least ANY kind of information that would be directly related to the useless accuracy score, instead of the now complete useless angular velocity.
Gillia Winddancer
Aliastra
Gallente Federation
#23 - 2016-05-02 10:20:05 UTC
Wow, I've entirelly missed this change in EVE. I even sent in a bug report cause I was so confused as to why all weapons had a signature value of 40km all of a sudden.

Whilst I agree that the old rad/s info hardly is intuitive I was absolutely dumbstruck on what the hell this new info was supposed to mean and what I was supposed to compare it to. A new player will have even less clue if you ask me if he starts to compare different weapons of different sizes and whatnot else.

This so must change to something better. What we had before wasn't exactly good but this is just really bad now.
Sobaan Tali
Caldari Quick Reaction Force
#24 - 2016-05-02 10:53:07 UTC
It is going to take some time to get use to, that's for sure. I suppose it will be some time before we start to really see the benefits of this new system, though I've been told that it will be far easier to compare when the stats of weapons of unequal size are stood side-by-side.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Rumbless
#25 - 2016-05-02 12:03:13 UTC
As long as missiles aren't getting nerfed yet again, I'm a happy camper.
PAPULA
The Chodak
Void Alliance
#26 - 2016-05-02 12:08:27 UTC
neovita wrote:
MidnightWyvern wrote:
You have got to be kidding.

You guys are literally bitching out CCP for redoing a system that required a calculator and replacing it with an easy-to-read value that has NO negative effect on gameplay.

I am never working for CCP. I would hate everyone who plays this game.


You are completely wrong about that.

With the old system you could use the angular velocity of your target, compare it to your tracking and get a rough idea of a chance to hit it. This way you could at least exclude targets you can't hit at all pretty easy.

And now you only have to divide by 100 to get correct rad/sec.
Super hard to do.
Shocked
CaesarGREG
Brutor Tribe
Minmatar Republic
#27 - 2016-05-02 12:16:38 UTC  |  Edited by: CaesarGREG
this new system sux , u dont know if your guns r rotating fast or slow? where is tracing speed?
And where is signature radius of guns

one noumber is not ENOUGH to describe guns!!

CCP this game is not for stuipid ppl, most ppl wich play here know math.

With one number u dont know to aproach target on low orbit or long orbit? Whats tracking speed of enemy guns?????


Remove signature of ships and broke whole game
Mr Mieyli
Doomheim
#28 - 2016-05-02 12:17:12 UTC  |  Edited by: Mr Mieyli
PAPULA wrote:
neovita wrote:
MidnightWyvern wrote:
You have got to be kidding.

You guys are literally bitching out CCP for redoing a system that required a calculator and replacing it with an easy-to-read value that has NO negative effect on gameplay.

I am never working for CCP. I would hate everyone who plays this game.


You are completely wrong about that.

With the old system you could use the angular velocity of your target, compare it to your tracking and get a rough idea of a chance to hit it. This way you could at least exclude targets you can't hit at all pretty easy.

And now you only have to divide by 100 to get correct rad/sec.
Super hard to do.
Shocked


Whereas before there was no arbitrary dividing factor... You could just look with your eyes and you were done, now you need to have these made up scale factors in your head to read the information properly. Much easier for the poor newbies huh ?

Makes me think of the module name changes. We killed the immersion in the game in an attempt to make it easy for new players. To remove the layers of extra knowledge needed to browse the market. Now we're introducing more layers of information around the tracking system. The old system was a simple "read it", the new one is a downgrade in usefulness.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

CaesarGREG
Brutor Tribe
Minmatar Republic
#29 - 2016-05-02 12:24:45 UTC  |  Edited by: CaesarGREG
Old system was simple , tracking speed ,nothing describe beter rotary move of guns than PI/ radians.

Maybe new developers was sleeping on math lessons.

Is there another solution to describe rotary move? Answer is no!

Why ccp try decribe somthing with number wich say not much to most ppl.

Generally
Ammar Guns: Low tracking , high optimal ,low fallof > now one number say ****
Galante guns: high tracking , low optimal , low falloff , > now one number say ****
Minmatar Guns:high tracking , low optimal, high fallof > now one number say ****,

Tracking computer 15% tracking bonus? how to calculate this tracking speed bonus multiply by SCORE ? what is that? mismatch of concepts? Partial ideas not fully implemented .

how new player will knew aproach target , on low orbit , or kite?
how he will know if guns move fast or slow? This Score system is guessing! not proper for this beautifull game.
War Kitten
Panda McLegion
#30 - 2016-05-02 13:54:05 UTC
Put me in the camp of "WTF were they thinking?"

Tracking speed was easy and intuitive to think about, and the stat had meaningful units: rad/s

Signature resolution was easy and intuitive and the stat had meaningful units: meters


What are the units on this new stat? How do I compare it to information on the overview now?

Tell me why having 1 complicated number is better than 2 simple ones?

Bad idea CCP. :(

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Eli Stan
Center for Advanced Studies
Gallente Federation
#31 - 2016-05-02 15:14:39 UTC  |  Edited by: Eli Stan
War Kitten wrote:
What are the units on this new stat?
It's rad/s units still. But scaled by different amounts depending on gun signature resolution.

Quote:
How do I compare it to information on the overview now?
You really can't directly, unfortunately. You need to know the signature radius of the target to do that. Of course, under the old system you needed to know the signature radius of the target as well, so you were likely fooling yourself if you thought you could compare your guns' tracking to your targets angular velocity. You could get a very rough approximation, but it was just that, rough. You can do the same rough approximation, though. Multiply a frig's angular velocity by 1000 (easy), a cruiser's by 350 (not easy), and a battleship's by 100 (also easy). Then, just like before, you'll need to factor in whether it's shield tanked and therefore likely has shield extenders which make the signature radius larger, whether it's being target painted, whether you think they have skirmish (?) links, etc.

Quote:
Tell me why having 1 complicated number is better than 2 simple ones?
Because it makes it much simpler to compare two different guns with each other.

Quote:
Bad idea CCP. :(
I like it, so long as they add a Ship Evasion Score column to the overview so the calculations I mention above are done for us.
Pandora Carrollon
Provi Rapid Response
#32 - 2016-05-02 15:38:25 UTC
I did some testing with some different turret types and different positions of ships last night.

I took a 250mm Railgun II, 200mm Prototype Gauss Gun, and Dual 150mm Railgun I and fired them at the same type of frigate targets from a Faction Cruiser at about 10-15km.

Orbiting the frigate, all but the dual 150's had horrific accuracy. Now that's with the frigate 'closing' on me. That should not be the case. In that 'scenario' I have essentially crossed the "T" on the frigate and their actual angular velocity or the transverse being required of my guns should have been minimal. I also had Scan Resolution and tracking boosting active to give the guns a maximum shot at being able to hit. Nope, the closer the frigate got, the worse the hit. Thus, I think RANGE is the primary driver in their formula for tracking- regardless of actual transverse vectors.

When I would turn out and put the frigate into a tail chase, or turn in and go head on, the frigate was toast immediately as all guns connected.

So, if I were to guess at the breakdown of the formula for the tracking algorithm. It would prioritize in this order:

RANGE
Velocity
Turret Speed
Bearing

I don't think their balance is correct though in regards to bearing. Just because I'm side on to a target, if that target is coming at me, the relative motion of the target is nearly zero in transverse and I should be hitting just as easily as if they were tail or head on to me.

So, while I don't really see an issue with the new way of reporting things (if it's an actual representation of the output of the formula), it's seemingly flawed in how the algorithm works. I still give them big Kudos for even caring about such a thing, but it needs some tweeking to get actual relative motion dialed in to be more realistic. However, if the reporting is correct to the formula, then I'll just fly the formula and not reality. It's just a game.
Eli Stan
Center for Advanced Studies
Gallente Federation
#33 - 2016-05-02 16:00:36 UTC
Pandora Carrollon wrote:
However, if the reporting is correct to the formula, then I'll just fly the formula and not reality. It's just a game.
Indeed, the to-hit chance formula is:

0.5 ^ ( (target angular velocity * gun signature resolution / gun tracking / target signature radis)^2 + (range term)^2)

which really doesn't reflect how guns work in real life. So just fly the formula.

Pandora Carrollon
Provi Rapid Response
#34 - 2016-05-02 16:13:31 UTC
Eli Stan wrote:
Indeed, the to-hit chance formula is:

0.5 ^ ( (target angular velocity * gun signature resolution / gun tracking / target signature radis)^2 + (range term)^2)

which really doesn't reflect how guns work in real life. So just fly the formula.


Interesting, I must have missed where that was posted. Would've saved me some testing time... with the exception of whatever makes up "target angular velocity" as that could be about anything.

So yea, just put it into a head/tail chase and the small ships don't stand a chance against the big guns unless you let them in under your nose, then you need a web or secondary battery. The Dual 150's did well.

I was hoping to see more 'grouped' weapons in this expansion for ships even down to cruisers. A battery of Quad 75's or triplet of 125's in the rail family would be nice to see for dealing with small targets.
Vardec Crom
United Caldari Navy
United Caldari Space Command.
#35 - 2016-05-02 16:55:00 UTC
smokeydapot wrote:
So as i’m sure quite a few players who can’t make fanfest in person watched it all on the stream such as I did to plan my future and find something that either awe inspired me or made me go “ wait what now “ and this is one such change that made me do the latter.

So all turrets are now getting a weapon accuracy score in the up and coming expansion to replace the Rad/s tracking of old, This got me thinking how does this change my game play and it dawned on me, Wait don’t i use that to determined my hit probability when using big slow guns ( e.g. 1400 artillery ). The long reload time and poor tracking of such turrets means that I use the column Angular Velocity that directly represents the Tracking speed of turrets, This means that although the figure provided by the client in relation to “ weapon accuracy “ means the same thing ( or so was stated iirc ) just in a different way meaning the same thing.

This now means that there is no readout on the overview that tells me my tracking speed on a target and guess work is involved in my chance to hit beyond the tracking formula, This minor but in my gameplay significant change will sadly impact my gameplay in a negative manner making it rather difficult to get the WTF reactions I get in local chat when utilizing ALL the features within the game.

P.S. I believe i also heard a comment about not seeing the size of your target This is represented by the Size column that IIRC displays the signature of the ship your trying to kill.


The rad/s tracking statistic was never the whole story, if you actually watched the panel you would have understand this. Rad/s is only meaningful when the sig radius of the target is EXACTLY the same as the sig resolution of the gun. So if you're shooting 1400's at anything smaller than a battleship, rad/s limits were completely meaningless anyway.

Also you can just divide the tracking score by 4000 to get the old rad/s. But I know actually ******* thinking for yourself is too difficult
Delt0r Garsk
Shits N Giggles
#36 - 2016-05-03 08:35:07 UTC
I am a physics major. I know my math and stuff. The old tracking number was *not* intuitive at all. If your gun can track fast enough then it should hit all the time. If it can't track fast enough it should never hit. Also your own ships rotation doesn't even fit into things!

Yea nothing about tracking is intuitive. What i described was what i was thinking my first day playing the game. I assumed tracking is slew rate. It is not. In fact it really doesn't have any physical interpretation. It is a mechanic. An arbitrary mechanic that boils down to fast things are harder to hit with big guns.

I still don't find it intuitive. Why? because who cares if that ship is moving at .03213 rads a sec. I don't know its sig radius so I am making **** up anyway. Now hop in a WH with effects.. Good luck with that.

What i do is use pyfa and see what i can hit assuming fairly typical fits for targets. Then i try and apply to real combat situations. Which normally goes something like "**** he got under my guns"...

AKA the scientist.

Death and Glory!

Well fun is also good.

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#37 - 2016-05-03 10:08:14 UTC  |  Edited by: Nana Skalski
Delt0r Garsk wrote:
I am a physics major. I know my math and stuff. The old tracking number was *not* intuitive at all. If your gun can track fast enough then it should hit all the time. If it can't track fast enough it should never hit. Also your own ships rotation doesn't even fit into things!

Yea nothing about tracking is intuitive. What i described was what i was thinking my first day playing the game. I assumed tracking is slew rate. It is not. In fact it really doesn't have any physical interpretation. It is a mechanic. An arbitrary mechanic that boils down to fast things are harder to hit with big guns.

I still don't find it intuitive. Why? because who cares if that ship is moving at .03213 rads a sec. I don't know its sig radius so I am making **** up anyway. Now hop in a WH with effects.. Good luck with that.

What i do is use pyfa and see what i can hit assuming fairly typical fits for targets. Then i try and apply to real combat situations. Which normally goes something like "**** he got under my guns"...

If you only watch effects, then real world units would not bother you much, would they? If exactly the same would have been a situation for majority, and the rest acepted the units of measurements and the way its displayed, It boils down to overdedicated devs who dont have anything to do.
Syrias Bizniz
some random local shitlords
#38 - 2016-05-03 16:38:02 UTC
So, is this new Weapon Accuracy or whatever it's called basically the rad/s the gun can track on targets of a size of 40km?

If so, it's cool. I can live with that. To shoot a frig, i'll have to divide it by about 1000, and then i have the rad/s at which i can track it ~roughly.

If not, i'll be very confused.
Eli Stan
Center for Advanced Studies
Gallente Federation
#39 - 2016-05-03 21:11:25 UTC
Syrias Bizniz wrote:
So, is this new Weapon Accuracy or whatever it's called basically the rad/s the gun can track on targets of a size of 40km?
Interesting way of looking at it...!
A 40 WAS gun shooting at a 40km ship orbiting at 40 rad/s would indeed have a 50% chance of hitting. :-)

Quote:
If so, it's cool. I can live with that. To shoot a frig, i'll have to divide it by about 1000, and then i have the rad/s at which i can track it ~roughly.

If not, i'll be very confused.
Yeah, basically. Divide 40000 by the target's sig radius - in the case of a 40m frig, that is indeed 1000. So take the gun's WAS and divide that by the new number - let's say it's a 125 WAS small gun, so 125/1000 = 0.125 rad/s orbit speed yields 50% to-hit chance. If it's a 125m cruiser, then 320 (40000/125) is the number to divide the WAS by to get the 50% to-hit chance orbit speed.

Of course, you only have a rough estimate of the target's signature, due to things like MWD bloom, target painters and links. But that was just as true before the Citadel patch as it is after.
Verdis deMosays
Center for Advanced Studies
Gallente Federation
#40 - 2016-05-12 13:03:32 UTC  |  Edited by: Verdis deMosays
neovita wrote:
MidnightWyvern wrote:
You have got to be kidding.

You guys are literally bitching out CCP for redoing a system that required a calculator and replacing it with an easy-to-read value that has NO negative effect on gameplay.

I am never working for CCP. I would hate everyone who plays this game.


You are completely wrong about that.

With the old system you could use the angular velocity of your target, compare it to your tracking and get a rough idea of a chance to hit it. This way you could at least exclude targets you can't hit at all pretty easy.
With the new system you need a calculator to get the same information using the same circumstances and informations. So the NEW system requires a calculator and the NEW system converts the value of the targets angular velocity into a complete useless piece of information in the middle of a fight. Not the old system like you just said...

So yes, ppl have are "bitching out CCP" like you said, because CCP replaced a very usefull (and in many cased realy required) information into a complete useless one. Or do you think your enemies will listen to you if you tell them things like:

"Guys, wait a second, i need to take my calculator and do some math before i can make a decision which one of you to shoot first and at least have a chance to hit at all..."

in the middle of a fight?

If they are using a new scalling for the tracking value (represented by the accuracy score), then they should consider to use the exactly the same scaling system in the overview (a kind of "evasion score" like someone already said here) or at least ANY kind of information that would be directly related to the useless accuracy score, instead of the now complete useless angular velocity.


I was going to post this almost to the letter, but midnight beat me to it. I teach a lot of new players, and the old system of Angular Velocity < Tracking g Speed = hit was very east for a new player to grasp. And for us old timers with 1400mm Tornados, that tracking compariso was almost requjred.

This is not a good change. It makes new player frustration increase, which hurts retention terribly. It denies info to someone who can use it. It needs to be reversed ASAP, or at least modified to still give an actual tracking readout.

Please listen to your players, CCP!