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Gunnery accuracy mechanics?

Author
Ravay Kanjus
Infinity Blue
#1 - 2017-01-20 09:30:14 UTC
I read the eve wiki on gunnery, but still don't quite get a thing. I was flying a ship recently, had a target webbed to 10m/s, and they were a few KM below my optimal range. Could not hit the target. I am aware of the "fly under guns" thing, but a foe webbed that severely being impossible to hit? Would higher Falloff fix that? Or is Falloff only on ranges outside of Optimal and not within?
Rei Y
Minmatar Citizen 90483936 Corporation
#2 - 2017-01-20 11:08:31 UTC
if you were orbiting him, your relative translation velocity was still pretty high, webbed foe or not. thus his rotational speed with respect to your ship was high and you missed.
and yes, fall off applies to ranges outside optimal. within optimal, the distance factor in chance to hit formula is 1.
Ravay Kanjus
Infinity Blue
#3 - 2017-01-20 11:34:42 UTC
Rei Y wrote:
if you were orbiting him, your relative translation velocity was still pretty high, webbed foe or not. thus his rotational speed with respect to your ship was high and you missed.
and yes, fall off applies to ranges outside optimal. within optimal, the distance factor in chance to hit formula is 1.


So don't orbit at 6km at 700m/s in a cruiser vs frigate. lol. Eventually just got range and blapped, but still. I've been a missile and drone newbie for the entirety of my 4(?) years on this character, despite gunnery skills pretty high, learned just in case.
Lugh Crow-Slave
#4 - 2017-01-20 11:51:14 UTC
Ravay Kanjus wrote:
I read the eve wiki on gunnery, but still don't quite get a thing. I was flying a ship recently, had a target webbed to 10m/s, and they were a few KM below my optimal range. Could not hit the target. I am aware of the "fly under guns" thing, but a foe webbed that severely being impossible to hit? Would higher Falloff fix that? Or is Falloff only on ranges outside of Optimal and not within?



how fast were you going? remember the speed is relative. if a target is holding still but you are going 3km/s its the same as if he was flying past you at 3km/s



and no falloff only helps once you are in falloff it has no effect on your optimal
Chainsaw Plankton
FaDoyToy
#5 - 2017-01-20 14:57:48 UTC
Ravay Kanjus wrote:
Rei Y wrote:
if you were orbiting him, your relative translation velocity was still pretty high, webbed foe or not. thus his rotational speed with respect to your ship was high and you missed.
and yes, fall off applies to ranges outside optimal. within optimal, the distance factor in chance to hit formula is 1.


So don't orbit at 6km at 700m/s in a cruiser vs frigate. lol. Eventually just got range and blapped, but still. I've been a missile and drone newbie for the entirety of my 4(?) years on this character, despite gunnery skills pretty high, learned just in case.

orbiting is for small fast ships, as you say, pulling range and blapping works much better with turrets.

@ChainsawPlankto on twitter

W0lf Crendraven
The Tuskers
The Tuskers Co.
#6 - 2017-01-20 18:54:10 UTC
Ravay Kanjus wrote:
I read the eve wiki on gunnery, but still don't quite get a thing. I was flying a ship recently, had a target webbed to 10m/s, and they were a few KM below my optimal range. Could not hit the target. I am aware of the "fly under guns" thing, but a foe webbed that severely being impossible to hit? Would higher Falloff fix that? Or is Falloff only on ranges outside of Optimal and not within?


In eve it doesnt matter who creates the transversal velocity, if you orbit a non moving target with 500m/s or if a target orbits you with 500m/s while you sit still is exactly the same for the game.

In practice this means that if you have trouble tracking you want to reduce both of your speeds as much as possible, the keep at range button is your friend here.
Ravay Kanjus
Infinity Blue
#7 - 2017-01-21 02:45:34 UTC
So flying a speed tanked Vigilant in a level 4 is more complicated than it sounds. Still got it done (blaster fit) but still, good info all around. Thanks.
ShahFluffers
Ice Fire Warriors
#8 - 2017-01-21 06:24:31 UTC  |  Edited by: ShahFluffers
Here is a trick I have picked up over the years.
It is not fool proof, but it helps.


To reduce transversal / angular velocity you want to align your trajectory so that it is parallel with your target.
Example: you want the target to be moving in same direction as you, at roughly the same speed. If the target's trajectory is moving directly away from you, you will want a bit more range... but you should be able to effectively apply damage.

If your target is moving perpendicular to your trajectory, then you will have more trouble tracking a target.
Example: if the target is moving opposite of you at close range, your guns will have a much lower chance of hitting.


Of course speed changes all this and make things a little more difficult... but what I have described is the gist of it.
Nikea Tiber
Backwater Enterprises RD
#9 - 2017-01-21 19:08:59 UTC
Don't forget the effect a turret's signature resolution has on your chances to hit a target.

my other nano is a polycarb

Patrice Macmahon
Aliastra
Gallente Federation
#10 - 2017-01-26 15:39:33 UTC
Super cheap and easy way to fly parallel to a ship.

Make sure you can see velocity on your overview.

Set speed to match the playe.... I mean NPC you are wanting to shoot. You may have to settle for max speed if it is faster than you.

"Look" at the rat (using your HUD eye icon). Position your camera so you are looking at the "Burners" of the ship and the ship is centered and level on your screen. Zoom in.

Double click just above the icon box for the ship (so you are clicking in space). Readjust and continue double clicking.

Your ship will match the direction of the double clicks. In this cas it is in the same flight direction of the ship you are looking at. Bada-bing, super low angulars.

 "Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki." 

Kitty Bear
Deep Core Mining Inc.
Caldari State
#11 - 2017-01-30 04:37:38 UTC
for tracking purposes the speed of both ships is relevant
iirc in pve most npc's will attempt to orbit you at a some preset range

you can add transversal to the overview, so you can see at a glance how much you need to adjust your flight path