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Why did I miss?

Author
DIsposible Hero
State War Academy
Caldari State
#1 - 2012-02-06 22:02:44 UTC
So we had a speedy Dramiel (is there any other kind?) whizzing about in our neck of the woods harrassing our miners, so we decided to go after him. We had him trapped in a dead-end pocket but there were two gates he could have taken to get to our system, so I took one while two corpmates took another.

My fit was more-or-less identical to this, the main difference being I had meta 4 guns and faction ammo (RF proton) rather than T2 guns and ammo:

Solo gatecamp Tempest

I was sat at the gate at 120km, which with that fit and the appropriate scripts and ammo was also my optimal, and my targeting range. The smarter among you may have noticed the flaw in this plan already. The guy appears on grid at 123km and I can't target him. Fortunately he moves into range, I lock him (4 seconds) and let loose with the 1400s. They miss completely. I then freak out and cloak before he can get close... which he does in a disturbingly short amount of time. I knew Drams were fast but this was the first time I'd seen it firsthand. Shocked

So... why did my guns miss? I get that he must have been moving fast, but at 120km that couldn't have made much difference to tracking surely? And he must have had a MWD on to move as quickly as he did, so sig radius shouldn't have been an issue either, right?

So guns, Y U No hit target?

If anyone cares we eventually got him with a bait mackinaw and a 200mm fit tornado. Ironically the Mack's drones did more damage than the tornado did and dealt the final blow, so our brave miner claimed the killmail Big smile
Katie Frost
Ministry of War
Amarr Empire
#2 - 2012-02-06 23:08:49 UTC
You answered your own question already.

Large Guns vs Frigates.

A Dramiel with overheated MWD and 5-6 seconds of flight time will cut distance and build transversal up very quickly.

Someone will come along shortly and post the actual math up for you + tell you off about not having T2 guns.
DIsposible Hero
State War Academy
Caldari State
#3 - 2012-02-07 00:28:29 UTC
Alright, a couple of questions then:

- Could I make any modifications to the fit posted so that I could hit a Dramiel at 100km+ ?
- If not, what should I expect to be able to insta-pop with this fit?
- Would I be better off doing this with a 720mm Hurricane / Tornado against frigs?

And finally... what was actually causing me to miss? I know large guns aren't known for their ability to hit frigs but why is this? Tracking shouldn't be an issue at 100km+, and I'm using approximately a million sensor boosters so neither should sig radius. I've popped rat frigs at the same range with no issues; shouldn't his increased sig radius due to the MWD cancel out the benefit of speed at such a long range?
Jovan Geldon
The Scope
Gallente Federation
#4 - 2012-02-07 00:49:12 UTC
DIsposible Hero wrote:
Tracking shouldn't be an issue at 100km+, and I'm using approximately a million sensor boosters so neither should sig radius


I'm curious to know exactly what difference having a better lock time and/or distance is going to make to the ability of your *large* guns to hit *small * targets.

Katie Frost
Ministry of War
Amarr Empire
#5 - 2012-02-07 01:05:05 UTC
1) If it decided to stand still for the time it took you to lock it and fire - same fit would work. Otherwise... large guns don't hit small targets well, especially if they are moving.
2) Small stuff that stood still or was 2xwebbed/scrammed... T1 industrials maybe.
3) Get a Thrasher...

- As I said, I'm sure someone will come along shortly and give you the math on this (at work currently so I can't do it for you). One thing you may want to add to your overview is "Transversal Speed", especially if you are trying to hit small targets with large guns. Try and get that as close to 0 as possible before firing.

Also plz don't compare PvE with PvP... it just isn't right.
ShahFluffers
Ice Fire Warriors
#6 - 2012-02-07 01:09:10 UTC  |  Edited by: ShahFluffers
Pro-tip: fit one or two heavy energy neutralizers on your arty tempest and have a full flight (and some spares) of warrior IIs ready to go. That Dramiel will not survive if he/she gets closer than 24kms from you.

Now, as far as your problems with hitting targets...

- even at 100km tracking is still an issue... especially when something is moving as fast as a Dramiel and especially if your target knows how to manipulate transversal speeds. Artillery Cannons also have the lowest tracking of all long range weapons.
Possible Solution(s): Tracking Enhancers and Tracking Computers can help along with certain ammo types (ex. Titanium Sabot). Moving your ship to parallel your target's trajectory also helps... even if you can't match his/her speed (every little bit helps)

- sig radius is always a problem for "large weapon" against "small targets"... especially so for artillery cannons.
Possible Solution(s): Target Painters can go a long way in increasing the effectiveness of artillery cannons... though, they are not commonly used and often ridiculed as they really do only one thing and are only guaranteed to work within a certain range.
DIsposible Hero
State War Academy
Caldari State
#7 - 2012-02-07 02:16:06 UTC  |  Edited by: DIsposible Hero
Jovan Geldon wrote:
DIsposible Hero wrote:
Tracking shouldn't be an issue at 100km+, and I'm using approximately a million sensor boosters so neither should sig radius


I'm curious to know exactly what difference having a better lock time and/or distance is going to make to the ability of your *large* guns to hit *small * targets.



I seem to have confused scan resolution with signature radius. But it sounds like tracking is the issue, not sig radius. I didn't expect it to be an issue at all at 120km. I'll admit I wasn't watching his AV or traversal, I was too busy going "I got him! I got him! I don't got him! ****!"

I'm wondering what exactly the point of this loadout is then. It has a lot of + votes so clearly its good for something but I guess I'm just using it wrong. I had pictured it being used in exactly this situation; we get a lot of small fast ships coming through our space and harrassing people. I have no interest in ganking newbs in T1 ships in lowsec; its going to be primarily T2 / faction frigs and HACs I'm facing and it sounds like this fit is pretty useless against those. Faction / T2 frig is too fast, HACs are too tough to volley.
Katie Frost
Ministry of War
Amarr Empire
#8 - 2012-02-07 03:38:22 UTC  |  Edited by: Katie Frost
DIsposible Hero wrote:

I'm wondering what exactly the point of this loadout is then.


Picture that loadout... then add another 5 of those. And you can 1-2 volley a BC (haven't done the exact figures on the numbers, but you get the idea).

For frigs, use ships that were designed to kill them.
DIsposible Hero
State War Academy
Caldari State
#9 - 2012-02-07 06:30:30 UTC  |  Edited by: DIsposible Hero
Katie Frost wrote:
DIsposible Hero wrote:

I'm wondering what exactly the point of this loadout is then.


Picture that loadout... then add another 5 of those. And you can 1-2 volley a BC (haven't done the exact figures on the numbers, but you get the idea).

For frigs, use ships that were designed to kill them.


Except that loadout specifically says "solo", so I can only conclude that its designed for ganking newbs in T1 haulers.

I could have used my Thrasher, or Fleet stabber, two ships which are "designed" to slaughter frigates, but so long as burning back to the gate is an option I don't see how I'm going to kill a Dramiel on a gate; they're just too fast even webbed. The idea behind the "instalock" sniper is that I'd get at least one volley off, and I did, without any chance of retribution. Shame it does bugger all against frigs.
Svodola Darkfury
Cloak and Daggers
The Initiative.
#10 - 2012-02-07 07:21:29 UTC
Answer that isn't demeaning to your question or intelligence:


The tracking is so poor on large artillery that even a frigate with a modest 50 m/s of transversal velocity could probably avoid taking ANY hits, let alone a solid hit.

My guess is that as he was approaching you he selected an area roughly 10-20km to your right or left, creating a seemingly miniscule transversal velocity that prevented the shot from hitting.

Actually, if he was flying 5-6km per second, the transversal even on a low angle approach would be exceedingly high, preventing any hits from connecting.

Your best bet is to try to get the hit when he isn't moving or if he approaches you dead on (<25 m/s transversal velocity).

Director of Frozen Corpse Industries.

DIsposible Hero
State War Academy
Caldari State
#11 - 2012-02-07 08:06:42 UTC
Svodola Darkfury wrote:
Answer that isn't demeaning to your question or intelligence:


The tracking is so poor on large artillery that even a frigate with a modest 50 m/s of transversal velocity could probably avoid taking ANY hits, let alone a solid hit.

My guess is that as he was approaching you he selected an area roughly 10-20km to your right or left, creating a seemingly miniscule transversal velocity that prevented the shot from hitting.

Actually, if he was flying 5-6km per second, the transversal even on a low angle approach would be exceedingly high, preventing any hits from connecting.

Your best bet is to try to get the hit when he isn't moving or if he approaches you dead on (<25 m/s transversal velocity).


This is what I was looking for. Sounds like I'd be better off dumping at least one of the sensor boosters for a tracking computer then... would this actually make any difference though?
Sutskop
Republic Military School
Minmatar Republic
#12 - 2012-02-07 13:23:33 UTC
Just use a Tornado.
Abenham
Lone Wolves Sub.
#13 - 2012-02-07 13:54:19 UTC
I can't recall from the top of my head whether Sensor Boosters are affected by stacking. However, assuming they are, there might be merit in swapping a few of the with Target Painters to increase the signature radius of the Dram.

I can see where you're trying to go with lock time and alpha and tracking speed, but when fitting ships, fitting more than 3 modules to boost any one stat will generally reach diminishing returns*. Ergo, you should probably look for other modules to achieve whatever it is you're aiming for.

*Noteably there are modules that are not stacking penalised - (Shield Rechargers? Cap Rechargers? They're google-able at any rate)

My last note for your specific fit and aim is the two following points.

1. If you have the Grid/CPU left over, you could put some medium neuts in the utility highs. This might allow you to neut a frig to turn off their scrambler should they sneak past your death range. A heavy neut would protect you a little better (24km range, long point range etc) but that would be quite hard to fit.

You could augement the neuts with a flight of ECM drones.

2. Stay aligned, towards a big clump of celestial objects (so you're not so easy to follow). If you're going to warp back, make your you have more than one bookmark to warp back to, or risk looking stupid when you land directly back in range of the tackle you just fled from.
L0rdF1end
University of Caille
Gallente Federation
#14 - 2012-02-07 14:05:11 UTC
Improved Drop Booster might of made the difference although I still don't think you'd pwn him in one shot.
Jejju
Brutor Tribe
Minmatar Republic
#15 - 2012-02-07 14:08:31 UTC
The tracking formula takes into account the tracking of the gun, the transversal speed fo the target, the turret signature resolution and the targets signatute resolution. I suspect you only knew about the first two. Full details here:
http://wiki.eveonline.com/en/wiki/Turret_damage

You missed because the only thing in your favour was range - slow guns, fast target, large sig guns, low sig target.

You would have had a better chance with medium guns, maybe in a 720 arty hurricane, but still there is a chance the dram could have evaded the guns. Really there is little that you can do to be guaranteed to gank a fast ship - and that is the way it should be.

Next time perhaps use some deception. Go in a autocannon armor hurricane, with 2 webs and 2 neuts, but sit 50 off the gate. He thinks you are arty fit and tries to get under your guns ...

Salcon Cliff
Zephyr Corp
#16 - 2012-02-07 14:21:30 UTC
Jejju wrote:

Next time perhaps use some deception. Go in a autocannon armor hurricane, with 2 webs and 2 neuts, but sit 50 off the gate. He thinks you are arty fit and tries to get under your guns ...


Ha! Exactly what I was thinking, although not sure it would work, it would definitely hit for SOMETHING if he got close...
Lyrka Bloodberry
Spybeaver
#17 - 2012-02-07 14:56:00 UTC  |  Edited by: Lyrka Bloodberry
DIsposible Hero wrote:
But it sounds like tracking is the issue, not sig radius.


Actually, the influence of both were pretty much the same in this situation, although the sig radius had a bit more influence.

Considering the Dramiel flew with 5000 m/s and approached you at an angle of 30 degrees, the transversal velocity was 2500 m/s

Using these 2500 m/s transversal, the angular velocity would have been 0.021 rad/s at 120km.
The 1400mm Arty has a tracking speed of 0.009 rad/s.

The quotient of tracking speed and angular velocity thus is
0.021/0.009 = 2.333



On the other hand the sig radius of the Dramiel is 32m, opposing the 400m sig resolution of the 1400mm artys. The quotient here is
400/32 = 12.5

considering the MWD was turned on, the Dramiels Sig radius was quadrupled to 128m:
400/128 = 3.125


Note: High quotients are bad for the attacker. The higher the quotient, the worse.
It is 2.333 for the tracking issue and 3.125 for the sig radius issue.

The chance to hit in above situation is (considering that the Dramiel was within optimal range)
0.5^((2.333 * 3.125)^2) = 0.00000000000000000998 = 0.000000000000000998 %



(All calculations under the assumption that the Dramiel flew with 5000 m/s at an angle of 30% to the tempest. Different results if this assumption is incorrect, and it surely is. But: The chance to hit would still be extremely small, even if the transversal was much lower. Calculate it yourself if you've got better approximations for the velocity of the Dramiel.)

Spybeaver

Lyrka Bloodberry
Spybeaver
#18 - 2012-02-07 14:56:33 UTC  |  Edited by: Lyrka Bloodberry
Double post

Spybeaver

Bibosikus
Air
#19 - 2012-02-07 16:01:48 UTC
Lyrka Bloodberry wrote:
DIsposible Hero wrote:
But it sounds like tracking is the issue, not sig radius.


Actually, the influence of both were pretty much the same in this situation, although the sig radius had a bit more influence.

Considering the Dramiel flew with 5000 m/s and approached you at an angle of 30 degrees, the transversal velocity was 2500 m/s

Using these 2500 m/s transversal, the angular velocity would have been 0.021 rad/s at 120km.
The 1400mm Arty has a tracking speed of 0.009 rad/s.

The quotient of tracking speed and angular velocity thus is
0.021/0.009 = 2.333



On the other hand the sig radius of the Dramiel is 32m, opposing the 400m sig resolution of the 1400mm artys. The quotient here is
400/32 = 12.5

considering the MWD was turned on, the Dramiels Sig radius was quadrupled to 128m:
400/128 = 3.125


Note: High quotients are bad for the attacker. The higher the quotient, the worse.
It is 2.333 for the tracking issue and 3.125 for the sig radius issue.

The chance to hit in above situation is (considering that the Dramiel was within optimal range)
0.5^((2.333 * 3.125)^2) = 0.00000000000000000998 = 0.000000000000000998 %



(All calculations under the assumption that the Dramiel flew with 5000 m/s at an angle of 30% to the tempest. Different results if this assumption is incorrect, and it surely is. But: The chance to hit would still be extremely small, even if the transversal was much lower. Calculate it yourself if you've got better approximations for the velocity of the Dramiel.)



Now if only I could do that math in my head in a split second before any engagement.. Shocked

Eagles may soar, but weasels don't get sucked into jet engines.

ROXGenghis
Perkone
Caldari State
#20 - 2012-02-07 18:51:55 UTC
A sniping BS or Tier3 BC can instapop frigates if the frig pilot makes a mistake (or is just bad): either he sits still or uses the approach button to MWD towards you (zero traversal, high sig radius). Otherwise, as you discovered, the frig will spiral in (approach you obliquely), get under your guns, and tackle you, then you're dead even if you don't know it yet. Typically you'll want to stay aligned to a warp-out when sniping frigs, so you can bug out when they get too close. Extra tracking mods help a bit, but they don't make enough of a difference to change these fundamentals.
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