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Speed Tanking (tracking) for Incursion Logi Pilots

Author
Dal Thrax
Hideaway Hunters
The Hideaway.
#1 - 2012-03-14 20:06:47 UTC
I feel like I made a mess of explaining this on the ISN channel earlier today. Anyway here is another shot at it.
http://wiki.eveonline.com/en/wiki/Turret_damage

Quote:
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

For example: 0.5^1=50% change to hit, 0.5^0.1=93.3% chance to hit.

Concept: The chance to hit equation is complex and counterintuitive. This is somewhat intentional on the part of CCP.

Let’s break this down a bit.

The first thing the game does when you fire a gun is generate a damage range. Damages ranges go from wrecking [critical] hit to no damage. If you have pulled a no damage the game stops there. Eve does not need to spend computing cycles to figure out if you would have hit had the gods of damage luck been with you.

Concept: Damage falls into categories based on quality of hit. This ranges from critical hit (lots of damage) to “critical miss” (no damage).

The next thing that happens is that the game generates a chance to hit number. This acts as a limit on the type of hit you got. Let’s say you generated a damage category of [Wrecking hit -1], that is one damage category down from a critical hit. If you do not have a chance to hit number that qualifies for [Wrecking hit -1] the game changes your hit into a miss.

Concept: EvE hates you and wants to turn your high damage hits into misses.

Only after EvE determines that a) you are not going to randomly generate a no damage range hit, and b) that your hit will not be converted to a miss, does the game compute the actual damage you did.
Ok so how does that complicated formula that determines how much damage you can generate work. Well first there are two questions: minimum range and maximum range.

((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2

Maximum range is straight forward. If you are within your guns optimum range it does not apply. If your shooting at more than optimal + falloff you are going to see a massive decrease in damage. When it comes to optimal and falloff the only factor that matter are your guns optimal and falloff.

Minimum range is more difficult.

((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2)

Lets pull this apart:

(Range to target * Turret Tracking)

This means that your turrets tracking is multiplied by the range in meters (not kilometers) to your target.

Concept: If Range to Target is high enough you can ignore everything on this side of the formula. This is why you can alpha frigs with rails at a distance.

Ok now let’s look at:

(Turret Signature Resolution / Target Signature Radius)

Large turrets have a signature resolution of 400.
Medium turrets have a resolution of 125.
Small turrets have a resolution of 40.

Concept: Because of sig resolution it is harder for large guns to hit a small target than for small guns to hit the same target. This applies even if the two guns are shooting at the same target, at the same range, and with the same tracking.

Ok so now we get to the big one: transversal speed:

Quote:
"Transversal speed" is the absolute speed (in meters/second) at which you and your target are moving away from each other in a plane perpendicular on the line joining your ship center to the center of the target. Two ships chasing each other in a straight line or heading straigth at eachother would have this number be zero. The smaller this number, the better your chance to hit will be.


Concept: The best transveral speed occurs when you form a T with the thing shooting at you.

A tight orbit about something that is shooting at you means that it is more likely you will have a high transversal. Orbiting also allows you to keep a constant distance. Simply moving parallel means that, eventually, enough distance will exist between you and the target to rendered tracking a nullity. If you are at a distance that you like you can orbit anything that will let you maintain that distance. It is probably better to orbit a friendly ship located 40km from a hostile at a range of 500m than to orbit the hostile at 40km. The rapid changes in direction from the tight orbit mean that it is more likely that you will have a good (for you) transveral when the hostile shoots at you.

Concept: It is possible that something shooting at you cannot get far enough away for tracking not to matter without going outside of the range of its guns.

What does all this mean for a logi pilot? SPEED IS LIFE! Moving quickly converts high damage hits to misses. Either move perpendicular to on coming hostiles or orbit something (anything really).

A scimitar is 20% harder to track than a basilisk due to the differences in sig radi (65/80).

Running an afterburner increases the difficulty of tracking you up to an amount equal to the speed bonus from the AB. This is likely bigger than the difference between a scimitar and basilisk.

Fits that put either a shield extender or shield rigs on a logi are most likely fail.
Velarra
#2 - 2012-03-14 20:23:08 UTC
Endeavour Starfleet
#3 - 2012-03-14 20:51:25 UTC
That is the issue. I often watch in horror as logi pilots in HQ fleets get hit by 2-3 webs at once and I know they are likely sweating if not every rep in the fleet is on them. Makes me glad to be DPS.

Now if they arent being webbed they seem to take far less damage moving and orbiting as needed. I often see them broadcast for no need reps even tho they still have a couple of things attacking them in confidence. Personally tho I would be too chicken to do that. I want mah reps!
Daneel Trevize
Give my 11percent back
#4 - 2012-03-14 21:21:55 UTC
So in an ideal world where you can instantly be at & maintain sufficient range and speed from all rats (which are of course stationary at a single point) then you could (for some combo of their weapon stats and your ship stats) make you ship likely to not be hit hard. If their weapon stats and your ship stats actually fall within these bounds.

\o/ no buffer required ever then. Remote boosting EWAR for everyone's mids after you fit that AB.
Dal Thrax
Hideaway Hunters
The Hideaway.
#5 - 2012-03-14 21:40:57 UTC
Velarra wrote:
http://wiki.eveonline.com/en/wiki/Stasis_Webifier_I


http://wiki.eveonline.com/en/wiki/Hobgoblin_II

Though yeah getting multiwebbed can be bad.

On the HQ front, you know a Dominix can make quite a nice RR platform. Keep in mind orbiting with an AB on will almost always reduce damage somewhat.

Also note I only said that Rigs and extenders were a bad idea. Resist mods, +Shield HP implants (or +armor HP) and gang boss with mindlinks are all good things. So are sig reducing implants.

But also fit an AB and run it (if you can). It always helps damage mitigation.
Dal Thrax
Hideaway Hunters
The Hideaway.
#6 - 2012-03-14 22:54:11 UTC
Just for discussion here is a setup that I'm fiddling with (not NOT FIELD TESTED).

Quote:

[Scimitar, Incursion]
Damage Control II
True Sansha Power Diagnostic System
True Sansha Power Diagnostic System
True Sansha Power Diagnostic System

Shadow Serpentis 10MN Afterburner
Dread Guristas Invulnerability Field
Invulnerability Field II
Cap Recharger II
Cap Recharger II

Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I


Hobgoblin II x5


Implants -
Halo set
Gnome KVA 2000 (+5% shields).
Synth X-Instinct Booster (need to confirm this is high sec legal)

For the sake of discussion if pared with a tengu running T2 Siege Links with all skills maxed and a mindlink, and Skirmish Rapid Deployment and Evasive Maneuvers we get.

EHP: 30,250 (passive rep 97 rps).
Sig Radius: 40.9
Resists: 92/87/81/84
Cap Stable
Speed: 897 m/3

Even under heavy webbing that will, hopefully, allow for enough speed to bring the low sig radius into play.


Daneel Trevize
Give my 11percent back
#7 - 2012-03-14 23:13:30 UTC  |  Edited by: Daneel Trevize
Synth drugs are legal in highsec.

You should factor in a ganglink loki+skirmish mindlink if you want to speed & sig tank.
Jack Miton
School of Applied Knowledge
Caldari State
#8 - 2012-03-14 23:27:32 UTC
tl;dr....

here's all you ever need to know about tracking and speed:
you are harder to hit if moving fast perpendicular to whatever is shooting you.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Corp 5py
Doomheim
#9 - 2012-03-15 08:39:24 UTC  |  Edited by: Corp 5py
Dal Thrax wrote:
Just for discussion here is a setup that I'm fiddling with (not NOT FIELD TESTED).



that fit is rather crap-tastic, you won't have boosters (the sinth and/or offgrid booster) all the time so ehp is rather low - 22k- ish, provides no secondary fleet support, expensive as heck and no fit flexibility.


for vg's I'd roll with:

[Scimitar, vg]
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II

Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Tracking Link II
Tracking Link II

Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II

Medium Ancillary Current Router II
Medium Ancillary Current Router II


Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1


It gets a bit over 29k EHP ON IT'S OWN, no implants, no boosters, no nothin'. Add your offgrid boosters/sinth and shield implant and what not and ehp increases this much: |-------------|.

+ your fleet gets the benefit of 2x tracking links.


For the record, I have flown the above fit in vg's, as's, HQ's countless times over the last 6-7 months. It has been primaried in everything, heavily webbed and all, and has survived, while providing proper fleet support.

It is not quite 100% optimized fit because I keep the same hull/rigs for other configurations, like:

[Scimitar, 1TL/AB-TPPH]
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay

Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Tracking Link II
Experimental 10MN Afterburner I

Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II

Medium Ancillary Current Router II
Medium Ancillary Current Router II


Medium Shield Maintenance Bot II x4
Light Shield Maintenance Bot II x1

+pg8 powergrid impant
same hull, different mods, more useful for the larger sites (AS/HQ) for when you need to close distances

etc, etc


Your theory regarding low sig/speed is correct, but you give up too many things to achieve your desired results.