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Welcome to High Sec PvP, Lessons 1 - 10

Author
Mobadder Thworst
Doomheim
#1 - 2012-05-01 23:23:33 UTC  |  Edited by: Mobadder Thworst
I'm sure the cool crowd will tell me I'm stupid. Perhaps I am.

I think this is my first forum post, but I'm bored and slowly fading from the game.

I've spent quite a bit of time training junior players to pvp. Here is where I start them:

Lesson 1:
The idea of maneuver mechanics is to fly your ship in a fashion that benefits you and hinders your opponent. In order to understand how you want to maneuver your ship, you must first understand how damage is transferred in this game. I call this damage mechanics.

There are two key lessons that I teach under damage mechanics: Missiles and Guns. They transfer damage differently, so one must maneuver differently in order to beat them.

The first lesson I start people with is missiles because they are a simple start to damage mechanics.

Damage is transferred by missiles by an equation which has 2 components (not counting the target's resists).

The two factors that determine how much damage is transferred by a missile strike are 1) speed and 2) size.

The size factor works as a comparison of the target's absolute velocity and the missile's explosion velocity. The principle is this... if you're going slower than a missile's explosion velocity, you take full damage. If you go faster than it, then you take reduced damage.

To determine how much damage gets through the speed factor, you simple divide the explosion velocity by the ship's velocity (*this factor can never be greater than 1). So, for an explosion velocity of 100, a ship going less than 100 will take full damage. A ship going 200 will have a factor of 100/200 or 50% damage. In this fashion, you can GREATLY reduce damage taken by missiles just by keeping your speed up.

The size factor works similarly. The idea is that if your ship "signature radius" is smaller than the missile's "explosion radius" you'll take reduced damage. If your signature radius is equal in size or larger to a missile's explosion radius, you will take full damage. An example of this would be if you had a missile with an explosion radius of 100 and a ship with a signature radius of 100 (or larger), the target would take full damage. If you had an explosion radius of 100 and a ship iwth a signature radius of 50, the target would take 50% damage based on size.

Now, once you get these two factors, you have to multiple them together to figure out how much damage gets to the ships tank. In the cases of our examples, each example factor reduced damage by 50%. Therefore, .5 x .5 = .25... so if those examples were true, damage would be reduced to 25% of the original damage.

The take away for maneuver mechanics will ultimately be that higher speed and smaller size will help you survive against missiles.

Lesson 2, Guns:

I am not teaching you the actual gun equation. Gun damage works on probabilities and is reasonably complicated. I am instead teaching you a simplified version of the gun equation that will help you make good decisions in fights. It accounts (pretty accurately) for what you'll see when you start fighting.

No, you cannot calculate actual damage outputs with it. Ther isn't a lot of value in calculating that during fights. You just need to know your factors.

For guns, there are 3 factors. They are 1) size 2) angular speed and 3) range

Size - The size factor works exactly like it does in missiles. It is a comparison of "gun resolution" and "signature radius".

ex: a ship with a signature radius of 40 being shot by a gun with a gun resolutaion of 100 would take 40% damage from the size factor.

Angular speed - This factor is a comparison of the "angular speed" of the target as compared to the tracking speed of the guns. Angular speed in this game is measured in "radians/second". You can display angular speed on your overview if you want to get familiar with it.

So, a gun orbiting at 2 radians/second around a ship with guns that track at 1 radian/second would take 50% damage.

An important note here is that the closer your orbit, the higher your angular speed and the lower your absolute speed. You've probably noticed that when you orbit at 500, you fly about half speed. At that range, your angular speed is as high as you can get it... great for protecting against guns... but you're vulnerable to missiles at the low speeds you will be flying.

The last factor is range:
From the tip of the gun out to optimal range... the gun will do 100% damage for the range factor. From optimal to optimal + 1.5x falloff, the gun damage reduces linearly to 0.

So, imagine you have a gun with an optimal range of 5k and a falloff of 10k. From 0k to 5k range, you do 100% damage. From 5k to 20k, your damage reduces to 0. At 12.5k, you do 50% damage. Make sense?

Now, just like missiles, you multiply those factors together. So if your size factor is 50% (sig resulution 50, gun resolution 100), your speed factor is 80% (angular speed 1 radian / second, gun tracking speed .8 radians / second) and your range factor is 20% (as described above)... then you would calculate that you should take .5 x .8 x .2 and get .08 or 8% damage.

So, to control inbound damage... you need to control one or more of those factors.

Generally speaking, when you're fighting close range guns you will want to control range and when you're fighting long range guns you want to control angular velocity.

ex: you're not going to circle a rifter fast enough to outrun it gun tracking, so you're best off trying to control range. If you're fighting a battleship in a frigate, it wont' be able to track you so you're best off trying to keep your angular high so it won't hit you.
Dilligafmofo
3WAYFOUNDATIONS
New Miner's Union
#2 - 2012-05-02 08:18:24 UTC
Nice explanation, wish I had such info in these laymans terms when I started out.

Don't leave the game, it would appear you have a skill for teaching. There are many opportunities for someone of this ilk. Larger corps or alliances are always looking out for skilled and knowledgable trainers.

Failing that, can I haz stuffz?
Rick Galshin
Logistical Nightmares
#3 - 2012-05-02 09:27:43 UTC
Why on earth would people call you stupid? Twisted

Anyway, aside from this post not matching its title(or do you plan to make part 2 highsec specific?), I've a query on tracking.

The last time I saw the gun equation, I was under the impression that if you beat the tracking speed even slightly, you go down to a ridiculously low chance to hit, essentially zero. You seem to be implying that if I beat the tracking speed of a targets guns, they can still hit me for 99% damage, which, anecdotally doesn't make sense.

Can you at least post the gun tracking formula in brackets so that people can anaylyze it themselves :D
sYnc Vir
Wolfsbrigade
Ghost Legion.
#4 - 2012-05-02 10:35:30 UTC
There is no pvp in high sec. Just people too pussy to travel to a pvp zone and griefers.

Don't ask about Italics, just tilt your head.

Lady Ayeipsia
BlueWaffe
#5 - 2012-05-02 16:03:47 UTC
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?
sYnc Vir
Wolfsbrigade
Ghost Legion.
#6 - 2012-05-02 17:48:29 UTC
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.

Don't ask about Italics, just tilt your head.

Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#7 - 2012-05-02 17:50:47 UTC  |  Edited by: Deen Wispa
sYnc Vir wrote:
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.




Not that hard to get 150 kills in RvB.

High Five. Yeah! C'est La Eve .

sYnc Vir
Wolfsbrigade
Ghost Legion.
#8 - 2012-05-03 02:27:29 UTC
Deen Wispa wrote:
sYnc Vir wrote:
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.




Not that hard to get 150 kills in RvB.


Can do that in lowsec as well, all without the embrassment of being in RvB

Don't ask about Italics, just tilt your head.

Mobadder Thworst
Doomheim
#9 - 2012-05-03 23:28:29 UTC  |  Edited by: Mobadder Thworst
Lesson 1) To the guy who asked about missiles: The determining factor in whether you want to increase sig radius or slow down targets is the explosion velocity of your missiles and the explosion radius of your missiles as compared to the target.

If your target is already maxing out your size factor, then slowing them down is the best way to increase damage. If your target is hideously slow but small (which would be kind of a strange situation), then make them bigger.

Every engagement is different. You just need to know the mechanics.

Lesson 2) You can take a look at the gun equation yourself. I came up with that equation as a way to simplify the involved factors. It won't give you accurate damage representations. If you want to check the actual damage equation, it's at the below link:

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

I will try to post lessons 3 - 5 in the near future. Those lessons are where I start talking about high-sec specific things (like aggro timers). If my lessons aren't valid because I'm a high sec pvp'er, please disregard them.

In my opinion, the most skilled pvp'ers in Eve are high sec players. It is the most complex environment for pvp in the game (because there are more rules and more ways to screw with people). It's the only place left in the game where you can focus your engagements with small gang and individual tactics where small ships are still valid. But hey, everyone's got opinions, right?
Mobadder Thworst
Doomheim
#10 - 2012-05-03 23:44:44 UTC
Lesson 3

Lesson 3) Maneuver Mechanics.
The idea of learning damage mechanics is to apply it to maneuver mechanics. So, assuming you learned lessons 1 and 2 cold, I always start with the following parable:
Suppose you have two identical ships. One shoots rockets and the other shoots a turret based weapon. Both are frigates. Both have identical tank, DPS, speed, signature radius, etc...
Imagine that no matter who you fight, your opponent will hit "orbit at 500" and will turn on his weapons (a pretty valid assumption in frigate fighting, I might add)

If you're the gun ship fighting the missile ship, I pose the question as to how you win by the greatest margin. Is the answer obvious?

Remember, to avoid missile damage you need to keep your absolute speed high. To increase gun damage, you need to keep the target at optimum range or closer and reduce angular speed.


The answer to this is that you run away from your target in a straight line, adjusting your speed to keep the opponent at optimum range. If the target can go just as fast as you can, then you should be able to hold max speed (which reduces inbound damage by the greatest possible margin) and your opponent will fall directly behind you (with no angular speed) at optimal range (which means 100% damage for both angular and range factors).

In this case, you would reduce his damage output by a maximum factor and increase your damage output by a maximum factor. Simple, right?

Similarly, the missile boat can beat the gun boat by taking advantage of its mechanics. Clearly, it must control either range or angular velocity in a beneficial fashion.

So, lets assume you're fighting against a Rifter. Can anyone tell me how to control either range or angular velocity against the standard Rifter build?
Beliandra
Elgoi Developments Inc.
#11 - 2012-05-04 00:07:45 UTC
Mobadder Thworst wrote:
So, lets assume you're fighting against a Rifter. Can anyone tell me how to control either range or angular velocity against the standard Rifter build?

You're talking about how to counter the above "run away from your target in a straight line, adjusting your speed to keep the opponent at optimum range" approach, where I'm in the rocket frigate?

If he's as fast as me (thus I can't close on him if he's running away), and if I'm using rockets (thus don't really have any more range than his autocannons), should I manually fly at a 45 degree angle to his running-away-from-me route, thus at least increasing angular velocity somewhat?
Mobadder Thworst
Doomheim
#12 - 2012-05-04 02:37:47 UTC
Beliandra wrote:
Mobadder Thworst wrote:
So, lets assume you're fighting against a Rifter. Can anyone tell me how to control either range or angular velocity against the standard Rifter build?

You're talking about how to counter the above "run away from your target in a straight line, adjusting your speed to keep the opponent at optimum range" approach, where I'm in the rocket frigate?

If he's as fast as me (thus I can't close on him if he's running away), and if I'm using rockets (thus don't really have any more range than his autocannons), should I manually fly at a 45 degree angle to his running-away-from-me route, thus at least increasing angular velocity somewhat?




Beli,
I may have mislead you with the way I phrased that. What I meant to say was "how do you beat a rifter with any standard missile/rocket frigate?"

I think this example is a great example because the Rifter is considered by many to be an overpowered frigate. While I don't disagree with that assessment, I would argue that the Rifter isn't typically used in a very creative manner and can be very predictably beaten in most cases.

The Rifter has a bonus to gun tracking speed... when fit with autocannons (which is the standard fit), it's very difficult to orbit fast enough to substantially reduce the inbound damage (Even if it doesn't have a web... and most do).

The Rifter is also unusually fast for a frigate and because it's usually armor tanked, the 3 mid slots usually have a web, scram, and afterburner (the standard build). Controlling range is challenging if you're not ready to do so.

My argument here (and the question you always ask when you fight a gun boat) is that you must either orbit faster than the guns can track (no way in this scenario) or you must control range. Since range is the only thing you can control, you have to decide how to make it happen.

I would argue that any rocket fit frigate (or guns, if it has the range) that has enough tank to take 150 dps for 45 seconds and a small neut can beat the standard Rifter build. The Rifter, when fit with a web, has no space for a cap booster. It's easy enough to reduce a Rifter's cap to nothing... which will allow you to control range. If you orbit out to 5k, most AC Rifters will have substantially reduced damage output (it is possible to make long range rifters which are a slightly different bird). As long as you have an afterburner to keep you at range (and some tank) you'll do fine.

To make a generalization, it's difficult to orbit faster than "close range" guns. That includes blasters, autocannons, etc... with an equivalent class of ship. In a frigate fight, if your opponent has short range guns, you want to try to control range. Conversely, if your opponent has long range guns, you want to try to orbit close and get under the guns.

Make sense?




Mobadder Thworst
Doomheim
#13 - 2012-05-04 02:52:05 UTC
Lesson 4 - Tank

The question in this lesson is "How do I select my tank style."

There are two primary tank styles: Buffer and Rep
Rep tanks are tanks that heal themselves. This includes purger passive tanks and active boost tanks.
Buffer tanks are tanks that just have large quantities of hit points.

So, how do you know which one is better?

Imagine you're selecting between a buffer tank of "100,000 effective hit points with 0 rep "and an active rep tank of "1000 hit point per second rep and 10,000 effective hit points."

Imagine that each tank is subjected to 1000 hit points per second. The Buffer tank would last for 100 seconds, the active tank would last forever, right? In this case the active tank is better, right?

However, if you imagine that those two tanks to 2000 hit points per second, the buffer tank would last 50 seconds and the active tank would last 10 seconds. In this case, the buffer tank is better, right?

The point of this is that buffer tanks are better against uncontrolled large quantities of damage. That makes them preferable in fleet fights and large scale station games (in many cases). Rep tanks are better against controlled/small quantities of damage (often better on speed tanks, 1 vs 1, stuff like that)

Now, armor or shield?

Armor tanks have a speed disadvantage and have no effect on size..
Shield tanks have a size disadvantage and no effect on speed.

Because of this, I recommend armor for close range tactics where webs and slow speeds will be prevalent (close orbits result in slow speeds). The chances of the armor penalty causing any change in the damage taken in these scenarios is reduced because of the already very low speeds.

I recommend shields for speed tactics (usually longer ranges) because they don't reduce your speed. Most speed builds are very vulnerable when caught, so the armor speed penalty is not preferred on such builds.

spacelumberjack
School of Applied Knowledge
Caldari State
#14 - 2012-05-04 05:04:24 UTC
Listen up Noobs, this guy knows his ****. by the way long time no see man.
Vain Eldritch
State War Academy
Caldari State
#15 - 2012-05-04 08:44:33 UTC
Bravo!

This is probably the most helpful combat thread I have ever read.

You my good fellow have a knack for providing in layman's terms a clear vision of combat despite the the fog of Eve's mechanics.

If you leave, it will be a genuine loss to the game, so please don't.

Androgynous Caldari Cross-dresser

Cav Arbosa
#16 - 2012-05-04 15:29:46 UTC
I've never done any PVP before (not counting getting ganked) and have been thinking about getting started. This thread has some incredibly helpful information. Thanks for posting.
Callous Jade
Dockturnal Bromance
#17 - 2012-05-05 03:17:27 UTC  |  Edited by: Callous Jade
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


Lol...Go back to Wow.

Edit: Props to the OP. Such goodposting is rare on eve-o.
sYnc Vir
Wolfsbrigade
Ghost Legion.
#18 - 2012-05-05 09:18:28 UTC
Callous Jade wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


Lol...Go back to Wow.

Edit: Props to the OP. Such goodposting is rare on eve-o.


Never played WoW, Learn a better insult or stop being a sheep and come up with one of your own.

Don't ask about Italics, just tilt your head.

Eve Goldman
Goldman's Club
#19 - 2012-05-05 09:35:17 UTC
sYnc Vir wrote:
Callous Jade wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


Lol...Go back to Wow.

Edit: Props to the OP. Such goodposting is rare on eve-o.


Never played WoW, Learn a better insult or stop being a sheep and come up with one of your own.



It is obviously a child or an immature adult typing this comments, grow up ;) man (or woman) whoever you are :)

Eve Goldman
Goldman's Club
#20 - 2012-05-05 09:36:51 UTC
Mobadder Thworst, thank you so much for sharing your experience with us! Great post.
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