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Player Features and Ideas Discussion

 
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Proposal: Do away with turret signature resolution stat

Author
Gypsio III
State War Academy
Caldari State
#61 - 2014-07-03 07:51:38 UTC  |  Edited by: Gypsio III
Gorn Arming wrote:
This thread has been a goldmine of posts by people who don't understand math.


Yep. Threads about tracking are always like this. And the sig resolution issue is a pretty bit part of people's misunderstanding, a distressing number of people think it's a to-hit chance separate to tracking, as if turrets were missiles.

The counter-argument of the current system making it easier to relate your turrets' tracking speed to the angular velocity of a same-size opponent has some merit though. Although, since the sigs of different ships are so variable, it's not sure it's really that valuable.
Aiyshimin
Mea Culpa.
Shadow Cartel
#62 - 2014-07-03 08:25:43 UTC
Bigger guns struggle to hit smaller targets, I don't get what's so "complicated" about this sig radius/resolution issue that would require spending dev time changing something that doesn't change anything.



Rab See
Stellar Dynamics
#63 - 2014-07-03 09:51:58 UTC
I win at eve becuase I understand the way these things interact. Lets make those 13 year olds work for their account and investigate the differences.

What, when you have removed signature, will target painters do? They are crap as it is.
Arya Regnar
Darwins Right Hand
#64 - 2014-07-03 09:53:43 UTC
Joraa Starkmanir wrote:
I think turrets should rely MORE on signature radius than they do currently not less.
Remove it from the tracking formula, but add it as part of the dmg formula, so stationary targets dont take full dmg unless they are larger than the turret signature.

No, no and no.

Turret mechanics are the only thing that works as it should at the moment.

EvE-Mail me if you need anything.

Velicitia
XS Tech
#65 - 2014-07-03 10:40:16 UTC  |  Edited by: Velicitia
Aebe Amraen wrote:
Daichi Yamato wrote:
what turret sig does it makes it sort of arbitrarily difficult for large weapons to hit small targets, and like wise makes small weapons hit large targets extremely well.


No, the target sig radius does that. My proposal has nothing to do with sig radiuses.. The turret sig resolution does not do that. My proposal does have something to do with turret sig resolutions.

The number of people telling me I'm wrong in this thread is simply more evidence that the vast majority of Eve players don't understand sig resolution.



hint -- the correlation between the target's sig radius and the turret's sig res is the crux of the matter.


For all non-zero values of the target's transversal, the turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage* .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .

*Barring other negative factors to your hit chance (in falloff, can't track fast enough, etc).

Remember that the hit chance is only half of the applied damage calculation, and that the game then "rolls" a value between 0 and 1 to determine if you hit, and for how much damage (i.e. "wrecking" or "glancing", etc)

Put another way -- it's sorta like a shotgun (note, we're gonna ignore the fact a shotgun creates a cone for now ... and totally making up the other numbers).

When you fire a round, the shot creates a cloud that is 18" (approx 450mm) in diameter (9" / 225 mm radius).
Assuming 100 pellets in the round, each doing 1 point of damage, and you're perfectly able to hit "center mass" (i.e. perfect tracking compared to a non-zero transversal speed -- i.e. transversal / tracking * range = 1).

if your target is under 9" radius, you will do less than 100 points of damage to it, proportional to the difference in surface area of your target and the projectile "cloud" (i.e. target sig rad vs gun sig res)

If the target is 9" or greater radius, you're going to do 100% damage.

If the target is >9" radius, and your accuracy is a bit off (because of transversal), you still have a fairly good chance of applying 100 damage, by sheer virtue of there being extra surface area outside of "center mass" that you can still hit.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gypsio III
State War Academy
Caldari State
#66 - 2014-07-03 10:43:20 UTC
Velicitia wrote:
The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .


Rab See wrote:
What, when you have removed signature, will target painters do? They are crap as it is.


And yet, the fail continues. Straight
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#67 - 2014-07-03 10:53:24 UTC
I would keep signature resolution. In fact, I'd rather see more uses and ideas applying it than just removing it. Last thing I'd want to see is big turrets hitting smaller ships that easily. Redundant or not, the concept of it isn't that difficult.

It would be great to see more ships using this particular attribute, or turrets that have other numbers than ~40, 125, 400 etc.

So for removing turret signature resolution stat, I'd say no.

Using tablet, typoes are common and I'm not going to fix them all.

Velicitia
XS Tech
#68 - 2014-07-03 10:54:30 UTC
Gypsio III wrote:
Velicitia wrote:
The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .


Rab See wrote:
What, when you have removed signature, will target painters do? They are crap as it is.


And yet, the fail continues. Straight



where am I wrong in the comparison?

it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gully Alex Foyle
The Scope
Gallente Federation
#69 - 2014-07-03 11:02:28 UTC
Velicitia wrote:
Gypsio III wrote:
Velicitia wrote:
The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .


Rab See wrote:
What, when you have removed signature, will target painters do? They are crap as it is.


And yet, the fail continues. Straight



where am I wrong in the comparison?

it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing.
If the transversal is zero (or very close to zero) the whole equation 'zeroes out' and you hit perfectly.

A moros will hit perfectly an unmoving pod, a Phoenix won't.

In your previous post it seems you said both wouldn't hit.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Velicitia
XS Tech
#70 - 2014-07-03 11:08:01 UTC
Gully Alex Foyle wrote:
Velicitia wrote:
Gypsio III wrote:
Velicitia wrote:
The turret's sig res is essentially the same thing as the missile's explosion diameter (i.e. Sig Res <= Sig Rad, then 100% damage, barring other factors .... OR ... Sig Res > Sig Rad, then proportional decrease in applied damage) .


Rab See wrote:
What, when you have removed signature, will target painters do? They are crap as it is.


And yet, the fail continues. Straight



where am I wrong in the comparison?

it's how the math works ... yes, if the transversal is zero, you're gonna end up effectively zeroing out that side of the equation ... but that still doesn't mean that the tracking and signature resolution on the guns are the same thing.
If the transversal is zero (or very close to zero) the whole equation 'zeroes out' and you hit perfectly.

A moros will hit perfectly an unmoving pod, a Phoenix won't.

In your previous post it seems you said both wouldn't hit.



my bad -- it's lack of coffee .. .editing it to clear it up...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Deerin
East Trading Co Ltd
#71 - 2014-07-03 11:22:03 UTC
OP Math is correct. It does simplify things mathematically and does have ZERO effect on the way game is played.

However, from a lore and phyical point of view, I wouldn't want to see a 125mm autocannon and 1400mm arillery to have the same "radius".

I believe there is an easier fix to make things more "readable":

Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.
Daichi Yamato
Jabbersnarks and Wonderglass
#72 - 2014-07-03 11:26:52 UTC
people get how tracking works and how turret res affects everything. Just not grasping everything in its entirety (im bad and feel bad).

i kept forgetting that after u half a large weapons res to 200 u get a doubled tracking buff against BS's because they still have a sig rad of 400. so modifying turret tracking proportionally to its new turret res does not affect chances to hit.

Blowing up a ship sig with painters still works.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Gully Alex Foyle
The Scope
Gallente Federation
#73 - 2014-07-03 11:39:42 UTC
Deerin wrote:
OP Math is correct. It does simplify things mathematically and does have ZERO effect on the way game is played.

However, from a lore and phyical point of view, I wouldn't want to see a 125mm autocannon and 1400mm arillery to have the same "radius".

I believe there is an easier fix to make things more "readable":

Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.
Clearer to understand, but a bit harder to apply.

Example: a small turret has 0.3 rad/s tracking. Quick question: can it hit stuff up close?

Assuming 1,000 m as 'up close', I'd get 0.3 rad/s if the target orbited at 300 m/s. An AB frig will go 1,000 m/s at least, 400 m/s if webbed.

So, answer: up close, it hits well only frigs without a prop mod that are also webbed*. It will hit faster stuff too, but a severe (>50%) dmg reduction is to be expected.


Now, imagine the same question, but the turret's tracking is 17°/s. Try giving a quick approximate answer without using a calculator. Big smile


*Unless I can reduce transversal by also moving my own ship, of course, but that's beyond the point.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Deerin
East Trading Co Ltd
#74 - 2014-07-03 11:52:41 UTC
Gully Alex Foyle wrote:
Deerin wrote:
deg/s argument
Good reply


Just make sure the angular velocity column in overview is also deg/s. So that you can have a fairly good idea on how fast your opponent circles you. Comparing 35 degrees to 18 degrees is easier than comparing 0.03523 to 0.01823. Yes they are essentially the same, but much readable as a bigger number.
Arla Sarain
#75 - 2014-07-03 12:00:40 UTC  |  Edited by: Arla Sarain
Deerin wrote:


Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.

How so?

What is difficult about rad/s versus degrees/s? Do you get confused by inches and cm? Does it matter? If the whole system is built around the same units.

Set up your overview to accommodate angular velocity. Both it and tracking are measured in radians per second. Same units.


Rad/s are far more intuitive. Because,as mentioned several times, they have physical meaning, whereas degrees is just a convention.

1rad/s is when the magnitude of speed is the same as the range/orbit. 500m/s at 500m orbit, or 1000m/s at 1000m orbit, will all give you an angular velocity of 1rad/s. This would be 57.3 degrees per second. How do degrees help you?
Gully Alex Foyle
The Scope
Gallente Federation
#76 - 2014-07-03 12:04:02 UTC
Deerin wrote:
Gully Alex Foyle wrote:
Deerin wrote:
deg/s argument
Good reply
Good suggestion
Agree.

My workaround is to shrink the ang velocity column to have only the first 4 digits visible. :)

So I see 0.035 vs. 0.018.


But yeah, my personal preference would be milli-radians!

- Easier to calculate in your head while creating a new fit or deciding whether to engage something (just divide expected max speed in m/s by expected minimum distance in km).

- Easier to read on your overview


Yes, I'm a nerd. Big smile

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Deerin
East Trading Co Ltd
#77 - 2014-07-03 13:29:26 UTC
Arla Sarain wrote:
This would be 57.3 degrees per second. How do degrees help you?


Bigger number easier to read. Totally cosmetic...and also somehow easier to visualise.

Personal preference I guess ::shrugs::
Spugg Galdon
Federal Navy Academy
Gallente Federation
#78 - 2014-07-03 15:46:02 UTC
I've always thought of turret signature resolution as kind of turret "accuracy", where in the lower the number, the closer to the point of aim the shot is likely to land. Like "grouping" on a rifle. The tighter your grouping the more accurate you are.

I like this variable. I would even be interested in seeing ships get a bonus to this variable or, when module teircide occurs, perhaps weapon teirs will see this stat adjusted.

So, no. I think this complexity needs to remain but the system should be explained better via the wiki or something.
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#79 - 2014-07-03 16:20:09 UTC
I'm happy to see some discussion going other than 'lol OP your terrible at math.' Thanks for sharing your perspectives. Just one thing I want to reply to personally:

Gully Alex Foyle wrote:

But, even if PVP is extremely varied, most of the time you'll be shooting at the 'standard target'.


This is not the case in my experience. I very often find myself shooting at battleships with cruisers and shooting at frigates with battlecruisers and shooting at battlecruisers with destroyers. Perhaps I'm unusual though.
Ashley Animus
7th Temporal Lounge
#80 - 2014-07-03 16:32:39 UTC
How about this to explain it.

Devide the tracking by its signature and you find the Absolute tracking value.

An Electron Blaster Cannon with 0.075 rad/s and a signature of 400.
0.075 / 400 = 0,0001875 Absolute

A 250mm railgun with a tracking of 0,02566 rad/s and a signature of 125.
0,02566 / 125 = 0,00020528 Absolute

Logically people think that the blaster has a lot more tracking because of the higher number. But in reality it has 9% worse tracking than the railgun. It confuses people without any reason.

+2 Good idea and stayed calm.