These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

Optimal Range Question

Author
Titus Marrs
Doomheim
#1 - 2014-11-08 23:45:09 UTC
My "Optimal" on Auto-Cannons say 420 M. Yet, I've noticed more damage applied on targets at 2000 M range. How do you calculate the sweet spot? Does the ammo type and fall off calculate into it? Being new, I was setting orbit at 500 M and guns blazing as I approached.
Paranoid Loyd
#2 - 2014-11-08 23:54:42 UTC  |  Edited by: Paranoid Loyd
http://www.hostile.dk/files/eve/eve-tracking101.swf

http://wiki.eveuniversity.org/Getting_the_Visual:_Optimal_Range_and_Falloff

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

EFT will allow you to visualize the graphs with your own chracters stats

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Ama Scelesta
#3 - 2014-11-08 23:55:10 UTC
Titus Marrs
Doomheim
#4 - 2014-11-08 23:59:29 UTC
Thank you both so much! More homework Pirate
Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2014-11-09 03:51:21 UTC  |  Edited by: Tau Cabalander
My rule of thumb:
* You want to be no further than optimal + 1/2 falloff, as that's the 80% damage point.
* Consider your max usable range to be optimal + falloff , the 40% damage point.

Note that auto-cannons are meant to be used in falloff, and hulls with projectile falloff bonuses are intended for auto-cannons. Projectile optimal bonuses are intended for artillery, which already have a long falloff.

Hybrid tracking bonuses are common for blasters. Hybrid optimal bonuses are common for railguns. Lasers tend to get capacitor bonuses, but sometimes optimal bonuses, as lasers essentially have no useful falloff (hence they can instantly load different crystals).

I carry at least two kinds of ammo, short-range ammo (max damage) and long-range ammo (can be essential when webbed and you can't otherwise hit out to 10 km), and often a third ammo for medium-range.
Cara Forelli
State War Academy
Caldari State
#6 - 2014-11-09 04:47:05 UTC
The reason you see more damage at 2000m has nothing to do optimal or falloff. Your base damage is maximum out to the edge of optimal and it falls off after that. However, your APPLIED damage will be much worse because of tracking.

Turret tracking speed is measured in radians per second (an angular velocity). Consider a stationary target which you are orbiting at 5 km range. When you make a full revolution around the target you have completed 2*pi radians (or 360 degrees). Now you get closer and orbit at 450 m range, at the same speed. You can complete a revolution around the target much faster because you don't have to travel as far, but you still complete 2*pi radians.

With the shorter travel time, the relative angular velocity between you and your target is much higher. If it's faster than your turrets are able to track, you'll see reduced damage. The target's velocity plays in to this too.

TLDR: Optimal and falloff refer only to your base damage before tracking considerations. It's possible to get too close and ruin your tracking to the point that you actually see higher damage outside your optimal than inside. Fortunately, autocannons have very long falloff so your base damage falls off slowly outside your optimal range compared to other weapon systems.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

J'Poll
School of Applied Knowledge
Caldari State
#7 - 2014-11-09 11:00:19 UTC
Titus Marrs wrote:
My "Optimal" on Auto-Cannons say 420 M. Yet, I've noticed more damage applied on targets at 2000 M range. How do you calculate the sweet spot? Does the ammo type and fall off calculate into it? Being new, I was setting orbit at 500 M and guns blazing as I approached.


Yes, ammo can change stats on guns (RoF / Damage multiplier / optimal range etc. etc.)


As for the sweet spot for damage:


Now let's talk about ranges (without taking trackign into account):


From 0m all the way to your optimal range you have the possibility to do 100% damage application.
Now from optimal range up to optimal + 1 x falloff, this damage application drops from 100% all the way down to about 50% damage application (so say that in optimal range, a normal shot was 100 HP damage, at optimal + 1 falloff it can only do 50 HP damage).
Now if you go beyond optimal + 1 falloff all the way to optimal + 2 falloff it drops down from about 50% to nearly 0%.


So, given that. You want to stay as close as possible. However, some weapons have a insanely small optimal but a long falloff stat, so it's not uncommon to work in your 1 falloff range.



Now I hear you think why not all the time orbit point blank as that means I'm ALWAYS inside my optimal range no matter what weapons I use, I should do 100% damage.


There is where tracking comes into play.

Tracking is a stat that shows how fast your guns can rotate on their mounts (and thus track / keep a target in their visors). The closer you are to a target, the faster a gun has to rotate to keep it's working end pointed at the target

*To explain: If you have a friend running in circles around you at 1 m, you have to turn much faster then if that same friend is running circles around you (at same speed) at 10 m...which is even faster if he would be at 100 m.

So, there is the option of "being too close" for your turrets to work.

If your angular velocity is greater then the tracking rate of your turrets, it means you are rotating around a target too fast. To counteract this you have 2 options. Slow down or increase your orbit.

Which works better...that depends.


So finding that sweet spot in turrets is something you have to find out. It is a combination of:

* Being in your optimal or optimal+falloff.
* Being in an orbit that means your turrets can track the target.
* Being in a position where you can survive (being up close against a brawler isn't smart - maybe you won't do as much damage at a longer range...but he won't do any damage to you at that range)

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Titus Marrs
Doomheim
#8 - 2014-11-09 14:52:36 UTC
Since we're discussing gun play here... Hybrid versus Arty. I've been reading the forums a lot and see hybrids had a buff done to them. It seems everyone was talking in old posts how Minmatar rifters and auto-cannons were king. Now, they seem to be leaning in other directions.

I've been training the hybrid to fit a Atron, but the 250mm Arts I see on Thrasher fits looks good too!
I just don't know which way to lean for gun training. Right now im training gunnery to V while i decide where to invest my skills.
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2014-11-09 15:00:08 UTC
Titus Marrs wrote:
Since we're discussing gun play here... Hybrid versus Arty. I've been reading the forums a lot and see hybrids had a buff done to them. It seems everyone was talking in old posts how Minmatar rifters and auto-cannons were king. Now, they seem to be leaning in other directions.

I've been training the hybrid to fit a Atron, but the 250mm Arts I see on Thrasher fits looks good too!
I just don't know which way to lean for gun training. Right now im training gunnery to V while i decide where to invest my skills.


Each has their uses.


Want big alpha damage...go Artillery (long range projectiles)
Want big DPS...go Blasters (short range hybrids)
Want infinite ammo...go lasers


As you found out..FotM...well, it's temporary.


I've seen Drakes everywhere.
I've seen AHACs thrown left and right.
I've seen interceptors in every system.
I've seen big blobs of Drone bunny fleets.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Titus Marrs
Doomheim
#10 - 2014-11-09 15:06:51 UTC
J'Poll wrote:
Titus Marrs wrote:
Since we're discussing gun play here... Hybrid versus Arty. I've been reading the forums a lot and see hybrids had a buff done to them. It seems everyone was talking in old posts how Minmatar rifters and auto-cannons were king. Now, they seem to be leaning in other directions.

I've been training the hybrid to fit a Atron, but the 250mm Arts I see on Thrasher fits looks good too!
I just don't know which way to lean for gun training. Right now im training gunnery to V while i decide where to invest my skills.


Each has their uses.


Want big alpha damage...go Artillery (long range projectiles)
Want big DPS...go Blasters (short range hybrids)
Want infinite ammo...go lasers


As you found out..FotM...well, it's temporary.


I've seen Drakes everywhere.
I've seen AHACs thrown left and right.
I've seen interceptors in every system.
I've seen big blobs of Drone bunny fleets.



I would think short range hybrids would be the better fit, because I think lots of players probably know how to close the gaps and get under longer range rounds. I could be wrong, since I've yet to try killing someone yet Big smile
Cara Forelli
State War Academy
Caldari State
#11 - 2014-11-09 16:30:17 UTC  |  Edited by: Cara Forelli
Titus Marrs wrote:
I would think short range hybrids would be the better fit, because I think lots of players probably know how to close the gaps and get under longer range rounds. I could be wrong, since I've yet to try killing someone yet Big smile

Hybrids are in a good place right now. I like them because brawling is much simpler than kiting in terms of piloting. But each of the weapon systems has a decent niche. I suggest you try a few and see what you enjoy while you still have short skill trains (make sure you are using correctly bonused ships).

While we're talking about turret range and tracking, watch this video which explains it all quite well.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Titus Marrs
Doomheim
#12 - 2014-11-09 17:16:48 UTC
Cara Forelli wrote:

While we're talking about turret range and tracking, watch this video which explains it all quite well.


What a great video! I learned quite a lot from watching it. Makes you wonder how many new players die by just doing the straight approach towards targets. I can't see doing this method against missile boats, but laser boats it would seem perfect.
J'Poll
School of Applied Knowledge
Caldari State
#13 - 2014-11-09 23:15:01 UTC
Titus Marrs wrote:
J'Poll wrote:
Titus Marrs wrote:
Since we're discussing gun play here... Hybrid versus Arty. I've been reading the forums a lot and see hybrids had a buff done to them. It seems everyone was talking in old posts how Minmatar rifters and auto-cannons were king. Now, they seem to be leaning in other directions.

I've been training the hybrid to fit a Atron, but the 250mm Arts I see on Thrasher fits looks good too!
I just don't know which way to lean for gun training. Right now im training gunnery to V while i decide where to invest my skills.


Each has their uses.


Want big alpha damage...go Artillery (long range projectiles)
Want big DPS...go Blasters (short range hybrids)
Want infinite ammo...go lasers


As you found out..FotM...well, it's temporary.


I've seen Drakes everywhere.
I've seen AHACs thrown left and right.
I've seen interceptors in every system.
I've seen big blobs of Drone bunny fleets.



I would think short range hybrids would be the better fit, because I think lots of players probably know how to close the gaps and get under longer range rounds. I could be wrong, since I've yet to try killing someone yet Big smile



Issue there is. If you have a long range person knowing how to fight, you won't get close.

It's called kiting.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

J'Poll
School of Applied Knowledge
Caldari State
#14 - 2014-11-09 23:16:18 UTC
Cara Forelli wrote:
Titus Marrs wrote:
I would think short range hybrids would be the better fit, because I think lots of players probably know how to close the gaps and get under longer range rounds. I could be wrong, since I've yet to try killing someone yet Big smile

Hybrids are in a good place right now. I like them, because brawling is much simpler than kiting in terms of piloting. But each of the weapon systems has a decent niche. I suggest you try a few and see what you enjoy while you still have short skill trains (make sure you are using correctly bonused ships).

While we're talking about turret range and tracking, watch this video which explains it all quite well.


See, without clicking the link (can see the URL now) I already deduced it would either have been an Agony video or Azual's video....

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Titus Marrs
Doomheim
#15 - 2014-11-09 23:22:30 UTC
J'Poll wrote:



Issue there is. If you have a long range person knowing how to fight, you won't get close.



So how does the game mechanics work? if we both have one another target locked and each click different ranges to keep at...what decides which ship gets the optimal range?
Titus Marrs
Doomheim
#16 - 2014-11-09 23:47:08 UTC  |  Edited by: Titus Marrs
Sorry for all the questions, just trying to get a better handle on things.

For instance, my goal is to roam in small gang somewhere or solo pvp at some point.
I've got my eyes on Thorax and Stabber. Both seem very similar, with exception of less drone space and better fall off bonus with the Stabber. Yet, the Thorax shows better tracking speed bonus with more drone space.

Being new, I need to figure out which is more important .. tracking speed or fall off. If i had to choose.. I would always think speed kills. But watching some videos and seeing the mechanics in here, I could see it the other way.

But if tracking speed results in better hits, i would choose that. Fall off seems to drop percentage of hitting target with good hits each 10 away from Optimal. Tracking speed would be more consistent?
Thomas Builder
Center for Advanced Studies
Gallente Federation
#17 - 2014-11-10 00:39:02 UTC
Titus Marrs wrote:
J'Poll wrote:
Issue there is. If you have a long range person knowing how to fight, you won't get close.

So how does the game mechanics work? if we both have one another target locked and each click different ranges to keep at...what decides which ship gets the optimal range?

Mostly ship speed - the faster ship can dictate range.
However, there are a lot of tricks you can do beyond simple "keep at range" clicking. The autopilot reacts weirdly to sudden changes in speed. So even if your ship is slower, you can usually force yourself closer or further for a short amount of time - which might be enough to achieve something significant. (E.g. Apply a web, Warp off, apply a ton of damage with blasters, ...)

Titus Marrs wrote:
But if tracking speed results in better hits, i would choose that. Fall off seems to drop percentage of hitting target with good hits each 10 away from Optimal. Tracking speed would be more consistent?
They work at opposite distances: Tracking speed is important when something is orbiting you very fast (or if you are orbiting it very fast), which is usually only an issue when the thing is very close. OTOH fall-off only comes into play when the thing is very far. Therefore, depending on the situation, one is more important than the other.

The formula for both is identical, only one uses distance, the other angular velocity. Tracking speed is given in rad/s[1] - e.g. if you have 0.1 rad/sec tracking and something is orbiting you at half that (0.05 rad/sec), you will deal ~80% damage.
That's the same ~80% that Tau spoke of from being half-way into falloff.

If you have a fast ship that can dictate range, you should go for one or the other: either boost your own tracking and orbit them so close that they cannot hit you OR boost your optimal & fall-off and try to hit them from a distance where they cannot shoot back.
If you have a slower ship, you might have to go for a balanced setting where you can hit them at whatever distance they choose.

[1] For the non-mathematical reader: a radian is an angle measurement, similar to degrees. 1 radian is ~57 degrees and 6.28 radian is a full circle. So, 0.1 rad/sec means that something takes about a minute to circle around you once.
Titus Marrs
Doomheim
#18 - 2014-11-10 01:10:30 UTC
Thomas Builder wrote:

Mostly ship speed - the faster ship can dictate range.
However, there are a lot of tricks you can do beyond simple "keep at range" clicking. The autopilot reacts weirdly to sudden changes in speed. So even if your ship is slower, you can usually force yourself closer or further for a short amount of time - which might be enough to achieve something significant. (E.g. Apply a web, Warp off, apply a ton of damage with blasters, ...)



So it sounds to me like a Stabber loaded with Autocannons and barrage would be perfect. You get the speed, can dictate the range at say 14km or so. Just out of web range and kite someone. Hope they don't web you somehow or get within range. If that happens you gtfo with a warp drive and your speed. Cool

Can heat and thermal skills work on webs? I know you can overheat guns for more. What about the webs range?
J'Poll
School of Applied Knowledge
Caldari State
#19 - 2014-11-10 11:26:30 UTC
Titus Marrs wrote:
J'Poll wrote:



Issue there is. If you have a long range person knowing how to fight, you won't get close.



So how does the game mechanics work? if we both have one another target locked and each click different ranges to keep at...what decides which ship gets the optimal range?



Base speed (the faster ship can dictate the range).
Tactics (manual flight can beat crappy "keep at range" button - specially with transversal and slingshots).
Initial placement (say you enter the battlefield and the enemy is already set up at his preferred range)

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

J'Poll
School of Applied Knowledge
Caldari State
#20 - 2014-11-10 11:30:45 UTC
Titus Marrs wrote:
Thomas Builder wrote:

Mostly ship speed - the faster ship can dictate range.
However, there are a lot of tricks you can do beyond simple "keep at range" clicking. The autopilot reacts weirdly to sudden changes in speed. So even if your ship is slower, you can usually force yourself closer or further for a short amount of time - which might be enough to achieve something significant. (E.g. Apply a web, Warp off, apply a ton of damage with blasters, ...)



So it sounds to me like a Stabber loaded with Autocannons and barrage would be perfect. You get the speed, can dictate the range at say 14km or so. Just out of web range and kite someone. Hope they don't web you somehow or get within range. If that happens you gtfo with a warp drive and your speed. Cool

Can heat and thermal skills work on webs? I know you can overheat guns for more. What about the webs range?


A. Most likely if you are webbed you are also scrammed so you wont be able to use a MWD. Let alone warping, unless you fight someone stupid enough to PvP without a point fitted.

B. Overheating webs (as you can read in the stats) further increases the effectiveness (aka makes target go even slower).

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

12Next page