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EVE New Citizens Q&A

 
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Can anyone explain to me how to figure out range for weapons and ammo?

Author
Artaanis
Deep Core Mining Inc.
Caldari State
#1 - 2011-12-13 02:21:44 UTC
Hey guys, another noob question for you. I can't for the life o me figure out what the range is or how to figure out what range i should orbit my target at when engaging. How do i figure this out for all the ammo types in this game? Thanks again all :) See you in space.
Kha'Vorn
Aliastra
Gallente Federation
#2 - 2011-12-13 03:06:48 UTC  |  Edited by: Kha'Vorn
Artaanis wrote:
Hey guys, another noob question for you. I can't for the life o me figure out what the range is or how to figure out what range i should orbit my target at when engaging. How do i figure this out for all the ammo types in this game? Thanks again all :) See you in space.


Right click the weapon in space, show info with ammo loaded

Range + Falloff = Distance

Cant remember about missiles, been a while.
Velicitia
XS Tech
#3 - 2011-12-13 03:45:56 UTC  |  Edited by: Velicitia
Guns:
Optimal Range + Falloff (when loaded, as ammo will change it by as much as +/- 50% from base stats).

if this results in a range of 10 KM or higher, you should always take off 1000 meters or so, because you can't see the "actual" range to your target after 9999 meters (rolls to 10 KM). so if your optimal + falloff is 13.5KM, you *can* hit them at 13KM, but since you don't know if they're at 13.0, 13.5, or 13.9 KM, you could be missing more than you should.


Missiles are velocity * flight time, less a few KM (5 or so), because the missiles have to get up to speed.

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

Zi'Boo
Zi'Corp
#4 - 2011-12-13 03:47:50 UTC
There are couple of ways:

1. turn on the combat overlay and hover your mouse over one of the guns, you should see 2 spheres around your ship - the brighter one is weapons optimal range, the grayer one is falloff

2. use show inf on a gun with ammo loaded (gives you numeric values)

3. use external software like EFT or Pyfa

As to the orbiting / attacking distance - if you're pvp'ing most of the time you'll either want the highest damage ammo and either orbit or hold range around its optimal (or around optimal + half to full falloff for projectiles).
If you're using long range guns, you have to work out your engagement area (like are you sniping, trying to stay outside of scrambler/web/disruptor or other persons guns range, etc), and then work out ammo and fittings around that.
Thgil Goldcore
Ministry of War
Amarr Empire
#5 - 2011-12-13 04:30:43 UTC
If it helps, heres a graphical example

If your optimal range was 1000 and your accuracy falloff was 1500. You would hit for full damage at 1000, half damage at 2500, and fall off to no dammage by 4000.


http://www.rifterdrifter.com/blog/wp-content/uploads/range.png
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2011-12-13 04:39:27 UTC  |  Edited by: Tau Cabalander
Turret Damage (see graph at bottom)
http://wiki.eveonline.com/en/wiki/Turret_damage

Optimal + Falloff = Useful max range (50% DPS point)
Optimal + 1/2 Falloff = Recommended max range (80% DPS point)

Up to optimal you don't miss because of range, nor suffer loss of damage quality.

You can also miss because of tracking, which sets an effective minimum distance.
Bridgette D'Iberville
Doomheim
#7 - 2011-12-13 15:13:55 UTC
I have a related follow-up question: why are the listings different for hybrid/projectile/laser turrets vs. missiles? I realize the mechanics of how they work are different, but I think I am speaking more to the UI than anything.

For instance, when I load ammunition into my hybrid turret, the optimal distance listed changes with the ammunition used when I right-click the Show Info screen. When I load rockets into my rocket launcher and right-click Show Info, however, it doesn't show the velocity/flight time (or really any information) for the actual missiles I have loaded. While I understand those values aren't inherent to the launcher, it would seem to be an important piece of information that would be helpful to have listed with the other weapon related information.

Not that it will probably help, but how do we submit suggestions for changes to the game?
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2011-12-13 20:56:39 UTC
Bridgette D'Iberville wrote:
I have a related follow-up question: why are the listings different for hybrid/projectile/laser turrets vs. missiles? I realize the mechanics of how they work are different, but I think I am speaking more to the UI than anything.

For instance, when I load ammunition into my hybrid turret, the optimal distance listed changes with the ammunition used when I right-click the Show Info screen. When I load rockets into my rocket launcher and right-click Show Info, however, it doesn't show the velocity/flight time (or really any information) for the actual missiles I have loaded. While I understand those values aren't inherent to the launcher, it would seem to be an important piece of information that would be helpful to have listed with the other weapon related information.

Optimal + falloff are properties of turrets. Ammo only modifies those, so you have to look at the turret info.

Velocity + Flight Time are properties of missiles. Launchers do not modify those, so you have too look at the missile info.

I'd love to see improvements in the UI, including estimated "best" turret and missile range.

Bridgette D'Iberville wrote:
Not that it will probably help, but how do we submit suggestions for changes to the game?

1. Submit a proposal to the CSM. See their forums.
2. Post in the Feature & Idea Discussion forum.
3. Post in the test server forum (not recommended, but devs do frequent that forum).
Baneken
Arctic Light Inc.
Arctic Light
#9 - 2011-12-14 09:01:27 UTC
Just simply enable you 'tactical overlay' and hover your mouse over module and you see two inter lapping spheres of which one is optimal and the other one is your fall off.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2011-12-14 22:25:49 UTC
Baneken wrote:
Just simply enable you 'tactical overlay' and hover your mouse over module and you see two inter lapping spheres of which one is optimal and the other one is your fall off.

Doesn't work for missiles Cry