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weapon accuracy score concern

Author
Gully Alex Foyle
The Scope
Gallente Federation
#61 - 2016-05-13 10:28:23 UTC
Using live angular velocity readout on the overview during combat boils down to this:

1) You have memorized beforehand your desired maximum rad/s
- This figure will obviously be different for different ship classes. If for example you expect to be shooting at anything from frigates to to cruisers, you have to memorize 3 different numbers

2) You try to determine if your target is using an mwd and/or (but much less important) if they're heavily buffer shield tanked

3) You compare their angular velocity with your pre-memorized 'ideal' rad/s:
- If MWD, you know it can be up to 6x higher
- If shield, you know it can be maybe 1.5x higher (doesn't really change much imo)


The ONLY change is how you calculate step 1), which is something you SHOULDN'T be doing 'live' during combat anyway.

I agree WAS makes step 1) less intuitive, but you still needed to do some math before the patch (unless you were planning on shooting exclusively frigates with small guns, or cruisers with medium guns, etc.).

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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#62 - 2016-05-13 10:57:20 UTC
Galaxxis wrote:
JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem?


Well to be fair .... I'm BillyBum the engineer and I'd rather see Degrees than radials. They don't mean a thing to me, because I always blatantly round fractions down and use gut feeling to assess what Da Number truly means. Radials don't mean nothing to me.

Now that we've got accuracy score which actually means something, all we need is angular velocity expressed in degrees/sec and a checkbox to put the game in mathboy mode (old style) again.

Then everyone will be happy. Right?
Memphis Baas
#63 - 2016-05-13 12:20:54 UTC
Sure, everybody will be happy when they put a column in the overview that matches the gun stat as a direct comparison, but until then it's rage, and it'll be expressed as a comment about EVE and CCP until they do. On the internets.
Mina Sebiestar
Minmatar Inner Space Conglomerate
#64 - 2016-05-13 12:36:24 UTC
Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless

Further more it shows correct sig rez of all guns and not 40 km made up number out of someone behind just to show smaller number for big guns and bigger for small.

Jeez let me know when Nobel prize is on i wanna see the nomination process may self.

In other news i would gladly go to old system that was just fine and one that no one ever complained if CCP make that as option.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#65 - 2016-05-13 12:48:32 UTC
Mina Sebiestar wrote:
Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless


For that, new system too is flawless. Isn't chance to hit based on the multiplication of tracking and signature radius anyway? That's what you're getting.
Verdis deMosays
Center for Advanced Studies
Gallente Federation
#66 - 2016-05-13 14:28:44 UTC  |  Edited by: Verdis deMosays
Brokk Witgenstein wrote:
Mina Sebiestar wrote:
Old system was better i never cared about gun comparison of different sizes but rather within it own group and for that old system was flawless


For that, new system too is flawless. Isn't chance to hit based on the multiplication of tracking and signature radius anyway? That's what you're getting.


What you miss is the point of our arguments against this WAS system. If I give you the number 11.88, and say tell me how fast I can orbit my target, without missing, you can't do it. The only way is to break that number down into its components to find Radians per second, which was shown before the change. There is simply no way to apply a WAS number to practical application by itself.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#67 - 2016-05-13 15:34:29 UTC  |  Edited by: Brokk Witgenstein
Nor can you say you'll hit stuff when I tell you its angular velocity is 0.0745.
Because you don't know the target's signature radius.

What you could do, and still can, is try to shoot when its angular velocity is nigh zero.

Now, having to take your guns target resolution into account versus sigradius ..... that's exactly what that "accuracy" figure does, no?



Edit: open question (I don't have the formula at hand) : is a gun with target res 40, tracking speed 5 deg/sec equivalent to a gun with target res 400, tracking speed 50 deg/sec ?
Eli Stan
Center for Advanced Studies
Gallente Federation
#68 - 2016-05-13 17:46:15 UTC
Brokk Witgenstein wrote:
Edit: open question (I don't have the formula at hand) : is a gun with target res 40, tracking speed 5 deg/sec equivalent to a gun with target res 400, tracking speed 50 deg/sec ?


5/40 = 0.125 = 50/400 so yes, they are identical.
Moac Tor
Cyber Core
Immediate Destruction
#69 - 2016-05-13 18:59:56 UTC
I found the old system much better. The current tracking numbers are completely abstract until you divide them to the appropriate level; how many ships have a 40km sig radius...

With the old system you could see at a glance how a medium gun should be tracking against a medium ship, or how a large gun should be tracking against a large ship etc.

Also I am confused as to why CCP decided to make fighters apply missile type damage to targets even when they are using turret weapons. An attempt to simplify and dumb down the game perhaps?

Someone needs to calm down at CCP and stopping trying to 'improve' stuff that isn't broken.
Memphis Baas
#70 - 2016-05-13 19:01:32 UTC
Ferrotsmite Anzomi wrote:
Frogs are not that big, and my frigates guns are not designed to hit a target 40 kilometers wide.


Aren't citadels 40km? There you go, this silly argument we're having about gun stats is laid to rest, once and for all. All your guns are designed to hit citadels.
Mikkal Rune
Doomheim
#71 - 2016-05-14 23:08:00 UTC
Moac Tor wrote:
Someone needs to calm down at CCP and stopping trying to 'improve' stuff that isn't broken.

Yes. There’s been a lot of this lately. “Helpful” changes to things no one was complaining about. And I appreciated the fact that radians and seconds were real-world things that translated into something in my head, in a way that a number that only reflects them if I remember to divide it by a particular other number do not. So I’m sorry to see them go too.
Aplier Shivra
#72 - 2016-05-15 00:48:43 UTC  |  Edited by: Aplier Shivra
Pandora Carrollon wrote:
There is a tendency to look at the technical in MMO's. Rules lawyers, mini-maxxers, etc.

This generally ends up overlooking the practical and empirical. Then when the theoretical doesn't line up with what is actually experienced people kind of go nuts.

Again, my suggestion is to play the fight, maneuver in such a way to get the accuracy to get your weapons on target and stick with actual tactical results.

I predict a lot of headache and heartache if we start crunching numbers and find out that the algorithms are not working in a way we anticipate and it causes that dissonance between what we think should happen and what actually does.

It's not a matter of being rules lawyers, min-maxers, or whatever other derogatory term you want to use. This game is run by numbers, it's run by defined formulas in fact, and the practical and empirical will exactly match the theoretical. If people "go nuts" because things don't match up, then it is because of either A) a bug in the system, or much more commonly B) their theoretical idea of how things should work was missing out on some of the key variables or formulas required. If this is because of A, then that "headache or heartache" is certainly well-founded, and is something that should be addressed and fixed. If it's because of B, then the error is on the human, and the system should be faulted for that.


Quote:

My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO. The reality is my guns hit like garbage. If I stop or go nose or tail on to the target, my guns hit like monsters.

So, the algorithm for tracking and targeting is not what you'd expect, which makes the accuracy numbers mostly useless. However, empirical testing has shown me how to hit and range issues. It's the reality of the game vs. the theory of it.

I'm all for numbers and crunching but I place more emphasis on empirical results.


So your tests have shown exactly what the numbers have already proven, that when a ship's angular velocity is low (nose or tail on), weapons are pretty accurate, and when there's a high angular velocity (moving broadside), accuracy is garbage. In fact, in the second part of your empirical tests, you demonstrate exactly the point B i was referring to above. When stating that your gun tracking shouldn't matter when that target is staying still, while you're moving, is an inaccurate thing being included into your theoretical formula. In the situation described, your tracking does very much matter, because your angular velocity is still above 0, because you are moving. So the accurate theory is that your guns should hit like garbage in that situation, which, as you were kind enough to test, they do. So yes, the algorithm for tracking and target is exactly what I expect, which makes the accuracy numbers immensely important. If you want to keep it at a simplistic level of analysis (angular velocity affects accuracy, low=good and high=bad) then that's your choice and that's fine.

But there are those of us who want to go a step beyond that, and want to know how much angular velocity affects accuracy. That's the reason why we crunch the numbers, to give us an accurate theoretical view of how a situation will work, so that we can make a better decision based on the information available. In some cases this isn't as necessary, such as a frigate orbiting a battleship at 1000, where they can know without much math that they'll have close to perfect accuracy. In other cases, such as a 1400 arty tempest, taking a few moments to make sure that their next 30+ seconds of waiting on guns won't be wasted isn't min-maxing, rules lawyering, or any of that nonsense, it's just plain playing smart.
Lellulah Eshnayim
Justified Lethal Response
#73 - 2016-05-19 19:24:49 UTC
The change does seem rather arbitrary.
Either way, yes, we will "normalize" to the changes

As far as the "hitting broadside" should be easier assumption:
This makes the assumption that the calculation "to hit" accounts for the guns orientating with the direction of the ship. So someone orbiting a stationary target, the guns themselves don't have to rotate as the ship itself is rotating thus keeping the guns pointed on target...I certainly don't see that assumption in the formula...
Perhaps if you pictured the calculation like a hovering flying saucer with a rotating turret in the center...the saucer doesn't turn as it orbits, the turret must turn....
Ie: don't kite your own guns...the "broadside" thing won't work ...maybe it should...but it doesn't , ie..ship A should be able to out "kite" ship B if all other things are equal aside from their top speeds, but it doesn't work like that...

Or perhaps my kneejerk unproofed rant is just that lol
Moonlit Raid
Doomheim
#74 - 2016-05-19 21:08:40 UTC
Galaxxis wrote:
I think someone got ahold of the List of Terrible Ideas at CCP thinking it was the List of Great Ideas, and now they're just going down the line implementing them all. We had the gong and flashy red epilepsy trigger, now we have "weapon accuracy rating" so that JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem?
No math was required, you could literally watch your overview and decide if you were going to hit the target with certainty [depending on ticks].

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Johnny Riko
The Scope
Gallente Federation
#75 - 2016-05-19 22:06:51 UTC
I can't understand this change. It's just blatant dumbing down. I didn't even think the current system was unintuitive, if anything it is more clear than what they are proposing. Stupid idea CCP. Re-evaluate who is making these decisions.

I wanna join up. I think I got what it takes to be a Citizen.

Johnny Riko
The Scope
Gallente Federation
#76 - 2016-05-19 22:09:27 UTC
Brokk Witgenstein wrote:
Galaxxis wrote:
JoBob the corn harvester doesn't get confused and violently angry at the prospect of having to do math. Seriously, when was this ever a problem?


Well to be fair .... I'm BillyBum the engineer and I'd rather see Degrees than radials. They don't mean a thing to me, because I always blatantly round fractions down and use gut feeling to assess what Da Number truly means. Radials don't mean nothing to me.

Now that we've got accuracy score which actually means something, all we need is angular velocity expressed in degrees/sec and a checkbox to put the game in mathboy mode (old style) again.

Then everyone will be happy. Right?


You're an engineer and you don't comprehend rad/s?
What engineering school did you go to?..

I wanna join up. I think I got what it takes to be a Citizen.

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#77 - 2016-05-19 22:14:16 UTC
Yet it is you who "cannot understand this change".

It's elementary dear Watson: since you always needed two variables anyway, there is no point in giving two separate numbers that only become meaninful when combined when only one of those numbers is on the overview.
Memphis Baas
#78 - 2016-05-19 22:20:59 UTC  |  Edited by: Memphis Baas
Johnny Riko wrote:
You're an engineer and you don't comprehend rad/s?
What engineering school did you go to?..


You need to ask?

It was Da School, where they taught him Da Number.

They didn't mention pi cause that would have made everyone hungry and they'd skip school.
So, instead of "a circle is 2 radians," they used "a circle is 360 degrees."
Like a pizza.
You put it in the oven at 360 degrees for 6 minutes, so that's 360 seconds.
So degrees / second makes sense.
nezroy
Federal Defense Union
Gallente Federation
#79 - 2016-05-20 01:20:01 UTC  |  Edited by: nezroy
Brokk Witgenstein wrote:
Yet it is you who "cannot understand this change".

It's elementary dear Watson: since you always needed two variables anyway, there is no point in giving two separate numbers that only become meaninful when combined when only one of those numbers is on the overview.


You need 4 numbers total.

Before change you were given three of the numbers explicitly under any circumstance (including temp effects to tracking, etc.). Yes, the 4th # was unknown without awareness of your target's likely sigrad based on experience and circumstance.

After the change you are given two of the four numbers you need explicitly. Two others are now only provided indirectly and require some on the fly division to recover under any circumstance (e.g. how badly is that tracking disruption affecting my angular? I dunno let me divide by 40km in my head real qui... oops there's the hull alarm). Figuring out the fourth # is not any different than before.

So we went from having 3 of the 4 required numbers accurately and explicitly provided at a momentary glance to now only having two of the four required numbers accurately and explicitly displayed at a glance.
Areen Sassel
Dirac Angestun Gesept
#80 - 2016-05-22 05:11:33 UTC
Pandora Carrollon wrote:
My own tests have shown that nose or tail on, weapons are pretty accurate. Broadside is garbage if you're moving or your target is. I have tested orbital processes, where I am orbiting a stationary or low speed target at max velocity. The theory is that my guns tracking should be irrelevant at that point since the targets angular velocity compared to my relative velocity is ZERO.


I think you are confused. If you're orbiting at max velocity, you will have a high angular velocity (depending on range). It doesn't matter who's moving, only the relative velocity.