These forums have been archived and are now read-only.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

 
  • Topic is locked indefinitely.
 

weapon accuracy score concern

Author
She11by
Big Boys Don't Cry
Kids With Guns Alliance
#101 - 2016-07-17 13:56:03 UTC  |  Edited by: She11by
Brokk Witgenstein wrote:
This I know, yes.
What of it?

The new value can be compared (which is a plus). Neither have in-combat use as there is simply too much variation on sig radius.

Not knowing if a ship is shieldtanked or hulltanked, now knowing what kind of MWD it's running, and not having learnt all base sig radii by heart, can you honestly say you found the old value useful?

The fact that small guns apply to small targets and mediums to cruisers hasn't changed-- this I knew even without looking up my tracking.

You can still compare your railgun to artillery, same as before; but you can now also compare your Large dual 650s to Medium 650s. From where I stand that's an argument in favour of the new system. Now please explain to me what you used rad/sec for, specifically in combat because that's what you wanted to modify yes?

Signature radius 99% of the time isn't changing by THAT much. Never had problems to compare them before but got it now cuz new stat showing what? how good turrets can track a giant asteroid? o_O how often ppl shoot at that kind of things.

P.S. in combat u have no time to divide all by few thousands i'd better compare weapons with more effort on station than do the same thing during fight, before it wasn't perfect but definitely made life easier not harder
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#102 - 2016-07-17 14:17:22 UTC  |  Edited by: Brokk Witgenstein
For a cruiser it's somewhere between 75-172 (base), with an MWD bonus between 390% and 500%, which leads to a variation somewhere between 367-1032 while warpdriving.

Assuming you can tell by the speed it's going whether it's an MWD fit or not, you're still looking at a deviation of 1.65 without or 1.9 with. Not including Target paint, obviously.

Edit: (these figures rather conservative as I've assumed max rigging skills. Taking skill into account, the variation is even greater).

Now tell me, did you do math off the top of your head on-the-fly to accomodate for these? Range, an estimate of sigradius- everything EFT or experience can tell you but the old angular velocity could not? I doubt it.
She11by
Big Boys Don't Cry
Kids With Guns Alliance
#103 - 2016-07-17 16:36:27 UTC
Brokk Witgenstein wrote:
For a cruiser it's somewhere between 75-172 (base), with an MWD bonus between 390% and 500%, which leads to a variation somewhere between 367-1032 while warpdriving.

Assuming you can tell by the speed it's going whether it's an MWD fit or not, you're still looking at a deviation of 1.65 without or 1.9 with. Not including Target paint, obviously.

Edit: (these figures rather conservative as I've assumed max rigging skills. Taking skill into account, the variation is even greater).

Now tell me, did you do math off the top of your head on-the-fly to accomodate for these? Range, an estimate of sigradius- everything EFT or experience can tell you but the old angular velocity could not? I doubt it.


I knew it, that u gonna argue about MWD but guess what from turret perspective if the target got x5 speed and x5 signature it change nothing. Sure it never was 100% accurate, but most of ppl are fine with 80-90% accuracy because you can see a whole picture better w\o division for several thousands, anyway was lighter before.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#104 - 2016-07-17 16:46:56 UTC
She11by wrote:

I knew it, that u gonna argue about MWD but guess what from turret perspective if the target got x5 speed and x5 signature it change nothing. Sure it never was 100% accurate, but most of ppl are fine with 80-90% accuracy because you can see a whole picture better w\o division for several thousands, anyway was lighter before.


Dude. It makes a difference if it's x4.9 or x6, and the x5 speed is an equally inaccurate assumption.
The accuracy is not 80-90%. It's more like 50-200%.

But thanks for making my point: when MWDing, the angular velocity is at least 5 times higher than the tracking on your guns AND YOU STILL HIT.

The other way around is also possible: to be well within the tracking of your guns and still not hit.

Furtnermore the Size column may read 150m while the sigradius is only 60.

This is what we generally refer to as a "useless stat" -- the new system at least allows for comparison. I'll leave it at that. If you insist on using an overview column that lists the wrong size and don't care about sig radius, that's your problem really. The more targets don't understand the tracking of their guns, the better it is for me. Please, do carry on!
She11by
Big Boys Don't Cry
Kids With Guns Alliance
#105 - 2016-07-17 18:13:21 UTC
Brokk Witgenstein wrote:
She11by wrote:

I knew it, that u gonna argue about MWD but guess what from turret perspective if the target got x5 speed and x5 signature it change nothing. Sure it never was 100% accurate, but most of ppl are fine with 80-90% accuracy because you can see a whole picture better w\o division for several thousands, anyway was lighter before.


Dude. It makes a difference if it's x4.9 or x6, and the x5 speed is an equally inaccurate assumption.
The accuracy is not 80-90%. It's more like 50-200%.

But thanks for making my point: when MWDing, the angular velocity is at least 5 times higher than the tracking on your guns AND YOU STILL HIT.

The other way around is also possible: to be well within the tracking of your guns and still not hit.

Furtnermore the Size column may read 150m while the sigradius is only 60.

This is what we generally refer to as a "useless stat" -- the new system at least allows for comparison. I'll leave it at that. If you insist on using an overview column that lists the wrong size and don't care about sig radius, that's your problem really. The more targets don't understand the tracking of their guns, the better it is for me. Please, do carry on!


OK 50-200% accuracy still better than none.
I thought that u can actually see size in overview but u'r right it's != signature radius, don't rage so hard pls.
New system gaves nothing except all guns now showing us old tracking but for planet size target(40 000m), it would be better even if they normalized it around 400m (at least something u can really want to shot in eve) not some miracle number
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#106 - 2016-07-17 18:18:44 UTC
Apologies.

Wasn't raging but yea ... it did come over a bit gruff (woops)
W33b3l
The Scope
Gallente Federation
#107 - 2016-07-17 21:21:20 UTC  |  Edited by: W33b3l
Maybe its because im not at my computer but I have a question.

If tracking speed is how long it takes a turret to pivot 180 degrees and tranversal velocity is in meters per second. How the hell could people ever do that math on the fly in the first place? How many meters per second of transversal = 1 radius per second?

Ive always spit balled it from experience. But if they want to change the stats they should just tell you what the max tranversal velocity tracking equivelant of the turret is and bam, simple and usefull.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#108 - 2016-07-17 21:29:57 UTC
W33b3l wrote:

If tracking speed is how long it takes a turret to pivot 180 degrees and tranversal velocity is in meters per second. How the hell could people ever do that math on the fly in the first place? How many meters per second of transversal = 1 radius per second?

Ive always spit balled it from experience. But if they want to change the stats they should just tell you what the max tranversal velocity tracking equivelant of the turret is and bam, simple and usefull.


There is a column "Angular Velocity" on your overview, if you enable it - but as I've been trying to explain these gentlemen: there is no "maximum velocity" - angular or otherwise. That's the whole point Blink
W33b3l
The Scope
Gallente Federation
#109 - 2016-07-17 21:41:26 UTC
Brokk Witgenstein wrote:
W33b3l wrote:

If tracking speed is how long it takes a turret to pivot 180 degrees and tranversal velocity is in meters per second. How the hell could people ever do that math on the fly in the first place? How many meters per second of transversal = 1 radius per second?

Ive always spit balled it from experience. But if they want to change the stats they should just tell you what the max tranversal velocity tracking equivelant of the turret is and bam, simple and usefull.


There is a column "Angular Velocity" on your overview, if you enable it - but as I've been trying to explain these gentlemen: there is no "maximum velocity" - angular or otherwise. That's the whole point Blink



I know ive had them both enebled for years. I dont even bother with having the overview show me the actual speed of other ships anymore. I know angular velocity doesnt mean anything with turrets but im just confused to how you can just look at the tranversal speed and know about what your tracking speed has to be in order to hit a ship by doing quick math. You know the ballpark for what you can hit and what can hit you for given ships through experience but the units of measurement are no where the same to actually compare them on the fly. You have to just know the rough range.
Sergey Hawk
The Sith Syndicate
REFORD
#110 - 2016-07-24 07:11:29 UTC
Changing real world physics measurements and units for some "score" it's another greatstupid idea from CCP.
In my overview, column with angular velocity always visible and I often compare speeds when manually piloting.
Compare values that use the same unit of measurement is always easier.
Accuracy score has a simple formula for converting into rad/s, but why i need to do this math? Make no sence!
And do not tell me about the ship and guns signatures, in space both are static. And angular velocity is variable and better to have guns tracking speed in same units.

Aura: "You need to be within range to execute this function."

Kimi Räikkönen: “Leave me alone, I know what I’m doing.”

Areen Sassel
Dirac Angestun Gesept
#111 - 2016-07-25 00:37:23 UTC
Sergey Hawk wrote:
Accuracy score has a simple formula for converting into rad/s, but why i need to do this math?


It's one multiplication. To convert an old-style tracking into something you can actually compare with the target's tracking speed is also one multiplication. No change there.
Sergey Hawk
The Sith Syndicate
REFORD
#112 - 2016-07-25 07:25:29 UTC  |  Edited by: Sergey Hawk
Areen Sassel wrote:
Sergey Hawk wrote:
Accuracy score has a simple formula for converting into rad/s, but why i need to do this math?


It's one multiplication. To convert an old-style tracking into something you can actually compare with the target's tracking speed is also one multiplication. No change there.

Sergey Hawk wrote:
but why i need to do this math? Make no sence!

What's brought this change in the game? Nothings.
This is just an imitation of work.
Many things need to be fixed and improved, but CCP spends time on completely unnecessary "improvements".

Aura: "You need to be within range to execute this function."

Kimi Räikkönen: “Leave me alone, I know what I’m doing.”

ugh zug
Aliastra
Gallente Federation
#113 - 2016-07-25 15:21:19 UTC
http://i.imgur.com/DOfXctV.jpg

Want me to shut up? Remove content from my post,1B. Remove my content from a thread I have started 2B.

Areen Sassel
Dirac Angestun Gesept
#114 - 2016-07-25 16:04:44 UTC
Sergey Hawk wrote:
What's brought this change in the game? Nothings.


As mentioned above, the new score bakes-in the difference in accuracy between different sizes of weapons. It is an improvement.
Althalus Stenory
Flying Blacksmiths
#115 - 2016-07-29 21:56:21 UTC  |  Edited by: Althalus Stenory
Areen Sassel wrote:
Sergey Hawk wrote:
What's brought this change in the game? Nothings.


As mentioned above, the new score bakes-in the difference in accuracy between different sizes of weapons. It is an improvement.

How so ? I don't believe having a useless stat is an improvement.

Right, comparing tracking between my ships and turrets, that's great. But what should I do when it comes to real fights ? I have nothing to compare with in my overview... oh wait !
* taking my scientific calculator and taking from overview some data, calculating and... * Oh god, target's .... [gone / dead / i'm dead] (pick the correct answer).

Joking aside, I seriously think the WAS is great and required, BUT, there is no reason to either remove tracking data from turret informations, or not to add an "evasion score" into the overview. And this is at the moment the main issue with WAS.

And I really wish CCP to sometimes read and really take note of some of our concerns....

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#116 - 2016-07-29 22:15:41 UTC
You could of course do this calculation once before undocking, and then nothing changes.

I still believe that column in the overview is pointless but you have the right to disagree. All you have to do is write down the tracking speed of your turret against the estimated sigradius. It's one division, which for several sizes can easily be done off the top of your head, assuming 40m for a frig (divide by 100); 80 for a dessie; 160 for a cruiser and so on ... (multiply by four, then divide by 100).

At least the base value is something that easily converts to the old tracking value. No need for a pocket calculator.

Although throughout the entire thread, nobody has explained to me how exactly you used to old values. Do you guys just compare the angular velocity to your turret's tracking or something? How does that help in positioning your ship? What does it tell you? What do you actually use it for, and how?

If only somebody could explain me this, then perhaps I could understand what the problem is.
Althalus Stenory
Flying Blacksmiths
#117 - 2016-07-29 23:00:38 UTC  |  Edited by: Althalus Stenory
The idea, behind the fact of seing it, is to actually know how much high my score should have been to hit the target (as it moves).

It was the same with rad/s : I knew how much I could track (in optimal conditions), then I knew the radial speed of my target compared to my position (that's what the rad/s column shows) which is the radial speed i would need (in perfect condition) to hit the target.

After that, depending on the target size (and based on experience) I knew I could hit, or not, that target.

Right now what is missing is the data to know "how much WAS should I need in perfect condition to hit that target", this is what I called the "evasion score".

The real question you may have is actually : why should that data be displayed. I'd say, why not ? :)
I see no reason to keep angular/transversal velocity as you cannot use them for this purpose, but I also see no reason not to show an "evasion score" to allow people to compare this score to their WAS, as we did before with radial speed.
Moreover if I try to explain how WAS works and how to use it in real condition to some new players I have/had. So far, the only answer I got is more or less "I cannot use it, i just have to pray to hit my target"

Yes, I can write down the estimated tracking speed of my turret, even get it from older SDE, but the idea behind WAS (at least I think) was to hide those data and have an unified value to use. And I don't really want to keep a note in game as a "tracking speed reminder", I want to use the was, as it's an information the game shows me.

In the best of the best condition, I may know what WAS I need to hit a specific target. Right, but now they move: approach, orbit. They use MWD/AB ! I web them.
The only thing I may know behind those facts is : better/lesser chance to hit. Fine. That'll help me a lot, but how much ?

Knowing "it helps" doesn't help as much as knowing "I halfed his radial speed" ! That's actually what I (and maybe many people) want to know with the WAS.
I don't care if the value is not the most accurate, btw we never had really accurate data when it comes to hit chance (based on overview infos I mean).

Now, we have nothing more.

I'd like to use the WAS, really, but for now I have nothing to use it unless I want to get my calculator each time I target a NPC or a player to shot him.
Right know I almost feel like rolling some dices each time I shot to know whether i'll hit or not, and I know that some of my corp mate really feel that way, even when they know there is some real physics behind it.

You cannot compare apples to oranges. Now you have the exact same problem: you cannot compare a "score" to some physical informations without knowing everything in both sides.

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Blade Darth
Room for Improvement
Good Sax
#118 - 2016-07-30 08:18:46 UTC
Not even looking at this stat any more, corp CEO told me to keep blood pressure low while mining.



https://namamai.wordpress.com/2015/12/15/turret-mechanics-part-2-transversal-vs-angular-velocity/

angular > transversal
I just wish it got scaled a bit, "12" instead of 0.00012 would be better to look at.
New EVE unit, the kilorads xP
Moac Tor
Cyber Core
Immediate Destruction
#119 - 2016-07-30 11:19:53 UTC  |  Edited by: Moac Tor
I'm finding this new stat much less useful than the old stat for calculating hit chance in combat. I'm having to ignore the client now and am just using old versions of EFT to calculate.

While the idea of being able to compare tracking directly between different classes of weapon does have some merit, we should have both pieces of information available. I.e. keep the signature resolution and tracking value of guns as they were, and then include the comparative value as an additional piece of information.
Moac Tor
Cyber Core
Immediate Destruction
#120 - 2016-07-30 11:42:03 UTC  |  Edited by: Moac Tor
Brokk Witgenstein wrote:
Although throughout the entire thread, nobody has explained to me how exactly you used to old values. Do you guys just compare the angular velocity to your turret's tracking or something? How does that help in positioning your ship? What does it tell you? What do you actually use it for, and how?

If only somebody could explain me this, then perhaps I could understand what the problem is.

The information told you at a glance the tracking required to hit a ship class equivalent to the weapon.

Any half decent pvper will always have the angular velocity showing on their overview, and from that they get to know what the standard angular velocity is for a specific type ship. From this they can see at a glance how good the weapon will be for the ship your looking at using it on.

The slightly tricky bit came when your fighting ships of a different size class to the signature of the weapon, but in most cases that wasn't too difficult to calculate as after a while it becomes second nature to have the multiplication factors in your head and the multiplication factor was usually something pretty simple to calculate on the fly.

For instance:

Battleship vs frigate: 400m / 40m = divide tracking by 10

Battleship vs destroyer: 400m / 80m = divide tracking by 5

Battleship vs cruiser: 400m / 100m = divide tracking by 4

Cruiser vs frigate: 125m / 40m = divide tracking by 3

Now with the WAS score the only thing you can see at a glance is how well you can hit an asteroid, and if you want to actually calculate a meaningful value which you can then compare to your angular velocity then you have to divide by a ridiculously large multiplication factor.