Guns fall into three categories, sorted here by type. A target with a high transversal velocity (such as an interceptor orbiting at close range) can be very difficult for a turret with a slow tracking speed to target effectively.ĮVE players are tasked with discovering where the best balance between falloff and tracking lie in order to improve their chances of hitting - at closer ranges, the base chance of hitting is improved, but the relative velocities involved are higher. See above section for more details.įinally, turrets have a tracking speed, measured in radians per second, which reflects how fast they can track a moving target. On the other hand, the small and medium-sized turrets employed by frigates and cruisers have little difficulty striking the battleship, though their lesser potential for damage makes it more difficult for them to have significant impact. A Battleship's large turrets are designed to hit large, slow-moving ships like battleships and capital ships, and tend to suffer against smaller cruisers and frigates. Turrets also have a targeting radius, which reflects the size of target they are best at hitting. Turrets then have a falloff range - between the optimal range and the falloff range, turrets have a respectable (though decreasing) chance of hitting, at optimal plus falloff range they have a 50% chance of hitting, and beyond the falloff range, the chance of scoring a hit dwindle to 0% at about optimal plus two times the falloff range. Factors such as distance, transversal velocity, tracking speed, the size of the target and the precision of the weapon are all taken into account.Īll turrets in EVE have an "optimal range" - within this range, the gun theoretically has a 100% probability of scoring a hit, though this is inevitably altered by other factors. Just like explosion and signature radii, the bigger the difference between a larger missile and a smaller ship, the higher the mitigation.ĮVE Gunnery amounts to a mathematical evaluation of a weapon's likelihood of hitting its target. A ship traveling in a speed higher than the explosion velocity of the missile which hits it, mitigates the damage by seemingly "fleeing" from the explosion. The corresponding attribute of missiles is called explosion velocity, and is pretty much self-explanatory. Turrets need to track moving targets in order to hit them, see below. The second factor, speed, is another system with the same balancing purpose. Smaller ships are, as one would expect, not at all penalized for attacking bigger targets, but their individual damage usually isn't enough for breaking through the defenses of bigger ships. This system prevents, for example, a huge capital torpedo from obliterating a small frigate with only one salvo. It can be logically assumed that the bigger the signature resolution circle is than the signature radius circle, the higher percentage of shots fired by the gun misses, and that's how the system works.Įxplosion radius works in the same way, but since missiles can't miss, the damage of the missile is mitigated in a scale depending on how much bigger the explosion radius is, rather than affecting hit percentage. This second circle is an area within which all shots hit. The signature resolution of a turret would be another circle placed on top of this target. One can very easily understand how this balancing mechanism works by imagining the signature radius as a circular dart target. This value works similar to signature resolution and is applied onto signature radius in the same manner and scale. Missiles also need to be balanced in this manner, their corresponding attribute is called explosion radius. Typically, small guns made for frigate-size vessels have a resolution similar to that of frigates, while large guns found on battleships have a signature resolution around 400 meters, which is also similar to the signature radius of battleships. Turrets of different sizes also have a corresponding measurement of size called signature resolutions. This size is measured in meters and ranges everywhere from small drones of 25 meters to huge titans and stations of 1500 meters or more. It should be noted that the radius does not reflect the actual size in space, but is in a scale of itself. In order to balance combat between all ship sizes, two main factors play a very important role when battling in EVE - signature radius and ship velocity.Īll ships, stations and structures in EVE have a certain signature radius this is basically the size of a targetable object in space.
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