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training:game_mechanics:targeting [2017/02/14 01:57] conscript created |
training:game_mechanics:targeting [2017/04/29 01:05] (current) NTchrist Page moved from corps:dronv:sl1de:training:game_mechanics:targeting to training:game_mechanics:targeting |
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- | ===== Signature Radius ===== | ||
- | |||
- | Signature radius is how EVE measures the 'size' of your ship. It determines three very important things: | ||
- | * How quickly ships can lock on to you | ||
- | * How easy you are to locate with combat probes | ||
- | * How easy you are to hit with guns and drones | ||
- | |||
- | The larger your signature radius, the bigger your ship. A large sig radius means you are locked onto more quickly and are easier to hit. A capsule has a sig radius of only 25m, meaning it is pretty hard to hit and you lock it slowly. A titan has a massive sig radius of over 10km, meaning you probably won't miss at all (at least not because of sig radius) and you can lock on near instantly. | ||
- | |||
- | ---- | ||
===== Targeting: How It Works ===== | ===== Targeting: How It Works ===== | ||
- | You ship's sensors have four main stats: | + | Your ships sensors have five main stats: |
* Targeting Range | * Targeting Range | ||
- | * Maximum Locked Targets | ||
* Sensor Strength | * Sensor Strength | ||
* Scan Resolution | * Scan Resolution | ||
+ | * Signature Radius | ||
+ | * Maximum Locked Targets | ||
+ | |||
+ | |||
Targeting range and max locked targets should be pretty self explanatory, they are the maximum range you can target out to and the maximum number of targets you can have locked at any time. Sensor strength is doesn't directly effect your locking at all, but instead determines how well your ship resists ECM, a high sensor strength means lower chance for ECM to land. Scan resolution is what determines how quickly you lock onto a target, a higher scan res means faster locks. | Targeting range and max locked targets should be pretty self explanatory, they are the maximum range you can target out to and the maximum number of targets you can have locked at any time. Sensor strength is doesn't directly effect your locking at all, but instead determines how well your ship resists ECM, a high sensor strength means lower chance for ECM to land. Scan resolution is what determines how quickly you lock onto a target, a higher scan res means faster locks. | ||
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- | ===== Lock Time Equation ===== | + | ===== Signature Radius ===== |
- | This is EVE, so there will be maths. Mercifully this is some relatively simple maths (at least compared to things like the tracking formula). | + | **[[training:game_mechanics:signature_radius]]** is how EVE measures the 'size' of your ship. |
- | <WRAP center round info 60%> | + | ---- |
- | Lock time = ( 10000 / scanRes ) / ( asinh ( sigRad ) ) | + | |
- | </WRAP> | + | |
- | scanRes is the scan resolution of **your** ship, sigRad is the signature radius of the <wrap em>enemy</wrap> ship, asinh is a trig function, you don't really need to know the theory behind it. Beyond that it works on diminishing returns, as you add more and more the amount of change gets less and less. | ||
- | |||
- | As a quick example: A [[eve:ships:battleships:megathron|Megathron]] locking a [[eve:ships:frigates:punisher|Punisher]] | ||
- | |||
- | Lock time = (10000/95)/(asinh(38)) | ||
- | = 105.26 / 4.33 | ||
- | = 24.31 | ||
- | |||
- | So that's approximately 24 second lock time. | ||
- | |||
- | ---- | ||
===== Targeting: Changing Your Stats ===== | ===== Targeting: Changing Your Stats ===== | ||
- | This wouldn't be eve if we couldn't change all the stats of our ship and our opponent's, and we have quite a few options | + | This wouldn't be Eve if we couldn't change all the stats of our ship and our opponent's, and we have quite a few options |
- | ==== Changing Signature Radius ==== | ||
- | There are a lot of things that can increase sig radius, though interestingly not very many that lower it, all of which are fairly niche. | ||
- | * [[eve:ship_modules:propulsion_mid_module:microwarpdrives]] apply a massive multiplier to your sig radius when active (a T1 microwarpdrive gives a 500% increase) | ||
- | * [[eve:ship_modules:shield_mid_modules#shield_extenders|Shield Extenders]] will bump up your sig radius by a flat amount, which is applied before percentage modifiers | ||
- | * Fitting [[eve:ship_modules:propulsion_low_modules#inertial_stabilizers|inertial stabilizers]] or [[eve:ship_modifications:rigs#shield|shield rigs]] give a moderate percentage increase (both give a 10% increase at T1) | ||
- | * Being hit by someone else's target painter will give a 25-30% increase to sig radius each, more for faction variants. These are subject to stacking penalties. | ||
- | |||
- | * [[eve:ships:frigates:assault_ships|Assault frigate]] role bonuses half the amount of sig bloom created by a microwarpdrive | ||
- | * Halo implant sets give a percentage reduction to sig radius | ||
- | * A [[training:fleet_booster:start|fleet booster]] running the evasive maneuvers warfare link will reduce the sig radius of fleet members | ||
- | * A [[eve:ships:capitals:ragnarok|Ragnarok]] in a command slot gives fleet members under them a percentage reduction to sig radius. | ||
- | |||
- | ---- | ||
==== Changing Targeting Range ==== | ==== Changing Targeting Range ==== |