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Turret Mechanics

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#1 Abysus



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Posted 16 December 2015 - 07:35 PM

For anyone who is not sure how turrets work: (hit chance, tracking, etc):


Part 1 : https://namamai.word...part-one-eli15/

Part 2 : https://namamai.word...gular-velocity/

Part 3 : coming soon - will be about turret sig resolution and target sig radius.


(note: not my articles, still useful info)


Regarding overview settings (or what do you need to add to your overview?)


Velocity: How fast is the opponent's ship?

Angular: Are my guns able to track the opponent's ship?
Radial: Is the opponent's ship flying towards me or running away?
Transversal:  only useful in very specific circumstances

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#2 Harleydavid



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Posted 16 December 2015 - 10:05 PM

Or you can point, click and shoot haha

Seriously though, great info thank you Abysus!

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#3 CpHarding



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Posted 16 December 2015 - 11:27 PM

Interesting, I must say I only have velocity, distance, and transversal for my overview,

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#4 Jasper Sinclair

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Posted 17 December 2015 - 12:06 PM

It dumbfounds me the information CCP denies the player. Why is there not a small gauge that shows predicted effectiveness of any fire? This could be as simple as a light that is red/yellow/green. They have the number! Show it!

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#5 Miner's Bane

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Posted 17 December 2015 - 06:24 PM

The first post is not correct - you don't have a base 1% chance to hit thanks to wrecking shots. Your turret roll has to beat the chance to hit number even if it would otherwise be a wrecking shot. So if you're shooting at an interceptor in close orbit and your chance to hit is one in a million, then you'll have to beat that number (with 1400s this will happen on average once every two months of constant shooting, ignoring reloads and DT). However, if you do hit, it'll be a wrecking shot (because the same number is rolled for both chance to hit and quality of hit, and you just won the goddamn lottery for that number or it wouldn't have hit at all).  

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