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How To Kill Pixels


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#1 Garron Flintex

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Posted 11 August 2012 - 12:28 PM

I stumbled across this interactive guide today and it does a pretty great job of explaining tricky concepts like tracking, optimals, sig radius and transversal - all pretty useful things to get to grips with if you want to get better at making pixels explode!


EDIT: http://www.hostile.d...racking101 .swf
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#2 Garron Flintex

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Posted 11 August 2012 - 12:33 PM

This post has been deleted due to Garron going full retard in trying to figure out how to link the thing properly.....
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#3 MuxaRu

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Posted 11 August 2012 - 12:46 PM

Nice one Garron !
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#4 Maqar

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Posted 11 August 2012 - 03:36 PM

A great guide which I lost track of long ago. Nice to have found it again :-)
One remark about sig radius: The shotgun analogy on page two is nice but you need to keep in mind that a target which is not moving will receive full damage within optimal regardless of the targets signature and the attackers gund sig radius. You can see that when playing with the numbers on the guide's last page.

So orbit that gate at 500 instead of sitting still.
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#5 Torxue

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Posted 07 September 2012 - 11:13 PM

i'm on a mac so it won't download properly :c ....poop :c
in any case does this apply to missiles aswell? most of my missile skills are already at 4 or 5 so i kinda want to start with missiles while i skill up my guns
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#6 Roter Stier

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Posted 10 September 2012 - 05:09 PM

i'm on a mac so it won't download properly :c ....poop :c
in any case does this apply to missiles aswell? most of my missile skills are already at 4 or 5 so i kinda want to start with missiles while i skill up my guns


The guide posted is primarily for turret-based weapons. Missiles rely more on missile explosion radius and velocity vs target velocity and sig radius than anything, as far as I know. An older thread in EVE forums had it as follows:

Damage = D * MIN(1, Sr/Er, (Ev/V * Sr/Er)^(log(DRF) / log(5.5)) )

where D = base damage of the missile, Sr = signature radius of the target, Er = Explosion radius of the missile,
Ev = Explosion Velocity of the missile, V = velocity of the target ship, DRF = damage reduction factor of the missile.
MIN being a function that chooses the lower of two given vaules, and log being the natural logarithm of the given value.

Don't know if that is still valid or not as the actual calculation, but the base elements are there.
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#7 Hojou

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Posted 17 September 2012 - 03:11 PM

There is also an old thread discussing this topic in or tactics forum: http://rvbeve.com/fo...g-vs-ship-size/
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