EVE Weapon Tips



How does "optimum range" and "accuracy falloff" affect my weapons damage?

Optimum range is the distance from the current target at which the weapon operates at maximum efficiency, both in damage and accuracy. At optimum range, you have the best chance to score an "excellent" hit (i.e. maximum damage) as well as inflict consistent damage. If the target is closer than the optimum range, the weapon will being to have problems tracking the target properly resulting in decrease accuracy. If the target is farther than the optimum range, the chance to score an excellent hit is reduced (this is based on ad hoc testing mind you) as well as hitting the target in general. If the target is farther than optimum range PLUS the accuracy falloff, then you weapon has less chance to hit. In effect, optimum range plus accuracy falloff = 50% chance to hit and at twice past accuracy falloff = 100% chance not to hit. The max range on accuracy fall off : max range is optimal + 2 * falloff, while at optimal + falloff, the hit chance is about 50%

What determines close range combat accuracy and damage if accuracy falloff is for "beyond" optimal range and not below it?
Tracking speed determines the weapon's accuracy for combat that is up close and personal. It is described in radians per second. The higher the value, the faster the target can move and still be successfully tracked by the weapon. For example, a 150mm light auto cannon, which has a tracking speed of 0.1 rad/sec, can move quickly to intercept fast orbiting threats. At the other end of the spectrum, a 1400mm howitzer, which has a tracking speed of 0.00167 rad/sec, has little chance to track a target in close.

How do I use "frequency crystals"
Frequency Crystals are used exclusively with "Beam" type weapons and are dragged onto the weapon to be added to the weapon. Frequency Crystals can be interchanged and replaced with other types of crystals.

What are Hard Points?
Hard points determine the maximum number of turrets/launchers equipable in a ship's module configuration.There is two types of hardpoints. Turret Hardpoints and Launcher Hardpoints. Turret hardpoints are for turret based weapons and such. Launcher Hardpoints are of course for Missle launchers and the likes. You will need both "Hard Points and High Module Slots" to mount a weapon or a missile launcher. A Hardpoint is NOT a high module slot. Many times you will have more High Module Slots then actual Hardpoints for those high slots.

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