
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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