How would you explain angular velocity and speed tanking?

Eve’s combat math isn’t realistic but that doesn’t mean op’s friends aren’t wrong.

You said yourself, artillery need a predictable path to make hits. But what if you can’t predict the path?

And its not just eve that thinks like this. Company of hero’s applies accuracy penalties at short range for some weapons as does table top games like inquisitor…and even (correct me if I’m wrong because I’m still kinda new to it) d&d…

This thread is about how to explain eve’s mechanics to outside players.

Then long range shots are likely going to be impossible. Longer range, longer travel time, larger volume of space that the target could be in when your shot arrives. Your only hope of hitting would be to get in close where the target doesn’t have time to dodge, even if turret rotation speed limits your ability to deliver sustained fire.

and even (correct me if I’m wrong because I’m still kinda new to it) d&d…

D&D doesn’t, the only penalties are to long range attacks. You may be thinking about ranged attacks provoking attacks of opportunity from melee threats. But that isn’t about the target being hard to hit, it’s about the target’s friend being able to stab you with a sword because you have both hands on your bow and nothing to defend yourself with.

This thread is about how to explain eve’s mechanics to outside players.

No, it’s about the OP trying to convince their friends that EVE’s mechanics accurately represent real combat and that another game (Star Wars: Armada) has it backwards.

Why doesn’t any of the tanks in the posted video do as you say and just wait for the faster tank to pass it’s aimed vector?

How can none of those tanks hit the faster tank as it approaches on angles?

I agree what you are saying could be done, but that doesn’t take away the fact that fast moving targets take shots away as evidenced by that video.

Because the “orbiting” tank is able to stop its orbit as soon as the other tank attempts this. You even see the slower tank try to reverse its rotation to intercept the faster tank but the faster tank just hits the brakes and keeps shooting it in the back. The maneuverability advantage is sufficient to stay in the slower tank’s blind spot the entire time, no matter where it tries to aim. That’s not the case in EVE, where you have multiple independent turrets to remove blind spots and orbiting ships are moving too fast to stop their orbit if the slower ship tries to intercept them.

I agree what you are saying could be done, but that doesn’t take away the fact that fast moving targets take shots away as evidenced by that video.

I never said it didn’t. A fast target up close would be able to reduce the amount of shots it is exposed to, with the reduction in DPS depending on the rate of fire of the guns. Slow-firing artillery would be able to line up an anticipation shot and deliver nearly 100% DPS, high ROF guns that depend on being able to deliver continuous fire over extended periods of time would lose most of their DPS. But in any case the orbiting ship still gets hit.

@Merin_Ryskin

If you can’t understand this, you’re beyond all hope. Next you’re going to say you graduated top of class in Rocket Science or Harvard Physics.

It’s hilarious how you double down on being wrong and smugly declare yourself the winner. Because I actually have stood next to the runway as a plane is landing (photographing my spouse’s first solo) and had no problem doing exactly what I describe: pick a point that the plane is going to pass through, “fire” the camera as it goes through that point. End result: good shots, center of the camera’s field of view dead on target. But I guarantee you that if you could draw the center line of the camera’s field of view out to 1-2 miles, the distance some of my other shots were taken from, that line would not touch the plane very often.

Yeah, you’re dumb as ■■■■. Moving on. Keep on defending your stupid ■■■■ ideas.

Ok, whatever you say.

Did the speed of that other tank keep it alive and cause the shots to miss?

Would you prefer if the target was slower?

Would you prefer to shoot that fast moving tank at 1 meter away or a slower moving tank but it stays back 20 meters?

Again, you’re ignoring the significant differences in movement mechanics between those tanks and EVE ships. What that tank does is not possible in EVE.

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And if it’s instant?

In that case they definitely aren’t.

I do agree however that closer targets require faster spinning turrets to make hits and that (as represented in several games of varying platform and genre) some weapons are unsuitable for close quarters.

Youkeep failing to realize a target wont move slower at a higher distance, it moves just as fast from the viewpoint of a computer tracking it, with regards to the resolution it can solve a target lock. It looks as if its moving slower only from a humans perspective.

Then you’re talking about lasers and there’s no plausible reason for where this massive and slow to turn turret is coming from since all you need move to aim a laser is the lens/mirror at the end.

They should implement a motion prediction script in eve, that would be fun to use. Youre equipped with heavy slow tracking weaponry and face a fast agile small sig ship. Load motion prediction script cycle it 2 seconds , for “analyze trajectory pattern” then if the fast ship doesnt change its trajectory it can be hit.

Exactly that.

Ships can change direction and be faster than turning speed of the barrel, in each direction. EVE uses more simplified model, but the effect is the same.

Well it depends.

If its too far away, then no, it will be easier to hit if its closer, even if its buzzing right infront of you. Because if you cant even see it, how are you going to ever hit it? If its in another galaxy, how are you going to hit it?

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