The gun I am using has a Falloff range 130 km and Optimal range of 71 km. I then load it with EMP L (50% reduced optimal range). The Falloff with EMP L loaded is 95 km and Optimal range is 35 km.
How does that happen?
Why does reducing the Optimal range also lower the Falloff range?
Why is EMP ammo not labelled 50% reduced optimal range and minus that from Falloff?
Just remember that falloff is added to optimal and you will be fine. Also remember that each weapon type has different falloff characteristics. Some are very easy to deal with past optimal and some have very short falloff ranges…know the difference is important if you plan to be a kite fighter.
I think missiles are absolute though based on flight time x missile speed. ie damage does not decrease at distance but be 1m past range and you wont do damage…I might be a bit off here as I don’t use missiles but I’m close I think.
Maybe to make some things more clear: When you hover over the weapon icon in your UI, what is shown as Falloff range is actually the distance where you’ll only do 50%, in other words your optimal plus falloff value. To see the precise value, open the info with a right click. There you see that the falloff is 60km on your gun, no matter what ammo you have loaded
It’s more complicated then that tbh. Or at least used to be. The tldr is factors like target isn’t stationary so distance needed to impact is > actual flight time. Missiles don’t actually travel in straight lines (there is a skill to help with this) etc. Basically give yourself a margin of error with missiles
The first one is the turret falloff range, that you can have in the "show info"on the turret
The second one is the ship falloff distance, that is actually turret optimal+turret falloff, that you can see when you hover the turret on your ship with your mouse.
When the target is at optimal+fallof_range = falloff_distance, you deal 40% of your DPS to that target due to distance. That’s when your falloff entry is 100% .
Same for the tracking : when the target evasion is equal to your tracking, and in your optimal range, you deal average 40% of your DPS (what is written on the turret) to it.
If the target is both at falloff_distance and with an evasion equal to your tracking, you deal 18% of your DPS.
Each are added to the first, thus allowing turrets to increase range capacity, but as you get further out the lower your chances of hitting.
So a turret with 50km optimal and 50km falloff, within 50km and 100km (optimal + falloff) has a 50% chance of hitting, 100km to 150km (optimal + falloff + falloff) has a 6.25% chance, and from 150km to max range of 200km (optimal + falloff + falloff + falloff) 0.2% chance.
Only exception is Trig turrets as they have 0km falloff.
And only thing that effects these are ammo and tracking computer scripts these ranges adjust.
For example i have an Apoc with Beams that has a optimal range of 112km with radio and range scripts, and even with a signal booster running range script the beam will still hit targets in the first falloff range 50%, never getting target lock past the first falloff range.
While a Leshak with factional turret (longest optimal range of all trig turrets) using Meson ammo and 2x tracking computers running range scripts will hit a target just under 90km away. And that scares a lot of players when they see that happening, even those in the same fleet respect it after a few fleets, no longer view the Trigs as solely short to medium range ships.
That’s a pretty steady stream of salt flowing there Runa, by chance are you a miner? and If so, I’d like to demonstrate my prefect missile skills on say your ship for instance, I will leave no doubt in your mind as to what missiles can really do!