Double click somewhere in space...sounds simple enough. Making good use of it, isn't. However lots of really smart players play eve so any problems probably has been solved long ago. Here are some of my questions:
1. Reading Radial Velocity in a fight:
It is very important to fly in a vector that mains good radial velocity but not sacrifice the closing rate so it is important to read this number to adjust the flight vector. However, this number is a tiny, ever changing number with too many zeros that is hard to read. Does anyone have tips on this?
2. Spiraling out of a fight:
After making initial tackle and have it handed over to a buddy, disengaging have been one of my cause of death. For one thing your buffer is shot with warriors iis on you, and the other is that it is rather hard to spiral out since you can't see your target in front of you and changing vector away from orbit is always a vulnerability as you burn just far enough to get popped. Is there some good way to do this?
3. Missile Ceptor vs Gun Cepter problem:
Traversal is a issue in most cases only when both sides have very different levels of mobility. Not so much for cepters, and keeping traversal up (or denying it) seems complicated. From how I look at it, it is actually very hard to keep traversal up for the missile cepter, since default "orbit" movement would either result in the Cepter trying to burn away and have no traversal (if opponent is too close), or slow down try to do a hard turn (if opponent is too far) and both result in getting pelted by fire by someone just hitting "approach". Now one could manual pilot, but with that kind of speed pre-orientating the camera to future movement angles is necessary, and I'm sure more experienced guys have ideas they could share on the issue.
4. Relative orbit mechanics:
There are two kinds of orbits, which can be visualized as such:
i. Orbits like running forward with a slingshot aimed to launch forward. I shall call it "parallel" orbit.
ii. Orbits like running forward with a drill pointed to the front. I shall call it "perpendicular" orbit.
In the former, the angular velocity changes as the faster orbiter changes from being in the same direction and in the reversed direction.
In the latter, the angular velocity stays the same.
Now for really fast, tiny ships that guns barely touch, you want an orbit with sustained angular velocity since the question is getting hit or not.
For ships with, larger signature radius, does it make sense to get into a parallel orbit (say Caracal vs a Harb) so that your opponent gets a spike of angular velocity that result in misses that exceeds both the sustained damage reduction from a perpendicular orbit. The precise answer can not be really figure out without "calculus" so I figure I'll ask first.
5. Anti-traversal tactics:
Now, for the faster attacker they usually have a single preferred orbit, as the defender the goal is to break them out of the orbit and into good shots. Now against really fast opponents, "parallel inline movement" is probably the best you can aim for. The problem is how to maximize the amount of time under this condition, and I'd think different differentials in agility and velocity result in different optimal strategies. For a really sluggish ship (oversized AB fit), the best thing to do might be to go as fast as possible while causing a "parallel orbit", while for a equally agile but somewhat slower ship the choice might be to "turn with the opponent."
The really interesting thing happens at the space between them. We all should know that a 180 degree turn changes vector far faster then a orbit-based turn, so it might be possible to get two parallel inline shooting chances per orbit cycle as opposed to one, if a two ships have specific ratios of velocity and agility. Outside of that exact point, one could use calculus to figure out a optimal vector adjustment angle after a parallel shot to maximize the amount of parallel shooting time. Not liking math that much, I wonder if anyone has done any studies on it.
6. Bumping:
They say with prop mods off you coast less distance when bumped, but what happens when you actively command your ship to move to oppose the bumpe, how does the deacceleration after bumps work then?
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Now that is quit a bit of work to figure out already, though more advanced tactics can be built on it if both sides are aware of the implications....



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