# Thread: C/D the UI Should Have Range and Tracking Bars

1. So much derp in here. Closer to 0 transversal means better chance to hit if you cant figure that out....

2. Originally Posted by Varcaus
So much derp in here. Closer to 0 transversal means better chance to hit if you cant figure that out....
THE LIGHT WENT GREEN! THAT MEANS SHOOT, RIGHT??

3. Originally Posted by prometheus
Originally Posted by Sponk
Originally Posted by prometheus
No.
Part of the fun of EVE is knowing how shit works. There's absolutely no need to dumb down the combat.
There's a difference between knowing how things work and needing to calculate trig in your head
wat.
the required info is already in the overview
Yeah. You just need to take target radial velocity (in overview), divide it by your gun tracking speed, multiply it by your gun signature resolution, divide by target signature radius (also in overview), square it, and make that whole thing power of 0.5 to get chance of hitting the target. Ignoring optimal/falloff of course. See? No math needed at all.

Or if you are a chump (probably unlike the pro prom here), you can take target radial velocity (in overview), divide it by your gun tracking speed, multiply it by your gun signature resolution, divide by target signature radius (also in overview), divide it by two to get chance of missing the target. It fits within 10% tolerance, assume result grater that 1 is a 100% miss.

See how easy it is?

4. Originally Posted by Lumy
Originally Posted by prometheus
Originally Posted by Sponk
Originally Posted by prometheus
No.
Part of the fun of EVE is knowing how shit works. There's absolutely no need to dumb down the combat.
There's a difference between knowing how things work and needing to calculate trig in your head
wat.
the required info is already in the overview
Yeah. You just need to take target radial velocity (in overview), divide it by your gun tracking speed, multiply it by your gun signature resolution, divide by target signature radius (also in overview), and make that whole thing power of 0.5 to get chance of hitting the target. Ignoring optimal/falloff of course. See? No math needed at all.
I would add this to the proposed "tactical view" they showed at fanfest. I would present it as a semicircular bar around the outside of whatever ship you have selected on overview, the bar alternately fills up with green when you can track the target better, OR fills up with green when they have trouble tracking you, toggleable with a hotkey.

5. Originally Posted by Lumy
Originally Posted by prometheus
Originally Posted by Sponk
Originally Posted by prometheus
No.
Part of the fun of EVE is knowing how shit works. There's absolutely no need to dumb down the combat.
There's a difference between knowing how things work and needing to calculate trig in your head
wat.
the required info is already in the overview
Yeah. You just need to take target radial velocity (in overview), divide it by your gun tracking speed, multiply it by your gun signature resolution, divide by target signature radius (also in overview), square it, and make that whole thing power of 0.5 to get chance of hitting the target. Ignoring optimal/falloff of course. See? No math needed at all.

Or if you are a chump (probably unlike the pro prom here), you can take target radial velocity (in overview), divide it by your gun tracking speed, multiply it by your gun signature resolution, divide by target signature radius (also in overview), divide it by two to get chance of missing the target. It fits within 10% tolerance, assume result grater that 1 is a 100% miss.

See how easy it is?
So much derp. ADD TRANSVERSAL TO OVERVIEW TRY TO MAKE 0 AND SHOOT.

6. Originally Posted by Varcaus
So much derp. ADD TRANSVERSAL TO OVERVIEW TRY TO MAKE 0 AND SEE YOUR SHIP GETTING VAPORIZED.
Let me guess, you are one of those morons that always approach/disengage targets in straight line.

7. As far as I can tell, this suggestion is for a visual display of information already available via the overview in raw format. The only difference is that you don't have to recall the exact value that applies to the gun(s) you have fitted (although easy to access).

I really don't see the objection.

8. Originally Posted by Lumy
Originally Posted by Varcaus
So much derp. ADD TRANSVERSAL TO OVERVIEW TRY TO MAKE 0 AND SEE YOUR SHIP GETTING VAPORIZED.
Let me guess, you are one of those morons that always approach/disengage targets in straight line.
Nope but that pretty much all you have to do if you cant recall make a note with what it needs to be to get a better chance at hitting and leave it by that colum on your overveiw.

9. That is not difficulty. That is known as "fake difficulty".

10. Aim-Assist.

11. Originally Posted by Mike deVoid
As far as I can tell, this suggestion is for a visual display of information already available via the overview in raw format. The only difference is that you don't have to recall the exact value that applies to the gun(s) you have fitted (although easy to access).

I really don't see the objection.
That's pretty much the way I see it. I could understand if people were arguing against having the target's signature radius viewable, since that's something we don't have right now, but the rest of it is shit we already have. It's just another way to display the information for fuck's sake, it's not an aimbot.

12. Well bots may start useing it but could already if they wanted to so not really a big issue there. It seems to take the "fun" out of knowing your ship imo.

13. Originally Posted by prometheus
Aim-Assist.
0/10

14. Originally Posted by Helicity
I would add this to the proposed "tactical view" they showed at fanfest.
Wat? Is there a link to a video/time anywhere?

15. Originally Posted by Yankunytjatjara
Originally Posted by Helicity
I would add this to the proposed "tactical view" they showed at fanfest.
Wat? Is there a link to a video/time anywhere?
Here it is from the UI video they released recently.