Make L slot weapons really poor accuracy as very close range

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Leonardo333

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Artillery ships are good at shooting things far away, and have extra range, but if enemy corvette is in their nose, long ranged Artillery should be pretty useless

Example
L Neutron Launcher has range of 130 with accuracy of 90%
The weapon looses 5% accuracy for each 10 range closer than 80
At a distance of 80, the accuracy is 90%
So at a distance of 60, the accuracy is 80%
distance 40, accuracy 60%
distance 20, accuracy 40%
less than 10, accuracy 20%

Medium slot weapons would follow a different calculation

M Plasma Cannon has the range of 60 with accuracy of 80%
The weapon looses 5% accuracy for each 10 range closer than 40
At a distance of 40, the accuracy is 80%
distance 30, accuracy 75%
distance 20, accuracy 70%
less than 10, accuracy 65%

Small slot weapons have no penaltys to base accuracy
 
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NotAYakk

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Feb 26, 2021
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This is implemented as Tracking.

Evasion subtracts from accuracy. A decent corvette by the time of battleships has close to 90% evasion -- this means that the 90% accuracy Neutron Launcher has 0% accuracy.

In order to hit the corvette, the NL needs tracking. Sensors give about 5 tracking per tier, so the NL hits 15% of the time on the corvette.

If you add in enigmatic decoder you get +5 tracking per slot, and precog computer is +10, giving 35% accuracy. Add in a Tracking titan for 45% accuracy. But that is (a) worst ascension, (b) rewards from a specific guardian, (c) anti-corvette optimized battleships.

This isn't a function of range; it happens at extreme range as well. This is important, artillery battleships win at extreme range before corvettes get to fire. Making corvettes better at close range won't matter much, as at this phase, the battle ends before the corvettes close.
 

HFY

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This is implemented as Tracking.
It's not really implemented, because Tracking is not a function of range. You know this:
This isn't a function of range; it happens at extreme range as well.

Yeah he's suggesting that the range also impact chance to hit, in addition to what Tracking and Accuracy already do.

but if enemy corvette is in their nose, long ranged Artillery should be pretty useless

Seen in the Dev Diary they're adding minimum range to big weapons, which kinda does what you suggest but with a binary on-off instead of a sliding accuracy scale.
 

Leonardo333

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Seen in the Dev Diary they're adding minimum range to big weapons, which kinda does what you suggest but with a binary on-off instead of a sliding accuracy scale.

Oh, If they make L slots useless (unable to fire) at a range of 35 or 40. That kind of does accomplish same-ish thing.
 
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HFY

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Oh, If they make L slots useless (unable to fire) at a range of 35 or 40. That kind of does accomplish same-ish thing.

Your solution may be more elegant compared to the binary cut-off they seem to be using, but yeah both are reasonable answers.
 
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