oh, and for the record: i rarely torp beacons… it just doesn’t make sense any more after the patch. i always wait until the target is within 1km. unless its a last ditch to prevent a station bomb plant.
i really dont know what there is to argue about… the gauss is useless and i see no change in other guns… positrons better in some cases, worse in others but overall the same.
in the end TTK doesn’t really matter all that much as long as you leave the 1HK out, or keep them to a bare minimum. what really matters is the feel and efficiency of the guns under various conditions…
bad analogy. the greatest distance in COD/MW is what? 100m? you can throw a knife further than that…
we’re talking about kilometers here. if you compare the size of the target, then the actual spread you need to hit that target is MUCH smaller in SC than any FPS… even battlefield…
ie: at 5km, you need 0.2 degrees of spread to reliably hit a stationary target the size of 100m x 100m.
at 100m in COD, you need 0.2 degrees of spread to reliably hit a stationary target the size of 2m x 2m.
several issues: COD weapons are hitscan… (ie: no travel time)… inties are smaller than 100m x 100m. they also move at 500-700+ m/s (1800-2520km/h), what’s the highest speed on COD/MW? maybe 10-15km/h? 120-210 times slower??? 165 times slower as an average?
for comparison, it means that a target in COD, 100m distant can traverse the same arc (in radians/degrees) an inty can at 16.5km…
basically, units can move about 3-5 times faster than in COD… in relative terms, and weapons are projectile, not hitscan… (better example would have been battlefield, but even that has problems i can shoot down).
in fact, most FPS use hitscan because of the short distances involved. so it means projectile travel time would be negligible, and it also complicates CQC battles due to latency. so weapons like shotgun and snipers (extremely short ad long range) are almost always hitscan, because that’s where latency matters the most.
in battlefield they aren’t, but battlefield ‘stretches’ the player hitbox the faster they move, in effect, the faster you move in BF, the easier you are to hit to combat bad hitreg. more speed = stretching of the hitbox in the direction of motion.
so you see, every game compensates to some degree for laggy conditions.

also, there’s something to think about. if your ship is in the center of that circle, then:
dark blue lines represent the angle your target will traverse when moving along the red line (from top to bottom).
however, if the target alters their trajectory to follow the orange line (same distance), they can actually traverse a larger angle (the light blue line).
but… their traverse rate will not be equal. it will be lower before the purple line (further away), and higher after it (closer). on average, the traverse will be lower over the entire distance. it’s better to use to close the distance vs short range guns because your traverse is highest were it matters vs them. vs long range guns, the red trajectory offers a better traverse.
Dude, i think u played Eve online, only there ppl would take the work to explain angular velocity vs tracking speed.
Btw, nice post. I like to see math (and physics) explaining why things are broke.