Another Ramming question

Serial rammer here.

The best rams are head on jousting.

E = 1/2 x m x v.squared
Damage should be proportional to energy at impact which is proportional the velocity squared.
Velocity will be your speed plus their speed so head on ramming gives bang for buck.
But the damage goes both ways. You have to be hard inside.

What gets me hard?
Selene Jean (is not my lover) she's just the girl that makes all the Alliance guys hard.

I think your question is really - "Are ships longitudinally hardened?"
The answer is: I dunno, but I've thought about it.
-See, if I hit someone side-on, It's usually in a brawling wrestling close up fight where I'm trying to get in tight enough to spray them all over with green frags.
So I'm not going full pelt, FA Off boost.
And they're not coming at me side on.

you might get better answers from better pilots, I can't hit someone running sideways.

But head on?
This is the last thing you see:
52999x9182.jpg
 
Serial rammer here.

The best rams are head on jousting.

E = 1/2 x m x v.squared
Damage should be proportional to energy at impact which is proportional the velocity squared.
Velocity will be your speed plus their speed so head on ramming gives bang for buck.
But the damage goes both ways. You have to be hard inside.

What gets me hard?
Selene Jean (is not my lover) she's just the girl that makes all the Alliance guys hard.

I think your question is really - "Are ships longitudinally hardened?"
The answer is: I dunno, but I've thought about it.
-See, if I hit someone side-on, It's usually in a brawling wrestling close up fight where I'm trying to get in tight enough to spray them all over with green frags.
So I'm not going full pelt, FA Off boost.
And they're not coming at me side on.

you might get better answers from better pilots, I can't hit someone running sideways.

But head on?
This is the last thing you see:
52999x9182.jpg
I ask for the perspective of the target. If I see my opponent is trying to ram should I meet it head on or turn away and make it a glancing blow instead? Longitudinally hardened is a good way to put it. An egg can take a lot of weight on its nose, but almost nothing on its side. It seems when I try to avoid and I get hit on the side, its worse for me.
 
I definitely don't have any answers, but maybe I can muddle the topic more!

I know on way more than one occasion I've whittled down the shields of some Elite Conda or what have you and was just about through the last ring so I boosted in to finish the shields off. It's shields go down and now it is turning and I'm scraping on its side for a bit before I finally notice how much damage I'm taking from dragging along side it, so I hit reverse and get some distance.

I swear I take more damage sometimes from barely moving while touching something than from boosting strait into it for a massive collision.
 
The egg analogy sounds plausible.

You and a friend could test.
Have identical ships (in terms of hull etc), one of you can sit still and take it, and the other can ram in from different aspects.

One thing I do know defensively though is “Pips to sys”. 4 pips to shields makes a lot of difference to the damage you experience in a ram.
I didn’t mention it before, because I run shieldless. Not through being a tough guy, just through being too lazy and generally garbage as a combat pilot to manage pips in a furball.
 
I smash into the side of large ships (and interceptors) all the time (mostly in small ships) and I usually strip the shields. I have never managed to finish a large ship by ramming a small or medium ship into it - strictly used as a shield stripper. Not sure if this is helpful.

My friend, you need to buy yourself a FAS ASAP.

My FAS doesn't run out of ammo until my hull is <20%. It's got the speed and weight to ram anything to death.
 
Does it affect damage if you take the ram head-on or on the side? I suspect you take less damage if you meet it head-on, but i dont know, has anyone tested this question?
Just like in real life where as a glancing blow doesn't hurt as one that comes straight in. So it is with ramming. Even the bumper's one can install via the store don't work, they are basically just an image. I've learned to utilize thrust up and down a second or two prior to when I just know they are going to ram.
 
Just like in real life where as a glancing blow doesn't hurt as one that comes straight in. So it is with ramming. Even the bumper's one can install via the store don't work, they are basically just an image. I've learned to utilize thrust up and down a second or two prior to when I just know they are going to ram.
This is what i'm talking about, but it seems to do more damage in these cases. Maybe its all in my head.
 
I think it's a good question but I'm not sure how often one could put the info to use.
When I do get hit it's because I couldn't do anything about it in time.
 
May I throw a related question into the mix? I'm wondering if being hit while FA-off causes less damage than with FA-on. When FA-off, our ship tends to "roll with the punch" (we bounce off with a new heading and velocity imparted to us by the collision), whereas FA-on our ships tries to hold still, which would seem to hurt more. At least that's the way it works IRL.

I've also entertained using FA-off and thrusters off to let ships faster than I am knock me into a high-speed escape drift. This happened to me once by accident in my normally slow Keelback, and it allowed me to survive the encounter!
 
May I throw a related question into the mix? I'm wondering if being hit while FA-off causes less damage than with FA-on. When FA-off, our ship tends to "roll with the punch" (we bounce off with a new heading and velocity imparted to us by the collision), whereas FA-on our ships tries to hold still, which would seem to hurt more. At least that's the way it works IRL.

I've also entertained using FA-off and thrusters off to let ships faster than I am knock me into a high-speed escape drift. This happened to me once by accident in my normally slow Keelback, and it allowed me to survive the encounter!

Are we talking getting rammed by NPCs?

I’ve never seen that.
 

Deleted member 38366

D
Based on personal experience, this is how it looks to me so far :

Ramming or getting rammed directly :
  • moderate upto high damage in line with Speeds, Hulls and Shields, as expected (valid tactical decision in combat)
  • own damage often appears somewhat higher if FA ON, less (to some degree, varies) if FA OFF
Getting "scraped" at high velocity (mostly Shields and at best a tiny fraction of the Ships make contact; both vessels still manage to pass at full speed)
- severe upto catastrophic Damage, almost as if multiple collisions are being added (total game-changer if it unluckily happens in combat)

Getting bumped far away from center mass and FA OFF
- very mild damage compared to total Vc and impact velocity/mass, almost as if the FA OFF vessel(s) somehow avoid quite a bit of the collision damage

Those high-speed "almost made it but got scraped" collisions have always resulted in very nasty surprises, including losing rather mighty Shields that didn't even require an SCB yet and on top instantly losing a frightening amount of hull. All in a heartbeat.
That's the few situations where I personally went from "I got this/it takes far more to take down this Battleship" to "Holy {4chars} !?!! Need to get the hell outta here - now!"

All just experience but somewhat consistent, so that's what I go by.
Those "high-speed scrapes" - especially in large-vs-large Ship combat - I try to avoid like the plague. Those ones brought me some nasty surprises, bad memories.
 
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Are we talking getting rammed by NPCs?

I’ve never seen that.
LOL, I get "rammed" by NPCs constantly. PvE combat is like bumper cars down and the County Fair. But it's the PvPers I'm particularly worried about, especially those who use ramming as an exploit to KOS CMDRs otherwise under the protection of the station.
 
Glancing blows do less damage than direct impacts, but I don't think the actual location of the impact matters, just relative ship masses and closing velocity (or more precisely how much of that velocity is lost in the impact).

It's also worth noting that in PvP scenarios, or even collisions with NPCs where the NPC is hosted on another peer, latency and latency compensation may make the facing of a target slightly uncertain.
 
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