Difference between revisions of "User:Qwer Stoneghost"

From EVE University Wiki
Jump to: navigation, search
Line 16: Line 16:
 
Quick Overview
 
Quick Overview
  
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
+
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
  
  
 
{{Note box|The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.}}
 
{{Note box|The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.}}
  
Notes
+
 
 
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
 
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
 
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
 
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
Line 27: Line 27:
  
 
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
 
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
:*Individual loads miss a lot - but there are a lot of loads.
+
:-Individual loads miss a lot - but there are a lot of loads
:*They reach their targets quickly
+
:-reach their targets quickly
:*They fire and reload pretty fast.
+
:-fire and reload fast
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
+
 
::-Hybrid: use some capacitor, two damage types
+
::Projectiles: use no capacitor, all damage types, cheapest ammo
::-Energy: use a lot of capacitor, two damage types, no reloading
+
::Hybrids: use some capacitor, two damage types
 +
::Energy: use a lot of capacitor, two damage types, no reloading
  
 
Missiles home in on their targets.
 
Missiles home in on their targets.
:*Each hit always does some damage - they almost always hit.
+
:-Each hit always does some damage - they almost always hit.
:*They take a long time to reach their target.
+
:-They take a long time to reach their target.
:*They fire and reload slowly.
+
:-They fire and reload slowly.
  
 
If you want a bit more
 
If you want a bit more

Revision as of 03:00, 20 November 2020

text

colored text

TEXT
text
use double-bracket clear to clear images
use colon to indent a line in a list
Header text Header text Header text
Example Example Example

---=========================

Quick Overview

Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. The math in Turret Mechanics and Missile Mechanics does show it. You can find it there if you want it - some do; some don't.


The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.


  • If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
  • Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
  • Missiles home in on their targets.

Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.

-Individual loads miss a lot - but there are a lot of loads
-reach their targets quickly
-fire and reload fast
Projectiles: use no capacitor, all damage types, cheapest ammo
Hybrids: use some capacitor, two damage types
Energy: use a lot of capacitor, two damage types, no reloading

Missiles home in on their targets.

-Each hit always does some damage - they almost always hit.
-They take a long time to reach their target.
-They fire and reload slowly.

If you want a bit more

Range affects the damage done.

Turrets turn; missiles chase.

Missiles depend on range. Beyond maximum range, they do no damage.(But remember, missiles are slow; you can outrun them.)

Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.

Tracking is how fast the turret spins. Faster is better.