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Turrets: Difference between revisions

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{{Weapon Systems Links}}
{{Weapon Systems Links}}
{{hatnote|This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see [[Turret mechanics]].}}
{{hatnote|This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see [[Turret mechanics]].}}
'''Turrets''' are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the five variations of turret and their ammunition available in EVE.
'''Turrets''' are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the four types of turrets and their ammunition available in EVE.


== Overview ==
== Overview ==
There are five kinds of turret in EVE:
There are four kinds of turret in EVE:
* hybrid turrets
* hybrid turrets
* projectile turrets
* projectile turrets
* energy turrets (lasers)
* energy turrets (lasers)
* precursor weapons (entropic disintegrators)
* precursor weapons (entropic disintegrators)
* vorton projectors


Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS).
Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS).
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Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need {{Sk|Small Blaster Specialization}} to use small Tech 2 blasters but {{Sk|Small Railgun Specialization}} to use small Tech 2 railguns.
Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need {{Sk|Small Blaster Specialization}} to use small Tech 2 blasters but {{Sk|Small Railgun Specialization}} to use small Tech 2 railguns.


Each of the five kinds of turret comes in three sizes:
Each of the four kinds of turret comes in four sizes:
* small (mounted on [[frigates]] and [[destroyers]])
* small (mounted on [[frigates]] and [[destroyers]])
* medium (mounted on [[cruisers]] and [[battlecruisers]])
* medium (mounted on [[cruisers]] and [[battlecruisers]])
* large (mounted on [[battleships]] and [[Battlecruiser#Attack Battlecruisers|attack battlecruisers]])
* large (mounted on [[battleships]] and [[Battlecruiser#Attack Battlecruisers|attack battlecruisers]])
 
* extra-large (mounted on [[Capital ships|capital and supercapital ships]])
Hybrid, projectile, energy, and precursor turrets also come in a fourth size:
* extra-large (mounted on [[Capital Ships|capital and supercapital ships]])


=== Ammunition/charges ===
=== Ammunition/charges ===
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Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.
Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|-  style="background-color: #222222;"
|-  style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 3
| I
| I
|  
| I+N
|  
|  
|-
|-
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|  
|  
|  
|  
| IN
| I+N
|-
|-
| style="text-align: left;" | Iron  
| style="text-align: left;" | Iron  
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| I
| I
|-
|-
! colspan=9 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=9 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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'''Tech 2 Blaster Ammo'''
'''Tech 2 Blaster Ammo'''


The two Tech 2 ammunition types for blasters are Null and Void (har har). Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:
The two Tech 2 ammunition types for blasters are Null and Void. Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate.
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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* '''Artillery''', which have long ranges, very poor tracking, and deal less DPS.
* '''Artillery''', which have long ranges, very poor tracking, and deal less DPS.


Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Turret mechanics#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha Strike|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Turret mechanics#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.


=== Projectile ammo ===
=== Projectile ammo ===
{{main|Projectile Ammunition}}
{{main|Projectile ammunition}}
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.


Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.
Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking
! Total damage
! Total damage
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| I
| I
|-
|-
! colspan=11 style="background-color:#222222; text-align: left; font-size: 95%; line-height: 130%;font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=11 style="background-color: var(--background-color-warning-subtle); text-align: line-height: 130%; left; font-size: 95%; font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the [[Vagabond]] which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the [[Vagabond]] which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. (However, because projectile turret falloff is so long, the Quake optimal range penalty is less of a problem to artillery than Gleam or Javelin's penalty is to railguns or beam lasers.) Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. (However, because projectile turret falloff is so long, the Quake optimal range penalty is less of a problem to artillery than Gleam or Javelin's penalty is to railguns or beam lasers.) Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--backgrounf-color-warning-subtle);"
! Name
! Name
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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[[File:Icon turret beam large.png|left]]Energy turrets -- lasers -- fire beams of light to damage the enemy.
[[File:Icon turret beam large.png|left]]Energy turrets -- lasers -- fire beams of light to damage the enemy.


While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and [[Skills:Gunnery#Controlled Bursts|Controlled Bursts]] is still an absolute necessity for Amarr pilots.
While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and {{Sk|Controlled Bursts}} is still an absolute necessity for Amarr pilots.


Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor.
Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor.
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Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.
Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.


{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 4
| 4
|-
|-
| style="text-align:left;" | X-Ray
| style="text-align:left;" | Xray
| -25%  
| -25%  
| -25% (++)
| -25% (++)
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|
|-
|-
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.
|}
|}


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The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but grants 40% increased optimal range, at the cost of 25% tracking. The damage and projection of these crystals is so good that they render tech 1 pulse laser crystals largely obsolete; Conflagration's damage blows Multifrequency out of the water, while Scorch provides good damage at stunningly long ranges, especially at the battleship scale.
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but grants 40% increased optimal range, at the cost of 25% tracking. The damage and projection of these crystals is so good that they render tech 1 pulse laser crystals largely obsolete; Conflagration's damage blows Multifrequency out of the water, while Scorch provides good damage at stunningly long ranges, especially at the battleship scale.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements.
The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
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!Name
!Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]
|-
|-
| style=text-align:left;" | Aurora  
| style=text-align:left;" | Aurora  
| +80%  
| +80%  
| -75%  
| -75%  
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| 3
| 3
|-
|-
| style=text-align:left;" | Gleam  
| style=text-align:left;" | Gleam  
| -75%  
| -75%  
| +25%   
| +25%   
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[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a turret type introduced with the Into The Abyss expansion in May 2018.
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a turret type introduced with the Into The Abyss expansion in May 2018.


Unlike traditional kinds of turrets, there is only one type of turret for both short and long range, the '''Entropic Disintegrator'''. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. Normally, this is a +5% damage bonus to each consecutive shot, capping at +150% damage per shot after 30 shots. However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.
Unlike traditional kinds of turrets, there is only one type of turret for short range, the '''Entropic Disintegrator''', and there's no long range version of it, as its long range counterpart is considered as the [[Vorton Projector]]. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. Normally, this is a +7% damage bonus to each consecutive shot, capping at +212.5% damage per shot after 30 shots (the capital variant caps at +150% damage at +5% per cycle, but also has a higher turret damage multiplier leading to similar peak scaling). However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.


=== Exotic plasma ===
=== Exotic plasma ===
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator subsitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. The presence of only a single turret, and the high damage per shot, mean Entropic Disintegrators have very good ammunition economy.
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator substitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. The presence of only a single turret, and the high damage per shot, mean Entropic Disintegrators have very good ammunition economy.


There are three types of Tech 1 exotic plasma, offering various range options.
There are three types of Tech 1 exotic plasma, offering various range options.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
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|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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|-
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight :normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.07-3.17x greater, Large is 7.90-8.20x greater, and Extra Large is 39.47-41.32x greater, depending on ammo type.<br>Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight :normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.07-3.17x greater, Large is 7.90-8.20x greater, and Extra Large is 39.47-41.32x greater, depending on ammo type.<br>Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
|}


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Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a closer range option with more damage compared to Tetryon but with a 25% tracking speed penalty. Tech 2 Disintegrator ammo is currently unavailable in Extra Large size.
Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a closer range option with more damage compared to Tetryon but with a 25% tracking speed penalty. Tech 2 Disintegrator ammo is currently unavailable in Extra Large size.


{| class="wikitable" style="font-size: 90%; text-align: center;"
{| class="wikitable" style="text-align: center;"
|- style="background-color:#222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
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| 63
| 63
|-
|-
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color: var(--background-color-warning-subtle); text-align: left; line-height: 130%; font-size: 95%; font-weight: normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
 
== Vorton Projectors ==
{{see also|EDENCOM}}
[[File:Icon turret vorton projector large.png|left]]'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020. These are ship-based miniaturized versions of the Standup Arcing Vorton Projector, previously seen as the 'Doomsday Weapon' of [[Upwell structures|Keepstar Citadels]].
 
Vorton Projectors are unlike any other turret, in that they fire chain lightning which strikes the ship which is targeted, and arcs across up to nine additional random ships (or drones) within 10km of the first. Vorton Projectors consume Condenser Packs as ammunition, and deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). However, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high ''total'' damage spread across the ten ships which are hit.
 
Following the trend started by Entropic Disintegrators, Vorton Projectors are further detached from traditional turret mechanics. Much like disintegrators, the projectors have no falloff, are only fittable to specific ships ([[EDENCOM]] ships), and said ships only have one turret slot. However, unlike any other turret in the game, Vorton Projectors use [[Missile damage|Missile damage mechanics]] rather than Tracking or Falloff range. Even core gunnery skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery|icon=yes}} (-cycle time), {{sk|Sharpshooter|icon=yes}} (+optimal range), {{sk|Surgical Strike|icon=yes}} (+damage), and a skill combining {{sk|Target Navigation Prediction|icon=yes}} (+explosion velocity) with {{sk|Guided Missile Precision|icon=yes}} (-explosion radius). Lastly, modules and boosters that improve optimal range, explosion radius, or explosion velocity have no effect, and [[Wormhole space#System Effects|Wormhole system effects]] also do not apply to these weapons' damage or application.
 
In areas of space where [[crimewatch]] is in effect, the projectors will respect safety settings, and with full safeties enabled will only bounce to legal targets. As a consequence, however, bounces from this weapon can initiate Limited Engagements with suspects and outlaws, even if they were not targeted.
 
=== Condenser packs ===
Condenser packs, similar to exotic plasma, deal more damage per charge, since each ship only has one turret and with projectors having a low damage multiplier. For the same reason, damage scaling with increasing size is not smooth, due to number of turrets the projector effectively substitutes for.
 
There are four types of Tech 1 condenser packs, offering two range options and an EM or Kinetic slanted ammo type for each.
 
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
|- style="background-color:#222222;"
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! Total damage
! [[File:Icon_resist_em.png|26px|link=|EM damage]]
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| style=text-align:left;" | BlastShot
| -25%
| 133
| 17
| 116
|-
| style=text-align:left;" | GalvaSurge
| -25%
| 133
| 116
| 17
|-
| style=text-align:left;" | SlamBolt
| +50%
| 66
| 13
| 53
|-
| style=text-align:left;" | MesmerFlux
| +50%
| 66
| 53
| 13
|-
! colspan=5 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.89-4.95x greater, and Large is 7.42-7.48x greater, depending on ammo type.<br>Damage type ratio varies, with a more balanced ratio for larger sizes.
|}
 
'''Tech 2 condenser packs'''
 
Marketed under the '''Ultra''' brand, T2 condenser packs can only be used with Tech 2 and Faction Vorton Projectors. ElectroPunch Ultra is a higher damage, shorter range ammo compared to BlastShot & GalvaSurge, while SnipeStrike exceeds MesmerFlux and SlamBolt in range and damage. Both types of ultra condenser packs increase capacitor need by 25% and reduce explosion velocity by 25%.
 
{| class="wikitable" style="font-size: 90%; text-align: center;"
|- style="background-color:#222222;"
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_velocity.png|26px|link=|Modifier to explosion velocity]]Explosion Velocity
! Cap. need
! Total damage
! [[File:Icon_resist_em.png|26px|link=|EM damage]]
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| style=text-align:left;" | ElectroPunch Ultra
| -50%
| -25%
| +25%
| 160
| 80
| 80
|-
| style=text-align:left;" | SnipeStrike Ultra
| +80%
| -25%
| +25%
| 90
| 49
| 41
|-
! colspan=7 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.78-4.88x greater, and Large is 7.18-7.41x greater, depending on ammo type.<br>Damage type ratio varies, with a generally more balanced ratio for larger sizes.
|}
|}


Line 780: Line 694:
* {{Sk|Weapon Upgrades}}: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* {{Sk|Weapon Upgrades}}: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* {{Sk|Advanced Weapon Upgrades}}: Requires Weapon Upgrades IV. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
* {{Sk|Advanced Weapon Upgrades}}: Requires Weapon Upgrades IV. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
==== Vorton Projector Skills ====
With the exception of Advanced/Weapons Upgrades, Vorton Projectors do not benefit from any of the traditional gunnery skills listed above. Instead, it has its own set of skills. Most are analogues to normal gunnery skills.
* {{Sk|Vorton Projector Operation}}: Reduces cycle time by 2% per level (Gunnery equivalent)
* {{Sk|Vorton Arc Guidance}}: Reduces explosion radius by 5% per level, and increases explosion velocity by 10% per level. This skill is the only way to improve the application of Vorton Projectors.
* {{Sk|Vorton Arc Extension}}: 5% to optimal range per level (Sharpshooter equivalent)
* {{Sk|Vorton Power Amplification}}: 3% to turret damage per level (Surgical Strike equivalent)


==== Other Skills ====
==== Other Skills ====
Line 801: Line 706:
Remember that [[stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.
Remember that [[stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.


{|class=wikitable style="width: 900px;"
{|class=wikitable style="max-width: 900px;"
|-
|-
|[[File:Icon gyrostablizer.png|link=|]]<br>[[File:Icon vorton tuning system.png|link=]]
|[[File:Icon gyrostablizer.png|link=|]]
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
Line 809: Line 714:
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
* '''{{co|wheat|Vorton Tuning Systems}}''' for vorton projectors.
|-
|-
|[[File:Icon tracking enhancer.png|link=|]]
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets except Vorton Projectors.
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets.


|-
|-
Line 824: Line 728:
|-
|-
|[[File:Icon projectile rig.png|link=|]]
|[[File:Icon projectile rig.png|link=|]]
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators or vorton projectors.
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
Line 841: Line 745:
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.


Vorton Projectors also have a group of boosters that apply only to them:
* '''{{co|wheat|EDENCOM Vorton Booster DA}}''' improves damage.
* '''{{co|wheat|EDENCOM Vorton Booster GU}}''' improves explosion radius and explosion velocity.
* '''{{co|wheat|EDENCOM Vorton Booster RA}}''' improves optimal range.
As of 15 June 2020, all three EDENCOM vorton boosters have an expiry date of 8 September 2020.
|-
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|[[File:Icon_implant_hardwiring.png|link=|]]
Line 853: Line 751:


== Names reference ==
== Names reference ==
{|class=wikitable style="background: #111111; text-align: center" border="1" cellpadding="5" cellspacing="0"
{|c lass=wikitable style="background-color: var(); text-align: center" border="1" cellpadding="5" cellspacing="0"
|- style="background: #111111"
 
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Category  
! rowspan="2" | Category  
! rowspan="2" | Faction
! rowspan="2" | Faction
Line 863: Line 762:
! colspan="2" | Large  
! colspan="2" | Large  
! colspan="2" | Extra Large
! colspan="2" | Extra Large
|-
|- style="background-color: var(--background-color-warning-subtle);"
| colspan="2" | ''Frigates, Destroyers''  
| colspan="2" | ''Frigates, Destroyers''  
| colspan="2" | ''Cruisers, Battlecruisers''  
| colspan="2" | ''Cruisers, Battlecruisers''  
| colspan="2" | ''Battleships, Attack BCs''  
| colspan="2" | ''Battleships, Attack BCs''  
| colspan="2" | ''Dreadnoughts, Titans''
| colspan="2" | ''Dreadnoughts, Titans''
|-style= "background: #2f1f1f;"  
 
! rowspan="5" style="background:#111111" | Projectile  
|-style= "background-color: <!--#2f1f1f-->;"  
! rowspan="5" style="background-color: var(--background-color-warning-subtle)" | Projectile  
| rowspan="5" | ''Minmatar''  
| rowspan="5" | ''Minmatar''  
| rowspan="3" | Autocannon  
| rowspan="3" | Autocannon  
Line 878: Line 778:
| Quad 800mm
| Quad 800mm
| rowspan="3" | Repeating Cannon
| rowspan="3" | Repeating Cannon
|-style="background: #2f1f1f;"
|-style="background-color: <!--#2f1f1f-->;"
| colspan="2" | 150mm Light
| colspan="2" | 150mm Light
| colspan="2" | 220mm Vulcan
| colspan="2" | 220mm Vulcan
Line 884: Line 784:
| rowspan="2" | Repeating Cannon
| rowspan="2" | Repeating Cannon
| rowspan="2" | Hexa 2500mm
| rowspan="2" | Hexa 2500mm
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f-->;"  
| colspan="2" | 200mm
| colspan="2" | 200mm
| colspan="2" | 425mm
| colspan="2" | 425mm
| 800mm
| 800mm
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f;-->"  
| rowspan="2" | Artillery  
| rowspan="2" | Artillery  
| rowspan="2" | Long  
| rowspan="2" | Long  
Line 895: Line 795:
| colspan="2" | 1200mm
| colspan="2" | 1200mm
| colspan="2" rowspan="2" | Quad 3500mm Siege
| colspan="2" rowspan="2" | Quad 3500mm Siege
|-style="background: #2f1f1f;"  
|-style="background-color: <!--#2f1f1f;-->"  
| colspan="2" | 280mm Howitzer
| colspan="2" | 280mm Howitzer
| colspan="2" | 720mm Howitzer
| colspan="2" | 720mm Howitzer
| colspan="2" | 1400mm Howitzer
| colspan="2" | 1400mm Howitzer
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23;-->"
! rowspan="6" style="background: #111111;" | Hybrid
! rowspan="6" style="background-color: var(--background-color-warning-subtle);" | Hybrid
| rowspan="6" | ''Gallente/Caldari''   
| rowspan="6" | ''Gallente/Caldari''   
| rowspan="3" | Blaster
| rowspan="3" | Blaster
Line 911: Line 811:
| rowspan="3" | Blaster Cannon
| rowspan="3" | Blaster Cannon
| colspan="2" | Triple Neutron Blaster Cannon
| colspan="2" | Triple Neutron Blaster Cannon
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| Ion
| Ion
| Ion
| Ion
| Ion
| Ion
| colspan="2" rowspan="2" | Ion Siege
| colspan="2" rowspan="2" | Ion Siege
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| Neutron  
| Neutron  
| Neutron  
| Neutron  
| Neutron  
| Neutron  
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| rowspan="3" | Railgun
| rowspan="3" | Railgun
| rowspan="3" | Long
| rowspan="3" | Long
Line 927: Line 827:
| colspan="2" | Dual 250mm
| colspan="2" | Dual 250mm
| colspan="2" rowspan="3" | Dual 1000mm
| colspan="2" rowspan="3" | Dual 1000mm
|-style="background: #1c1c23;"
|-style="background-color: #1c1c23-->;"
| colspan="2" | 125mm
| colspan="2" | 125mm
| colspan="2" | 200mm
| colspan="2" | 200mm
| colspan="2" | 350mm
| colspan="2" | 350mm
|-style="background: #1c1c23;"
|-style="background-color: <!--#1c1c23-->;"
| colspan="2" | 150mm
| colspan="2" | 150mm
| colspan="2" | 250mm
| colspan="2" | 250mm
| colspan="2" | 425mm
| colspan="2" | 425mm
|-style="background:#25251d"
|-style="background-color: <!--#25251d-->;"
! rowspan="6" style="background: #111111;"| Energy
! rowspan="6" style="background-color: var(--background-color-warning-subtle);"| Energy
| rowspan="6" | ''Amarr''  
| rowspan="6" | ''Amarr''  
| rowspan="3" | Pulse
| rowspan="3" | Pulse
Line 944: Line 844:
| colspan="2"| Dual Heavy
| colspan="2"| Dual Heavy
| colspan="2" | Quad Mega
| colspan="2" | Quad Mega
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2"| Dual Light
| colspan="2"| Dual Light
| colspan="2" rowspan="2" | Heavy
| colspan="2" rowspan="2" | Heavy
| colspan="2" rowspan="2" | Mega
| colspan="2" rowspan="2" | Mega
| colspan="2" rowspan="2" | Dual Giga
| colspan="2" rowspan="2" | Dual Giga
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2"| Small Focused
| colspan="2"| Small Focused
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| rowspan="3" | Beam
| rowspan="3" | Beam
| rowspan="3" | Long
| rowspan="3" | Long
Line 958: Line 858:
| colspan="2" | Dual Heavy
| colspan="2" | Dual Heavy
| colspan="2" rowspan="3" | Dual Giga
| colspan="2" rowspan="3" | Dual Giga
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2" rowspan="2" | Small Focused
| colspan="2" rowspan="2" | Small Focused
| colspan="2" | Focused Medium
| colspan="2" | Focused Medium
| colspan="2" | Mega
| colspan="2" | Mega
|-style="background: #25251d;"
|-style="background-color: <!--#25251d-->;"
| colspan="2" | Heavy
| colspan="2" | Heavy
| colspan="2" | Tachyon
| colspan="2" | Tachyon
|-style="background: #3f1010;"
|-style="background-color: <!--#3f1010-->;"
! style="background: #111111;" | Precursor
! style="background-color: var(--background-color-warning-subtle);" | Precursor
| ''Triglavian''
| ''Triglavian''
| Entropic <br> Disintegrator
| Entropic <br> Disintegrator
| All
| Short
| colspan="2" | Light
| colspan="2" | Light
| colspan="2" | Heavy
| colspan="2" | Heavy
| colspan="2" | Supratidal
| colspan="2" | Supratidal
| colspan="2" | Ultratidal
| colspan="2" | Ultratidal
|-style="background: #606972;"
! style="background: #111111;" | Vorton Projector
| ''EDENCOM''
| Vorton <br> Projector
| All
| colspan="2" | Small
| colspan="2" | Medium
| colspan="2" | Large
| colspan="2" style="background: #111111;" | N/A
|}
|}


== Turret Comparison ==
== Turret Comparison ==
''Note: Presently does not include Vorton Projectors.''
=== Tech 1 Frigate/Destroyer Turret Comparison ===
=== Tech 1 Frigate/Destroyer Turret Comparison ===
All Frigate and Destroyer turrets are categorized as "Small".
All Frigate and Destroyer turrets are categorized as "Small".
Line 995: Line 884:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" | Name  
! scope="col" style="min-width: 10em;" | Name  
! scope="col" | Type  
! scope="col" | Type  
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" | Rate of fire  
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" | Damage mod
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" | Tracking speed  
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| nowrap="nowrap" | 125mm Gatling AutoCannon I  
| style="text-align: left;" | 125mm Gatling AutoCannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 800+4,300 m  
| 800+4,300 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 2.0625 x  
| 2.0625 x
| align="left" | 417
| 417
|-
|-
| 150mm Light AutoCannon I  
| style="text-align: left;" | 150mm Light AutoCannon I  
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 900+4,730 m  
| 900+4,730 m
| align="center" | 3.38 s  
| 3.38 s
| align="left" | 2.475 x  
| 2.475 x
| align="left" | 362
| 362
|-
|-
| 200mm AutoCannon I  
| style="text-align: left;" | 200mm AutoCannon I  
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 1,000+5,160 m  
| 1,000+5,160 m
| align="center" | 3.75 s  
| 3.75 s
| align="left" | 2.8875 x  
| 2.8875 x
| align="left" | 315  
| 315
|-
|-
| 250mm Light Artillery Cannon I  
| style="text-align: left;" | 250mm Light Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 8,050+8,750 m  
| 8,050+8,750 m
| align="center" | 8.50 s  
| 8.50 s
| align="left" | 5.082 x  
| 5.082 x
| align="left" | 80
| 80
|-
|-
| 280mm Howitzer Artillery I  
| style="text-align: left;" | 280mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 10,000+8,750 m  
| 10,000+8,750 m
| align="center" | 10.71 s  
| 10.71 s
| align="left" | 7.043 x  
| 7.043 x
| align="left" | 64  
| 64
|-
|-
| nowrap="nowrap" | Light Electron Blaster I  
| style="text-align: left;" | Light Electron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 0.6566 GJ  
| 0.6566 GJ
| align="center" | 1,000+1,500 m  
| 1,000+1,500 m
| align="center" | 2.00 s  
| 2.00 s
| align="left" | 1.8375 x  
| 1.8375 x
| align="left" | 438  
| 438
|-
|-
| Light Ion Blaster I  
| style="text-align: left;" | Light Ion Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.0927 GJ  
| 1.0927 GJ
| align="center" | 1,250+2,000 m  
| 1,250+2,000 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 2.953125 x  
| 2.953125 x
| align="left" | 403.2
| 403.2
|-
|-
| Light Neutron Blaster I  
| style="text-align: left;" | Light Neutron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.4161 GJ  
| 1.4161 GJ
| align="center" | 1,500+2,500 m  
| 1,500+2,500 m
| align="center" | 3.50 s  
| 3.50 s
| align="left" | 3.675 x  
| 3.675 x
| align="left" | 379.8
| 379.8
|-
|-
| 75mm Gatling Rail I  
| style="text-align: left;" | 75mm Gatling Rail I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.1690 GJ  
| 1.1690 GJ
| align="center" | 6,000+3,000 m  
| 6,000+3,000 m
| align="center" | 2.60 s  
| 2.60 s
| align="left" | 1.65 x  
| 1.65 x
| align="left" | 136.5
| 136.5
|-
|-
| 125mm Railgun I  
| style="text-align: left;" | 125mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.5050 GJ  
| 1.5050 GJ
| align="center" | 9,000+5,000 m  
| 9,000+5,000 m
| align="center" | 3.25 s  
| 3.25 s
| align="left" | 2.2 x  
| 2.2 x
| align="left" | 89.25
| 89.25
|-
|-
| 150mm Railgun I  
| style="text-align: left;" | 150mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 2.3380 GJ  
| 2.3380 GJ
| align="center" | 12,000+6,000 m  
| 12,000+6,000 m
| align="center" | 4.25 s  
| 4.25 s
| align="left" | 3.025 x  
| 3.025 x
| align="left" | 73.5
| 73.5
|-
|-
| nowrap="nowrap" | Gatling Pulse Laser I&nbsp;
| style="text-align: left;" | Gatling Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 1.82 GJ  
| 1.82 GJ
| align="center" | 4,200+1000 m  
| 4,200+1000 m
| align="center" | 2.10 s  
| 2.10 s
| align="left" | 1.5 x  
| 1.5 x
| align="left" | 308.125
| 308.125
|-
|-
| Dual Light Pulse Laser I&nbsp;
| style="text-align: left;" | Dual Light Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 2.67 GJ  
| 2.67 GJ
| align="center" | 4,725+2,000 m  
| 4,725+2,000 m
| align="center" | 2.70 s  
| 2.70 s
| align="left" | 2 x  
| 2 x
| align="left" | 273.75
| 273.75
|-
|-
| Small Focused Pulse Laser I  
| style="text-align: left;" | Small Focused Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 4.44 GJ  
| 4.44 GJ
| align="center" | 5,250+2,500 m  
| 5,250+2,500 m
| align="center" | 3.50 s  
| 3.50 s
| align="left" | 3 x  
| 3 x
| align="left" | 246.25
| 246.25
|-
|-
| Dual Light Beam Laser I  
| style="text-align: left;" | Dual Light Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 4.8625 GJ  
| 4.8625 GJ
| align="center" | 9,625+2,000 m  
| 9,625+2,000 m
| align="center" | 4.00 s  
| 4.00 s
| align="left" | 3 x  
| 3 x
| align="left" | 117  
| 117
|-
|-
| Small Focused Beam Laser I  
| style="text-align: left;" | Small Focused Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 9.025 GJ  
| 9.025 GJ
| align="center" | 11,000+2,500 m  
| 11,000+2,500 m
| align="center" | 5.00 s  
| 5.00 s
| align="left" | 4.5 x  
| 4.5 x
| align="left" | 90
| 90
|-
|-
| Light Entropic Disintegrator I
| style="text-align: left;" | Light Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 4.5 GJ
| 4.5 GJ
| align="center" | 6,000 m
| 6,000 m
| align="center" | 3.5 s
| 3.5 s
| align="left" | 1 x
| 0.8 x
| align="left" | 410
| 410
|}
|}


Line 1,149: Line 1,038:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" | Name  
! scope="col" style="min-width: 10em" | Name  
! scope="col" | Type  
! scope="col" | Type  
! data-sort-type=number scope="col" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Rate of fire&nbsp;
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Damage mod&nbsp;
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Tracking speed&nbsp;
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| Dual 180mm AutoCannon I  
| style="text-align: left;" | Dual 180mm AutoCannon I  
| align="center" | Projectile  
| Projectile  
| align="center" | 0  
| 0  
| align="center" | 1,600+9,030 m  
| 1,600+9,030 m  
| align="center" | 4.37 s  
| 4.37 s  
| align="left" | 2.0625 x  
| 2.0625 x  
| align="left" | 44.68992
| 44.68992
|-
|-
| 220mm Vulcan AutoCannon I  
| style="text-align: left;" | 220mm Vulcan AutoCannon I
| align="center" | Projectile&nbsp;
| Projectile
| align="center" | 0  
| 0
| align="center" | 1,800+9,933 m  
| 1,800+9,933 m
| align="center" | 4.58 s  
| 4.58 s
| align="left" | 2.31 x  
| 2.31 x
| align="left" | 38.8608  
| 38.8608
|-
|-
| 425mm AutoCannon I  
| style="text-align: left;" | 425mm AutoCannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 2,000+10,836 m  
| 2,000+10,836 m
| align="center" | 5.62 s  
| 5.62 s
| align="left" | 2.8875 x  
| 2.8875 x
| align="left" | 33.792
| 33.792
|-
|-
| 650mm Artillery Cannon I  
| style="text-align: left;" | 650mm Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 16,100+17,500 m  
| 16,100+17,500 m
| align="center" | 11.47 s  
| 11.47 s
| align="left" | 4.62 x  
| 4.62 x
| align="left" | 8.352
| 8.352
|-
|-
| 720mm Howitzer Artillery I  
| style="text-align: left;" | 720mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 20,000+17,500 m  
| 20,000+17,500 m
| align="center" | 18 s  
| 18 s
| align="left" | 7.97 x
| 7.97 x
| align="left" | 6.688
| 6.688
|-
|-
| Heavy Electron Blaster I  
| style="text-align: left;" | Heavy Electron Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 1.9600 GJ  
| 1.9600 GJ
| align="center" | 2,000+3,000 m  
| 2,000+3,000 m
| align="center" | 3.00 s  
| 3.00 s
| align="left" | 1.8375 x  
| 1.8375 x
| align="left" | 46.08
| 46.08
|-
|-
| Heavy Ion Blaster I  
| style="text-align: left;" | Heavy Ion Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 3.2683 GJ  
| 3.2683 GJ
| align="center" | 2,500+4,000 m  
| 2,500+4,000 m
| align="center" | 4.50 s  
| 4.50 s
| align="left" | 2.953125 x  
| 2.953125 x
| align="left" | 42.24
| 42.24
|-
|-
| nowrap="nowrap" | Heavy Neutron Blaster I &nbsp;
| style="text-align: left;" | Heavy Neutron Blaster I
| align="center" | Hybrid&nbsp;
| Hybrid
| align="center" | 4.2483 GJ  
| 4.2483 GJ
| align="center" | 3,000+5,000 m  
| 3,000+5,000 m
| align="center" | 5.25 s  
| 5.25 s
| align="left" | 3.675 x  
| 3.675 x
| align="left" | 38.4  
| 38.4
|-
|-
| Dual 150mm Railgun I  
| style="text-align: left;" | Dual 150mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 3.5 GJ  
| 3.5 GJ
| align="center" | 12,000+6,000 m  
| 12,000+6,000 m
| align="center" | 3.56 s  
| 3.56 s
| align="left" | 1.9 x  
| 1.9 x
| align="left" | 12
| 12
|-
|-
| 200mm Railgun I  
| style="text-align: left;" | 200mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 4.515 GJ  
| 4.515 GJ
| align="center" | 18,000+10,000 m  
| 18,000+10,000 m
| align="center" | 4.46 s  
| 4.46 s
| align="left" | 2.53 x  
| 2.53 x
| align="left" | 8
| 8
|-
|-
| 250mm Railgun I  
| style="text-align: left;" | 250mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 7 GJ  
| 7 GJ
| align="center" | 24,000+12,000 m  
| 24,000+12,000 m
| align="center" | 5.83 s  
| 5.83 s
| align="left" | 3.48 x  
| 3.48 x
| align="left" | 6.56
| 6.56
|-
|-
| Focused Medium Pulse Laser I  
| style="text-align: left;" | Focused Medium Pulse Laser I
| align="center" | Laser&nbsp;
| Laser
| align="center" | 8 GJ  
| 8 GJ
| align="center" | 9,450+4,000 m  
| 9,450+4,000 m
| align="center" | 4.05 s  
| 4.05 s
| align="left" | 2 x  
| 2 x
| align="left" | 28.8
| 28.8
|-
|-
| Heavy Pulse Laser I  
| style="text-align: left;" | Heavy Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 13.33 GJ&nbsp;
| 13.33 GJ
| align="center" | 10,500+5,000 m  
| 10,500+5,000 m
| align="center" | 5.25 s  
| 5.25 s
| align="left" | 3 x  
| 3 x
| align="left" | 26
| 26
|-
|-
| Quad Light Beam Laser I  
| style="text-align: left;" | Quad Light Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 5.45 GJ  
| 5.45 GJ
| align="center" | 8,800+1,000 m  
| 8,800+1,000 m
| align="center" | 3.15 s  
| 3.15 s
| align="left" | 1.88 x  
| 1.88 x
| align="left" | 23.328
| 23.328
|-
|-
| nowrap="nowrap" | Focused Medium Beam Laser I
| style="text-align: left;" | Focused Medium Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 11.67 GJ  
| 11.67 GJ
| align="center" | 19,250+6,000 m  
| 19,250+6,000 m
| align="center" | 4.80 s  
| 4.80 s
| align="left" | 2.5 x  
| 2.5 x
| align="left" | 12.096
| 12.096
|-
|-
| Heavy Beam Laser I  
| style="text-align: left;" | Heavy Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 21.67 GJ  
| 21.67 GJ
| align="center" | 22,000+8,000 m  
| 22,000+8,000 m
| align="center" | 6.00 s  
| 6.00 s
| align="left" | 3.75 x  
| 3.75 x
| align="left" | 9.504
| 9.504
|-
|-
| Heavy Entropic Disintegrator I
| style="text-align: left;" | Heavy Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 20.4 GJ
| 20.4 GJ
| align="center" | 15,500 m  
| 15,500 m
| align="center" | 5.5 s
| 5.5 s
| align="left" | 1 x  
| 0.8 x
| align="left" | 42
| 42
|}
|}


Line 1,303: Line 1,192:
...multiplied by the damage modifier of the turret.
...multiplied by the damage modifier of the turret.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" style="min-width: 10em;" | Name
! scope="col" | Type
! scope="col" data-sort-type=number | Activation
! scope="col" data-sort-type=number | Range
! scope="col" data-sort-type=number | Rate of fire
! scope="col" data-sort-type=number | Damage mod
! scope="col" data-sort-type=number | Tracking speed
|-
|-
! scope="col" align="center" | Name
| style="text-align: left;" | Dual 425mm AutoCannon I
! scope="col" align="center" | Type
| Projectile
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
| 0
! data-sort-type=number scope="col" align="center" | Range
| 3,200+17,200 m
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp;
| 6.75 s
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp;
| 2.0625 x
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed
| 5.7132
|-
|-
| Dual 425mm AutoCannon I  
| style="text-align: left;" | Dual 650mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 3,200+17,200 m  
| 3,600+18,920 m
| align="center" | 6.75 s  
| 7.5 s
| align="left" | 2.0625 x  
| 2.444203042 x
| align="left" | 5.7132
| 4.968
|-
|-
| Dual 650mm Repeating Cannon I  
| style="text-align: left;" | 800mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 3,600+18,920 m  
| 4,000+20,640 m
| align="center" | 7.5 s  
| style="text-align: center;" | 7.88 s
| align="left" | 2.444203042 x  
| 2.695 x
| align="left" | 4.968
| 4.32
|-
|-
| 800mm Repeating Cannon I  
| style="text-align: left;" | 1200mm Artillery Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 4,000+20,640 m  
| 32,200+35,000 m
| align="center" | 7.88 s  
| 21.04 s
| align="left" | 2.695 x  
| 5.082 x
| align="left" | 4.32
| 1.125
|-
|-
| 1200mm Artillery Cannon I  
| style="text-align: left;" | 1400mm Howitzer Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0  
| 0
| align="center" | 32,200+35,000 m  
| 40,000+35,000 m
| align="center" | 21.04 s  
| 40.16 s
| align="left" | 5.082 x  
| 10.672 x
| align="left" | 1.125
| 0.9
|-
|-
| 1400mm Howitzer Artillery I
| style="text-align: left;" | Electron Blaster Cannon I
| align="center" | Projectile
| Hybrid
| align="center" | 0
| 5.88 GJ
| align="center" nowrap="nowrap" | &nbsp; 40,000+35,000 m&nbsp;  
| 4,000+6,000 m
| align="center" | 40.16 s
| 4.5 s
| align="left" | 10.672 x
| 1.8375 x
| align="left" | 0.9
| 6
|-
| nowrap="nowrap" | Electron Blaster Cannon I&nbsp;
| align="center" | Hybrid  
| align="center" | 5.88 GJ  
| align="center" | 4,000+6,000 m  
| align="center" | 4.5 s  
| align="left" | 1.8375 x  
| align="left" | 6
|-
|-
| Ion Blaster Cannon I  
| style="text-align: left;" | Ion Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 9.8 GJ  
| 9.8 GJ
| align="center" | 5,000+8,000 m  
| 5,000+8,000 m
| align="center" | 6.75 s  
| 6.75 s
| align="left" | 2.953125 x  
| 2.953125 x
| align="left" | 5.52
| 5.52
|-
|-
| Neutron Blaster Cannon I  
| style="text-align: left;" | Neutron Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 12.74 GJ  
| 12.74 GJ
| align="center" | 6,000+10,000 m  
| 6,000+10,000 m
| align="center" | 7.88 s  
| 7.88 s
| align="left" | 3.675 x  
| 3.675 x
| align="left" | 5.196
| 5.196
|-
|-
| Dual 250mm Railgun I  
| style="text-align: left;" | Dual 250mm Railgun I
| align="center" | Hybrid  
| Hybrid
| align="center" | 10.5 GJ  
| 10.5 GJ
| align="center" | 24,000+12,000 m  
| 24,000+12,000 m
| align="center" | 5.85 s  
| style="text-align: center;" | 5.85 s
| align="left" | 1.65 x  
| 1.65 x
| align="left" | 1.8375
| 1.8375
|-
|-
| 350mm Railgun I  
| style="text-align: left;" | 350mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 15.4 GJ  
| 15.4 GJ
| align="center" | 36,000+20,000 m  
| 36,000+20,000 m
| align="center" | 7.31 s  
| 7.31 s
| align="left" | 2.2 x  
| 2.2 x
| align="left" | 1.22535  
| 1.22535
|-
|-
| 425mm Railgun I  
| style="text-align: left;" | 425mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 21 GJ  
| 21 GJ
| align="center" nowrap="nowrap" | &nbsp; 48,000+24,000 m &nbsp;&nbsp;
| 48,000+24,000 m
| align="center" | 9.56 s  
| 9.56 s
| align="left" | 3.025 x  
| 3.025 x
| align="left" | 1.010625
| 1.010625
|-
|-
| Dual Heavy Pulse Laser I  
| style="text-align: left;" | Dual Heavy Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 22.5 GJ  
| 22.5 GJ
| align="center" | 18,900+8,000 m  
| 18,900+8,000 m
| align="center" | 6.08 s  
| 6.08 s
| align="left" | 2 x  
| 2 x
| align="left" | 3.75
| 3.75
|-
|-
| Mega Pulse Laser I  
| style="text-align: left;" | Mega Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 36 GJ  
| 36 GJ
| align="center" | 21,000+10,000 m  
| 21,000+10,000 m
| align="center" | 7.88 s  
| 7.88 s
| align="left" | 3 x  
| 3 x
| align="left" | 3.375
| 3.375
|-
|-
| Dual Heavy Beam Laser I  
| style="text-align: left;" | Dual Heavy Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 28 GJ  
| 28 GJ
| align="center" | 35,000+12,000 m  
| 35,000+12,000 m
| align="center" | 7.20 s  
| 7.20 s
| align="left" | 2 x  
| 2 x
| align="left" | 1.75  
| 1.75
|-
|-
| Mega Beam Laser I  
| style="text-align: left;" | Mega Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 52 GJ  
| 52 GJ
| align="center" nowrap="nowrap" | 40,000+16,000 m&nbsp;
| 40,000+16,000 m
| align="center" | 9.00 s  
| 9.00 s
| align="left" | 3 x  
| 3 x
| align="left" nowrap="nowrap" | 1.53125&nbsp;
| 1.53125
|-
|-
| Tachyon Beam Laser I  
| style="text-align: left;" | Tachyon Beam Laser I
| align="center" | Laser  
| Laser
| align="center" | 76 GJ  
| 76 GJ
| align="center" nowrap="nowrap" | &nbsp; &nbsp;44,000+20,000 m &nbsp; &nbsp;
| 44,000+20,000 m
| align="center" | 12.50 s  
| 12.50 s
| align="left" | 4.5 x  
| 4.5 x
| align="left" | 1.39205
| 1.39205
|-
|-
| Supratidal Entropic Disintegrator I
| style="text-align: left;" | Supratidal Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 57.6 GJ
| 57.6 GJ
| align="center" | 26,000 m
| 26,000 m
| align="center" | 8 s
| 8 s
| align="left" | 1 x
| 0.8 x
| align="left" | 5.45
| 5.45
|}
|}


Line 1,459: Line 1,348:
Note that many Extra Large turrets have extremely low damage multipliers. These low values are compensated for by extremely high multipliers from ship skills, modules, and role bonuses.
Note that many Extra Large turrets have extremely low damage multipliers. These low values are compensated for by extremely high multipliers from ship skills, modules, and role bonuses.


{| class="wikitable collapsible collapsed sortable"
{| class="wikitable collapsible collapsed sortable" style="text-align: center;"
|-
|- style="background-color: var(--background-color-warning-subtle);"
! scope="col" align="center" | Name  
! scope="col" style="min-width: 11em;" | Name
! scope="col" align="center" | Type  
! scope="col" | Type
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp;
! scope="col" data-sort-type=number | Activation
! data-sort-type=number scope="col" align="center" | Range
! scope="col" data-sort-type=number | Range
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp;
! scope="col" data-sort-type=number | Rate of fire
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp;
! scope="col" data-sort-type=number | Damage mod
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed  
! scope="col" data-sort-type=number | Tracking speed
|-
|-
| Quad 800mm Repeating Cannon I  
| style="text-align: left;" | Quad 800mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 20,000+23,000 m  
| 20,000+23,000 m
| align="center" | 4 s  
| 4 s
| align="left" | 0.309 x  
| 0.309 x
| align="left" | 1.92
| 1.92
|-
|-
| Hexa 2500mm Repeating Cannon I  
| style="text-align: left;" | Hexa 2500mm Repeating Cannon I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 25,000+28,800 m  
| 25,000+28,800 m
| align="center" | 8 s  
|| 8 s
| align="left" | 4.12 x  
| 4.12 x
| align="left" | 0.041515
| 0.041515
|-
|-
| Quad 3500mm Siege Artillery I  
| style="text-align: left;" | Quad 3500mm Siege Artillery I
| align="center" | Projectile  
| Projectile
| align="center" | 0 GJ  
| 0 GJ
| align="center" | 94,000+90,000 m  
| 94,000+90,000 m
| align="center" | 30 s  
| 30 s
| align="left" | 10.3 x  
| 10.3 x
| align="left" | 0.0171
| 0.0171
|-
|-
| Triple Neutron Blaster Cannon I  
| style="text-align: left;" | Triple Neutron Blaster Cannon I
| align="center" | Hybrid  
| Hybrid
| align="center" | 75 GJ  
| 75 GJ
| align="center" | 16,000+20,000 m  
| 16,000+20,000 m
| align="center" | 5 s  
| 5 s
| align="left" | 0.418 x  
| 0.418 x
| align="left" | 2.3  
| 2.3  
|-
|-
| Ion Siege Blaster I  
| style="text-align: left;" | Ion Siege Blaster I
| align="center" | Hybrid  
| Hybrid
| align="center" | 100 GJ  
| 100 GJ
| align="center" | 20,000+25,000 m  
| 20,000+25,000 m
| align="center" | 10 s  
| 10 s
| align="left" | 5.57 x  
| 5.57 x
| align="left" | 0.0437  
| 0.0437
|-
|-
| Dual 1000mm Railgun I  
| style="text-align: left;" | Dual 1000mm Railgun I  
| align="center" | Hybrid  
| Hybrid
| align="center" | 300 GJ  
| 300 GJ
| align="center" | 120,000+32,000 m  
| 120,000+32,000 m
| align="center" | 20 s  
| 20 s
| align="left" | 7.43 x  
| 7.43 x
| align="left" | 0.0182875
| 0.0182875
|-
|-
| Quad Mega Pulse Laser I  
| style="text-align: left;" | Quad Mega Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 180 GJ  
| 180 GJ
| align="center" | 33,000+16,000 m  
| 33,000+16,000 m
| align="center" | 6 s  
| 6 s
| align="left" | 0.574 x  
| 0.574 x
| align="left" | 1.5
| 1.5
|-
|-
| Dual Giga Pulse Laser I  
| style="text-align: left;" | Dual Giga Pulse Laser I
| align="center" | Laser  
| Laser
| align="center" | 240 GJ  
| 240 GJ
| align="center" | 42,000+20,000 m  
| 42,000+20,000 m
| align="center" | 12 s  
| 12 s
| align="left" | 7.65 x  
| 7.65 x
| align="left" | 0.0384864
| 0.0384864
|-
|-
| Dual Giga Beam Laser I  
| style="text-align: left;" | Dual Giga Beam Laser I
| align="center" | Laser
| Laser
| align="center" | 520 GJ
| 520 GJ
| align="center" | 100,000+42,000 m
| 100,000+42,000 m
| align="center" | 15 s
| 15 s
| align="left" | 6.38 x
| 6.38 x
| align="left" |  0.02182031
| 0.02182031
|-
|-
| Ultratidal Entropic Disintegrator I  
| style="text-align: left;" | Ultratidal Entropic Disintegrator I
| align="center" | Entropic
| Entropic
| align="center" | 384 GJ
| 384 GJ
| align="center" | 52,000+0 m
| 52,000+0 m
| align="center" | 13 s
| 13 s
| align="left" | 1 x
| 1 x
| align="left" |  0.02
| 0.02
|}
|}


== See also ==
== See also ==
* [[Turret mechanics]] for details on how turrets hit and apply their damage.
* [[Turret mechanics]] for details on how turrets hit and apply their damage.
* [[Missile Launchers]] and [[Drones]] for EVE's other main weapon systems.
* [[Missile Launchers]], [[Drones]] and [[Vorton Projectors]] for EVE's other main weapon systems.
* [[NPC Damage Types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).
* [[NPC damage types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).


== External links ==
== External links ==
* [https://docs.google.com/presentation/d/1d2axN23pAF2m_mAws9d4h6tmttFXUgyw2OGpjTaBIc4/edit#slide=id.p1 A Visual Weapon Identification Guide], a Google Sheet by Mazzic Karde


* [https://docs.google.com/presentation/d/1d2axN23pAF2m_mAws9d4h6tmttFXUgyw2OGpjTaBIc4/edit#slide=id.p1 A Visual Weapon Identification Guide], a Google Sheet by Mazzic Karde


[[Category:Weapons]]
[[Category:Weapons]]