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Turret damage: Difference between revisions

From EVE University Wiki
m Choosing turrets: correction
Line 274: Line 274:


==Do rails suck?==
==Do rails suck?==
They are worse than beam lasers and artillery, but they don't really suck.
There is no denying that they are worse than either beam lasers or artillery. But they are not far enough behind to say that they suck.


Beam lasers have the highest DPS (damage per second) and artillery cannons have the highest damage per hit (per volley). Both of these things are valuable, especially in PvP. High DPS is good because it makes tough ships die faster. A high damage per hit is also good because it can instantly kill a target (something that is important when the target has logistic support that repairs it). Railguns have the second best DPS and the worst damage per hit. They also have a slightly longer range than beam lasers, but pay for that with a comparatively higher penalty to tracking.
Beam lasers have the highest DPS (damage per second) and artillery cannons have the highest damage per hit (per volley). Both of these things are valuable, especially in PvP. High DPS is good because it makes tough ships die faster. A high damage per hit is also good because it can instantly kill a target (something that is important when the target has logistic support that repairs it). Railguns have slightly more DPS than artillery and the worst damage per hit. They also have a slightly longer range than beam lasers, but pay for that with a comparatively higher penalty to tracking.


It isn't enough to just look at the guns. One must also look at the ammo each type of turret use. Lasers use crystals, changing them is immediate and they never run out of ammo. Projectiles use various ammo types that deal different damage types, which makes it easier to match the damage with the target. The hybrid ammo on the other hand is stuck with the same two damage types (like lasers are) and have a reload time (like projectiles do), if one feel a little mean one could say that hybrid ammo combines the worst of the other two types.
It isn't enough to just look at the guns. One must also look at the ammo each type of turret use. Lasers use crystals, changing them is immediate and they never run out of ammo. Projectiles use various ammo types that deal different damage types, which makes it easier to match the damage with the target. The hybrid ammo on the other hand is stuck with the same two damage types (like lasers are) and have a reload time (like projectiles do), if one feel a little mean one could say that hybrid ammo combines the worst of the other two types.


Beam lasers and artillery cannons have drawbacks too of course. Generally speaking: The beam lasers uses a lot of capacitor energy and require immense amounts of power grid, they will only really work on Amarr ships. The artillery cannons also needs a lot of power grid and are designed to be used on ships with a bonus for projectil firing speed, otherwise it takes forever before they can shoot again. So for Gallente and Caldari ships, the railguns will still be the overall prefered pick.
Beam lasers and artillery cannons have drawbacks too of course. Generally speaking: The beam lasers uses a lot of capacitor energy and require immense amounts of power grid, they will mostly only work on Amarr ships. The artillery cannons also needs a lot of power grid and are designed to be used on ships with a bonus for projectile firing speed, otherwise it takes forever before they can shoot again. So for Gallente and Caldari ships, the railguns will still be the overall prefered pick.
 
A more detailed comparison can be found at http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1332697


==Do small targets take less damage from big guns?==
==Do small targets take less damage from big guns?==