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*energy turrets (lasers) | *energy turrets (lasers) | ||
Each type can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[ | Each type 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). | ||
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 [[Skills:Gunnery#Small_Blaster_Specialization|Small Blaster Specialization]] to use small T2 blasters but [[Skills:Gunnery#Small_Railgun_Specialization|Small Railgun Specialization]] to use small T2 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 [[Skills:Gunnery#Small_Blaster_Specialization|Small Blaster Specialization]] to use small T2 blasters but [[Skills:Gunnery#Small_Railgun_Specialization|Small Railgun Specialization]] to use small T2 railguns. | ||
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Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless classified as autocannons. | Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless classified as autocannons. | ||
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[ | Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]]. Autocannon, and to a lesser extent artillery, have very long [[Gunnery Guide#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. | ||
Most Minmatar ships use projectile turrets as their main weapon. The low slot Gyrostabilizer module increases projectile turrets' damage and rate of fire. | Most Minmatar ships use projectile turrets as their main weapon. The low slot Gyrostabilizer module increases projectile turrets' damage and rate of fire. | ||