Difference between revisions of "Turrets"
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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. |
Revision as of 01:44, 23 January 2017
Weapon Systems |
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Turrets |
Missiles |
Drones |
Other Weapon Systems |
Other 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 traversal speed of the firing ship and its target. This page explains the three variations of turret and their ammunition available in Eve. If you want to delve into the mathematics of gunnery in Eve, see this wiki's page on Turret Damage, and if you want to learn how gunnery works without having to study the mathematical detail, see the Gunnery Guide.
Overview
There are three kinds of turret in Eve:
- hybrid turrets
- projectile turrets
- 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', '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 Small Blaster Specialization to use small T2 blasters but Small Railgun Specialization to use small T2 railguns.
Each of the three kinds of turret comes in four sizes:
- small (mounted on frigates and destroyers)
- medium (mounted on cruisers and battlecruisers)
- large (mounted on battleships and tier 3 battlecruisers)
- extra-large (mounted on capital and supercapital ships)
Ammunition/charges
Each of the three kinds of turret has a selection of types of ammunition (using 'ammunition' loosely -- energy turrets load crystals). Ammunition comes in four sizes matching the four sizes of turret (S, M, L and XL).
Faction ammo is also available (for example, Republic Fleet Fusion S instead of normal Fusion S). Faction ammo is expensive but gives you more damage. Generally speaking it is useful in PvP but rarely cost-effective in PvE. There are 3 levels of faction ammo. In order of power, they are pirate, which deals 10% more damage, navy, which deals 15%, and elite pirate, which deals 20% more. Pirate and elite pirate ammo drop from rare spawns at dead space complexes, and navy ammo is available from various lp stores. Generally navy ammo is the cheapest, due to its ease of acquisition.
Tech 2 turrets can use Tech 2 ammo. Each type of turret has four associated kinds of T2 ammo, two varieties of T2 ammo for T2 short-ranged turrets and two for Tech 2 long-ranged turrets. Using hybrid turrets as an example once again, T2 blasters can load:
- normal hybrid ammo
- faction hybrid ammo
- or two types of T2 blaster ammo (Void and Null)
While T2 railguns can load:
- normal hybrid ammo
- faction hybrid ammo
- or two types of T2 railgun ammo (Spike and Javelin)
T2 ammo is designed to be give you extra tactical options or to be useful in specific situations -- it is not always better than T1 or faction ammo.
Hybrid turrets
Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence "hybrids".
In practice this means that they use capacitor when they fire (like lasers, though they are less cap-hungry than lasers). Pilots who use hybrid turrets will want to have good capacitor skills and to train Controlled Bursts to support their guns' requirements. Hybrid turrets also have to be regularly reloaded with fresh ammunition (like projectile guns).
Hybrid turrets can only do kinetic and thermal damage.
The two kinds of hybrid turret are:
- Blasters, which have (very) short ranges and deal (very) high DPS; and
- Railguns, which have (very) long-ranges and deal less DPS.
Many Gallente ships and some Caldari ships use hybrid turrets as their primary weapon. The Gallente ships tend to be more suited to blasters and the Caldari ships more suited to railguns, but this is not a hard-and-fast rule, as any pilot who flies a sniping Hecate or a blaster Rokh will tell you.
The low slot Magnetic Field Stabilizer module increases hybrid turrets' damage and rate of fire.
Hybrid ammo
There are eight kinds of standard Tech 1 hybrid ammo. They all do a mixture of kinetic and thermal damage (the proportion varies).
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.
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:
Name | Optimal | Falloff | Tracking | Cap. need | ||
---|---|---|---|---|---|---|
Null | +40% | +40% | -25% | 0% | 5 | 6 |
Void | -25% | -50% | -25% | +25% | 7.7 | 7.7 |
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.
Name | Optimal | Falloff | Tracking | Cap. need | ||
---|---|---|---|---|---|---|
Spike | +80% | 0% | -75% | 0% | 4 | 4 |
Javelin | -75% | 0% | 25% | 0% | 6 | 8 |
Projectile turrets
Projectile turrets are Eve's most low-tech weapons (and the ones which can be most accurately called guns). They work like real-life guns. Projectile turrets don't use up any capacitor when they fire (like missile launchers), but they must be regularly reloaded with fresh ammunition. Unlike the other two kinds of turrets, projectile turrets can do all four different kinds of damage depending on the ammunition they are loaded with.
The two kinds of projectile turret are:
- Autocannon, which have short ranges, good tracking, and deal high DPS; and
- Artillery, which have long ranges, very poor tracking, and deal less DPS.
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 alpha strike. Autocannon, and to a lesser extent artillery, have very long 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.
Projectile ammo
- Main article: 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.
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.
Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.
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.
Name | Optimal | Falloff | Tracking | ||||
---|---|---|---|---|---|---|---|
Barrage | 0% | 1.4 x | -25% | 5 | 6 | ||
Hail | -50% | 0.75 x | -30% | 3.30 | 12.10 |
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannon, with high damage but much-reduced range and penalties to tracking, ship speed and capacitor recharge rates. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
Name | Optimal | Tracking | ||||
---|---|---|---|---|---|---|
Quake | -75% | +25% | 5 | 9 | ||
Tremor | +80% | -75% | 3 | 5 |
Energy turrets
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 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.
The two kinds of laser are:
- Pulse lasers, which have short ranges and deal high DPS; and
- Beam lasers, which have long ranges and lower DPS.
Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire.
Frequency crystals
Although they don't require normal ammunition, lasers must still be loaded with crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped instantaneously while the weapon isn't firing, letting pilots alter their guns' range very quickly.
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage.
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.
The advanced crystals for lasers gradually get damaged over time and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots.
T2 Pulse Laser Crystals
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage than Multifrequency at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than IN Multifrequency, but has a huge 50% increased optimal range, however loses 25% tracking. Conflagration is little used but Scorch is very popular, simply because the benefits of Conflagration generally do not outweigh its drawbacks when compared with IN Multifrequency, yet Scorch applies good DPS at phenomenal ranges.
Name | Optimal | Tracking | Cap. need | ||
---|---|---|---|---|---|
Scorch | +40% | -25% | 0% | 9 | 2 |
Conflagration | -50% | -30% | +25% | 7.7 | 7.7 |
T2 Beam Laser Crystals
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.
Name | Optimal | Tracking | ||
---|---|---|---|---|
Aurora | +80% | -75% | 5 | 3 |
Gleam | -75% | +25% | 7 | 7 |
Related modules summary
Besides turrets themselves there are a number of related modules which you can fit to improve their performance. In this list the links for items are to the basic Tech 1 Meta 0 version -- as always, you can expect significantly better performance from Tech 2 or high-meta versions.
Remember that stacking penalties mean that it's usually not worth fitting more than three modules which have the same effect.
- Each turret has an associated low slot module which boosts its damage and rate of fire. These 'damage mods' have already been mentioned individually, and they are
- Magnetic Field Stabilizers ("magstabs") for hybrids
- Gyrostabilizers ("gyros") for projectile turrets
- Heat Sinks for lasers.
- Another important low slot item is the Tracking Enhancer ("TE"), which increases your tracking speed, optimal range and falloff.
- Unlike TEs, the Tracking Computer is a midslot item. It uses capacitor and has to be activated, but can offer a more substantial tracking speed bonus as well as small bonuses to optimal and falloff range. It can be loaded with either the Tracking Speed script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the Optimal Range script, which removes the tracking speed bonus but doubles the range bonuses (it doubles the falloff bonus despite its name).
- There is also the remote Tracking Link, a module which you can use to boost another ship's tracking speed and range (it can be scripted like the Tracking Computer). Although a few ships (like the Scythe) get bonuses for these, they're rarely used.
- Sensor Boosters ("sebo") and Remote Sensor Boosters ("RSB") are active midslot modules which increase targeting range and scan resolution (speeding up locking time). Like Tracking Computers they can be scripted for more targeting range or faster locking.
Names reference
Category | Race | Type | Range | Small | Medium | Large | Extra Large | |||
---|---|---|---|---|---|---|---|---|---|---|
Frigates, Destroyers | Cruisers, Battlecruisers | Battleships | Dreadnoughts, Titans | |||||||
Projectile | Minmatar | Autocannon | Short | 125mm Gatling | Dual 180mm | Dual 425mm | 6x2500mm Repeating Cannon | |||
150mm Light | 220mm Vulcan | Dual 650mm | ||||||||
200mm | 425mm | 800mm | ||||||||
Artillery | Long | 250mm Light | 650mm | 1200mm | Quad 3500mm Siege | |||||
280mm Howitzer | 720mm Howitzer | 1400mm Howitzer | ||||||||
Hybrid | Gallente/Caldari | Blaster | Short | Light | Electron | Heavy | Electron | Electron | Blaster Cannon | Ion Siege Blaster Cannon |
Ion | Ion | Ion | ||||||||
Neutron | Neutron | Neutron | ||||||||
Railgun | Long | 75mm | Dual 150mm | Dual 250mm | Dual 1000mm | |||||
125mm | 200mm | 350mm | ||||||||
150mm | 250mm | 425mm | ||||||||
Energy | Amarr | Pulse | Short | Gatling | Focused | Dual Heavy | Dual Giga | |||
Dual Light | Heavy | Mega | ||||||||
Small Focused | ||||||||||
Beam | Long | Dual Light | Quad Light | Dual Heavy | Dual Giga | |||||
Small Focused | Focused Medium | Mega | ||||||||
Heavy | Tachyon |
Turret Comparison
Tech 1 Frigate/Destroyer Turret Comparison
All Frigate and Destroyer turrets are categorized as "Small" and have a Signature Resolution of 40 meters.
+60% Optimal Tech 1 charges do 5 damage per shot...
+0% Optimal Tech 1 charges do 8 damage per shot...
-50% Optimal Tech 1 charges do 12 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking sped |
---|---|---|---|---|---|---|
125mm Gatling AutoCannon I | Projectile | 0 | 800+4,300 m | 3.00 s | 2.0625 x | 0.417 rad/sec |
150mm Light AutoCannon I | Projectile | 0 | 900+4,730 m | 3.38 s | 2.475 x | 0.362 rad/sec |
200mm AutoCannon I | Projectile | 0 | 1,000+5,160 m | 3.75 s | 2.8875 x | 0.315 rad/sec |
250mm Light Artillery Cannon I | Projectile | 0 | 8,050+8,750 m | 8.50 s | 5.082 x | 0.08 rad/sec |
280mm Howitzer Artillery I | Projectile | 0 | 10,000+8,750 m | 10.71 s | 7.043 x | 0.064 rad/sec |
Light Electron Blaster I | Hybrid | 0.6566 GJ | 1,000+1,500 m | 2.00 s | 1.8375 x | 0.438 rad/sec |
Light Ion Blaster I | Hybrid | 1.0927 GJ | 1,250+2,000 m | 3.00 s | 2.953125 x | 0.4032 rad/sec |
Light Neutron Blaster I | Hybrid | 1.4161 GJ | 1,500+2,500 m | 3.50 s | 3.675 x | 0.3798 rad/sec |
75mm Gatling Rail I | Hybrid | 1.1690 GJ | 6,000+3,000 m | 2.60 s | 1.65 x | 0.1365 rad/sec |
125mm Railgun I | Hybrid | 1.5050 GJ | 9,000+5,000 m | 3.25 s | 2.2 x | 0.08925 rad/sec |
150mm Railgun I | Hybrid | 2.3380 GJ | 12,000+6,000 m | 4.25 s | 3.025 x | 0.0735 rad/sec |
Gatling Pulse Laser I | Laser | 1.82 GJ | 4,200+1000 m | 2.10 s | 1.5 x | 0.308125 rad/sec |
Dual Light Pulse Laser I | Laser | 2.67 GJ | 4,725+2,000 m | 2.70 s | 2 x | 0.27375 rad/sec |
Small Focused Pulse Laser I | Laser | 4.44 GJ | 5,250+2,500 m | 3.50 s | 3 x | 0.24625 rad/sec |
Dual Light Beam Laser I | Laser | 4.8625 GJ | 9,625+2,000 m | 4.00 s | 3 x | 0.117 rad/sec |
Small Focused Beam Laser I | Laser | 9.025 GJ | 11,000+2,500 m | 5.00 s | 4.5 x | 0.09 rad/sec |
Tech 1 Cruiser/Battlecruiser Turret Comparison
All Cruiser and Battlecruiser turrets are categorized as "Medium" and have a Signature Resolution of 125 meters.
+60% Optimal Tech 1 charges do 10 damage per shot...
+0% Optimal Tech 1 charges do 16 damage per shot...
-50% Optimal Tech 1 charges do 24 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
Dual 180mm AutoCannon I | Projectile | 0 | 1,600+8,600 m | 4.5 s | 2.0625 x | 0.139656 rad/sec |
220mm Vulcan AutoCannon I | Projectile | 0 | 1,800+9,460 m | 4.72 s | 2.31 x | 0.12144 rad/sec |
425mm AutoCannon I | Projectile | 0 | 2,000+10,320 m | 5.62 s | 2.8875 x | 0.1056 rad/sec |
650mm Artillery Cannon I | Projectile | 0 | 16,100+17,500 m | 11.47 s | 4.62 x | 0.0261 rad/sec |
720mm Howitzer Artillery I | Projectile | 0 | 20,000+17,500 m | 18 s | 7.97 x | 0.0209 rad/sec |
Heavy Electron Blaster I | Hybrid | 1.9600 GJ | 2,000+3,000 m | 3.00 s | 1.8375 x | 0.144 rad/sec |
Heavy Ion Blaster I | Hybrid | 3.2683 GJ | 2,500+4,000 m | 4.50 s | 2.953125 x | 0.132 rad/sec |
Heavy Neutron Blaster I | Hybrid | 4.2483 GJ | 3,000+5,000 m | 5.25 s | 3.675 x | 0.12 rad/sec |
Dual 150mm Railgun I | Hybrid | 3.5 GJ | 12,000+6,000 m | 3.56 s | 1.9 x | 0.0375 rad/sec |
200mm Railgun I | Hybrid | 4.515 GJ | 18,000+10,000 m | 4.46 s | 2.53 x | 0.025 rad/sec |
250mm Railgun I | Hybrid | 7 GJ | 24,000+12,000 m | 5.83 s | 3.48 x | 0.0205 rad/sec |
Focused Medium Pulse Laser I | Laser | 8 GJ | 9,450+4,000 m | 4.05 s | 2 x | 0.09 rad/sec |
Heavy Pulse Laser I | Laser | 13.33 GJ | 10,500+5,000 m | 5.25 s | 3 x | 0.08125 rad/sec |
Quad Light Beam Laser I | Laser | 5.45 GJ | 8,000+1,000 m | 3.15 s | 1.88 x | 0.0729 rad/sec |
Focused Medium Beam Laser I | Laser | 11.67 GJ | 17,500+6,000 m | 4.80 s | 2.5 x | 0.0378 rad/sec |
Heavy Beam Laser I | Laser | 21.67 GJ | 20,000+8,000 m | 6.00 s | 3.75 x | 0.0297 rad/sec |
Tech 1 Battleship Turret Comparison
All Battleship turrets are categorized as "Large" and have a Signature Resolution of 400 meters.
+60% Optimal Tech 1 charges do 20 damage per shot...
+0% Optimal Tech 1 charges do 32 damage per shot...
-50% Optimal Tech 1 charges do 48 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
Dual 425mm AutoCannon I | Projectile | 0 | 3,200+17,200 m | 6.75 s | 2.0625 x | 0.057132 rad/sec |
Dual 650mm Repeating Cannon I | Projectile | 0 | 3,600+18,920 m | 7.5 s | 2.444203042 x | 0.04968 rad/sec |
800mm Repeating Cannon I | Projectile | 0 | 4,000+20,640 m | 7.88 s | 2.695 x | 0.0432 rad/sec |
1200mm Artillery Cannon I | Projectile | 0 | 32,200+35,000 m | 21.04 s | 5.082 x | 0.01125 rad/sec |
1400mm Howitzer Artillery I | Projectile | 0 | 40,000+35,000 m | 40.16 s | 10.672 x | 0.009 rad/sec |
Electron Blaster Cannon I | Hybrid | 5.88 GJ | 4,000+6,000 m | 4.5 s | 1.8375 x | 0.06 rad/sec |
Ion Blaster Cannon I | Hybrid | 9.8 GJ | 5,000+8,000 m | 6.75 s | 2.953125 x | 0.0552 rad/sec |
Neutron Blaster Cannon I | Hybrid | 12.74 GJ | 6,000+10,000 m | 7.88 s | 3.675 x | 0.05196 rad/sec |
Dual 250mm Railgun I | Hybrid | 10.5 GJ | 24,000+12,000 m | 5.85 s | 1.65 x | 0.018375 rad/sec |
350mm Railgun I | Hybrid | 15.4 GJ | 36,000+20,000 m | 7.31 s | 2.2 x | 0.0122535 rad/sec |
425mm Railgun I | Hybrid | 21 GJ | 48,000+24,000 m | 9.56 s | 3.025 x | 0.01010625 rad/sec |
Dual Heavy Pulse Laser I | Laser | 22.5 GJ | 18,900+8,000 m | 6.08 s | 2 x | 0.0375 rad/sec |
Mega Pulse Laser I | Laser | 36 GJ | 21,000+10,000 m | 7.88 s | 3 x | 0.03375 rad/sec |
Dual Heavy Beam Laser I | Laser | 28 GJ | 35,000+12,000 m | 7.20 s | 2 x | 0.0175 rad/sec |
Mega Beam Laser I | Laser | 52 GJ | 40,000+16,000 m | 9.00 s | 3 x | 0.0153125 rad/sec |
Tachyon Beam Laser I | Laser | 76 GJ | 44,000+20,000 m | 12.50 s | 4.5 x | 0.0139205 rad/sec |
Tech 1 Dreadnought/Titan Turret Comparison
All Dreadnought and Titan turrets are categorized as "Extra Large" and have a Signature Resolution of 2000 meters.
+60% Optimal Tech 1 charges do 40 damage per shot...
+0% Optimal Tech 1 charges do 64 damage per shot...
-50% Optimal Tech 1 charges do 96 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
6x2500mm Repeating Cannon I | Projectile | 0 GJ | 25,000+28,800 m | 9.45 s | 5.8 x | 0.0041515 rad/sec |
Quad 3500mm Siege Artillery I | Projectile | 0 GJ | 72,000+70,000 m | 35.44 s | 12.75 x | 0.00171 rad/sec |
Ion Siege Blaster Cannon I | Hybrid | 168 GJ | 20,000+25,000 m | 10.63 s | 7.92 x | 0.00437 rad/sec |
Dual 1000mm Railgun I | Hybrid | 190.4 GJ | 96,000+24,000 m | 14.35 s | 5.8 x | 0.00182875 rad/sec |
Dual Giga Pulse Laser I | Laser | 320 GJ | 42,000+20,000 m | 11.81 s | 8 x | 0.00384864 rad/sec |
Dual Giga Beam Laser I | Laser | 520 GJ | 80,000+32,000 m | 13.50 s | 5.5 x | 0.002182031 rad/sec |
See also
- Turret Damage for the mathematics of gunnery.
- This wiki's Gunnery Guide for less mathematical discussion of gunnery.
- Missile Launchers and Drones 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).