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Drebin 679 (talk | contribs) Added the new Precursor Turrets: Entropic Disintegrators. (didn't add them to turret comparison, though) |
Drebin 679 (talk | contribs) Small edits, alongside formatting changes to put Entropic Disintegrator section more in line with other sections in page. |
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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 | '''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 variations of turret and their ammunition available in EVE. | ||
== Overview == | == Overview == | ||
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Each of the four kinds of turret comes in three sizes: | Each of the four kinds of turret comes in three sizes: | ||
*small (mounted on | *small (mounted on [[Frigates]] and [[Destroyers]]) | ||
*medium (mounted on | *medium (mounted on [[Cruisers]] and [[Battlecruisers]]) | ||
*large (mounted on | *large (mounted on [[Battleships]] and [[Battlecruiser#Attack_Battlecruisers|Attack Battlecruisers]]) | ||
Hybrid, Projectile, and Laser turrets also come in the following size: | Hybrid, Projectile, and Laser turrets also come in the following size: | ||
*extra-large (mounted on capital and supercapital ships) | *extra-large (mounted on [[Capital_Ships|capital and supercapital ships]]) | ||
=== Ammunition/charges === | === Ammunition/charges === | ||
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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:#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. | ||
|} | |} | ||
'''T2 Blaster Ammo''' | |||
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is primarily used for suicide ganking and is otherwise rarely used, while Null is sometimes loaded by blaster-equipped pilots who cannot 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: | The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is primarily used for suicide ganking and is otherwise rarely used, while Null is sometimes loaded by blaster-equipped pilots who cannot 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: | ||
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| 7.7 | | 7.7 | ||
|} | |} | ||
'''T2 Railgun Ammo''' | |||
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. | 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. | ||
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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. | 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. | ||
'''T2 Autocannon Ammo''' | |||
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. | ||
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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 | '''T2 Artillery Ammo''' | ||
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. 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 sortable" style="font-size:90%;text-align:center;" | {| class="wikitable sortable" style="font-size:90%;text-align:center;" | ||
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| 5 | | 5 | ||
| 5 | | 5 | ||
| | | | ||
|- | |- | ||
! 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:#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. | ||
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|} | |} | ||
==Precursor | ==Precursor turrets== | ||
''See also: [[Triglavian Collective]]'' | ''See also: [[Triglavian Collective]]'' | ||
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a new turret type introduced with the Into The Abyss expansion in May 2018 | [[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a new turret type introduced with the Into The Abyss expansion in May 2018. | ||
Unlike other 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. The turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of pulse lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. Entropic Disintegrators can only be used on Triglavian ships. | |||
Exotic | === 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. | |||
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. | ||
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|- | |- | ||
| Baryon | | Baryon | ||
| 10% | | +10% | ||
| 99 | | 99 | ||
| 57 | | 57 | ||
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|- | |- | ||
| Meson | | Meson | ||
| 80% | | +80% | ||
| 78 | | 78 | ||
| 45 | | 45 | ||
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|- | |- | ||
| Mystic | | Mystic | ||
| 50% | | +50% | ||
| -25% | | -25% | ||
| 96 | | 96 | ||
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| colspan="2" | ''Frigates, Destroyers'' | | colspan="2" | ''Frigates, Destroyers'' | ||
| colspan="2" | ''Cruisers, Battlecruisers'' | | colspan="2" | ''Cruisers, Battlecruisers'' | ||
| colspan="2" | ''Battleships'' | | colspan="2" | ''Battleships, Attack BCs'' | ||
| ''Dreadnoughts, Titans'' | | ''Dreadnoughts, Titans'' | ||
|-style="background:#2f1f1f" | |-style="background:#2f1f1f" | ||