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Most pilots use at least one of Eve's three kinds of turret | Most pilots use at least one of Eve's three kinds of turret. This page explains the varieties of turret and 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== | ==Overview== | ||
There are three kinds of turret in Eve: hybrid turrets | 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 deal high damage-per-shot ('volley', '[[Alpha|alpha]]') but low damage-per-second (DPS), and a set of short-ranged turrets with lower alpha but high DPS. 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. | |||
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) | |||
* extra-large (mounted on capital and supercapital ships) | |||
===Ammunition=== | |||
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, [http://wiki.eveonline.com/en/wiki/Republic_Fleet_Fusion_S Republic Fleet Fusion S] instead of normal [http://wiki.eveonline.com/en/wiki/Fusion_S Fusion S]). Faction ammo is expensive but gives you more DPS. Generally speaking it is useful in PvP but rarely cost-effective in PvE. University pilots are allowed to use faction ammo during wartime, unlike other faction equipment, and if they are flying as damage-dealers and can afford it, they are encouraged to load it. | Faction ammo is also available (for example, [http://wiki.eveonline.com/en/wiki/Republic_Fleet_Fusion_S Republic Fleet Fusion S] instead of normal [http://wiki.eveonline.com/en/wiki/Fusion_S Fusion S]). Faction ammo is expensive but gives you more DPS. Generally speaking it is useful in PvP but rarely cost-effective in PvE. University pilots are allowed to use faction ammo during wartime, unlike other faction equipment, and if they are flying as damage-dealers and can afford it, they are encouraged to load it. | ||
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. | |||