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→Capital Ship Turrets: There is now an XL Disintegrator |
→Energy turrets: Various clarifications |
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*'''Pulse lasers''', which have short ranges and deal high DPS; and | *'''Pulse lasers''', which have short ranges and deal high DPS; and | ||
*'''Beam lasers''', which have long ranges and lower DPS. | *'''Beam lasers''', which have long ranges and lower DPS. | ||
Pulse lasers are the longest-range short-range turrets, while beam lasers are the shortest-range long-range turrets. This, combined with their ammunition mechanics (discussed below), make them more 'jack of all trades' than other types of turrets. | |||
Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire. | Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire. | ||
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=== Frequency crystals === | === Frequency crystals === | ||
Although they don't require normal ammunition, lasers must still be loaded with crystals. | Although they don't require normal ammunition, lasers must still be loaded with crystals. 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. This is an advantage that should be capitalized on, as most beam lasers have very small falloff ranges and are thus ineffective against any targets not within their optimal range. | ||
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. | 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. | ||
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<br> '''T2 Pulse Laser Crystals''' | <br> '''T2 Pulse Laser Crystals''' | ||
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does | The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but has a huge 40% increased optimal range, at the cost of 25% tracking. Despite its extremely high damage, Conflagration is little used, as its penalties generally makes Imperial Navy Multifrequency preferable. Scorch, meanwhile, is extremely popular, as it allows pulse lasers to deal very good damage out to stunningly long range, especially at the battleship scale. | ||
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<br> '''T2 Beam Laser Crystals''' | <br> '''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. | 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. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements. | ||
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