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Turrets: Difference between revisions

From EVE University Wiki
Updated to add Vorton Projector information. Most changes staged from User:Drebin 679/Sandbox 5. Additional edits for projector/tuning system icons, Crimewatch interactions, and ammo name fixes/updates.
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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 four variations of turret and their ammunition available in EVE.
'''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 five variations of turret and their ammunition available in EVE.


== Overview  ==
== Overview  ==
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*projectile turrets  
*projectile turrets  
*energy turrets (lasers)
*energy turrets (lasers)
*precursor turrets (entropic disintegrators)
*precursor weapons (entropic disintegrators)
*vorton projectors


Each of the first three types 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).
Each of the first three types 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).
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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.


Each of the four kinds of turret comes in four sizes:  
Each of the five kinds of turret comes in three sizes:  


*small (mounted on [[Frigates]] and [[Destroyers]])  
*small (mounted on [[Frigates]] and [[Destroyers]])  
*medium (mounted on [[Cruisers]] and [[Battlecruisers]])  
*medium (mounted on [[Cruisers]] and [[Battlecruisers]])  
*large (mounted on [[Battleships]] and [[Battlecruiser#Attack_Battlecruisers|Attack Battlecruisers]])
*large (mounted on [[Battleships]] and [[Battlecruiser#Attack_Battlecruisers|Attack Battlecruisers]])
Hybrid, projectile, energy, and precursor turrets also come in a fourth size:
*extra-large (mounted on [[Capital_Ships|capital and supercapital ships]])
*extra-large (mounted on [[Capital_Ships|capital and supercapital ships]])


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== Hybrid turrets  ==
== Hybrid turrets  ==
<!-- Probably should be "Icon turret blaster large.png" but I think that file got deleted as a duplicate -->
[[File:Icon turret blaster large.png|left]]Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence "hybrids".  
[[File:Icon turret.png|left]]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 [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] to support their guns' requirements. Hybrid turrets also have to be regularly reloaded with fresh ammunition (like projectile guns).  
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 [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] to support their guns' requirements. Hybrid turrets also have to be regularly reloaded with fresh ammunition (like projectile guns).  
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==Precursor turrets==
==Precursor turrets==
{{see also|Triglavian Collective}}


''See also: [[Triglavian Collective]]''
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a 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. Normally, this is a +5% damage bonus to each consecutive shot, capping at +150% damage per shot after 30 shots. However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.
Unlike traditional 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. Normally, this is a +5% damage bonus to each consecutive shot, capping at +150% damage per shot after 30 shots. However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.


=== Exotic plasma ===
=== Exotic plasma ===
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|-
|-
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br /> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br /> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
== Vorton Projectors ==
{{see also|EDENCOM}}
[[File:Icon turret vorton projector large.png|left]]'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020.
Vorton Projectors are unlike any other turret, in that they fire chain lightning which can hit up to five targets within a 10km range of the first. Condensor packs are used to generate chain lightning, which deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). On the flip side, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high damage to groups.
Following the trend started by Entropic Disintegrators, Vorton Projectors are further detached from traditional turret mechanics. Much like disintegrators, the projectors have no falloff, are only fittable to specific ships ([[EDENCOM]] ships), and said ships only have one turret slot. On top of that, the turrets don't use tracking for damage calculations, instead using explosion radius and explosion velocity stats, like [[Missiles]] and [[Fighters]] do. Even core gunnery skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery|icon=yes}} (-cycle time), {{sk|Sharpshooter|icon=yes}} (+optimal range), {{sk|Surgical Strike|icon=yes}} (+damage), and a skill combining {{sk|Target Navigation Prediction|icon=yes}} (+explosion velocity) with {{sk|Guided Missile Precision|icon=yes}} (-explosion radius). Lastly, modules and boosters that improve optimal range, explosion radius, or explosion velocity have no effect.
In areas of space where [[Crimewatch]] is in effect, the projectors will respect safety settings, and with full safeties enabled will only bounce to legal targets. As a consequence, however, bounces from this weapon can initiate limited engagements with suspects and outlaws, even if they were not targeted.
=== Condenser packs ===
Condenser packs, similar to exotic plasma, deal more damage per charge, since each ship only has one turret and with projectors having a low damage multiplier. For the same reason, damage scaling with increasing size is not smooth, due to number of turrets the projector effectively substitutes for.
There are four types of Tech 1 condenser packs, offering two range options and an EM or Kinetic slanted ammo type for each.
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
! style="background-color:#222222;" | Name
! style="background-color:#222222;" | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! style="background-color:#222222;" | Total damage
! style="background-color:#222222;" | [[File:Icon_resist_em.png|26px|link=|EM damage]]
! style="background-color:#222222;" | [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| BlastShot
| -25%
| 93
| 12
| 81
|-
| GalvaSurge
| -25%
| 93
| 81
| 12
|-
| MesmerFlux
| +50%
| 46
| 37
| 9
|-
| SlamBolt
| +50%
| 46
| 9
| 37
|-
! colspan=5 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 4.49-4.54x greater, and Large is 10.61-10.73x greater, depending on ammo type.<br />Damage type ratio varies, with a more balanced ratio for larger sizes.
|}
'''T2 condenser packs'''
Marketed under the '''Ultra''' brand, T2 condenser packs can only be used with Tech 2 and Faction Vorton Projectors. ElectroPunch Ultra is a higher damage, shorter range ammo compared to BlastShot & GalvaSurge, while SnipeStrike exceeds MesmerFlux and SlamBolt in range and damage. Both types of ultra condenser packs increase capacitor need by 25% and reduce explosion velocity by 25%.
{| class="wikitable sortable" style="font-size:90%;text-align:center;"
! style="background-color:#222222;" | Name
! style="background-color:#222222;" | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! style="background-color:#222222;" | [[File:Icon_velocity.png|26px|link=|Modifier to explosion velocity]]Explosion Velocity
! style="background-color:#222222;" | Cap. need
! style="background-color:#222222;" | Total damage
! style="background-color:#222222;" | [[File:Icon_resist_em.png|26px|link=|EM damage]]
! style="background-color:#222222;" | [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| ElectroPunch Ultra
| -50%
| -25%
| +25%
| 106
| 53
| 53
|-
| SnipeStrike Ultra
| +80%
| -25%
| +25%
| 62
| 34
| 28
|-
! colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 4.45-4.73x greater, and Large is 10.42-11.19x greater, depending on ammo type.<br />Damage type ratio varies, with a generally more balanced ratio for larger sizes.
|}
|}


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Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) EVE has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V.
Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) EVE has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V.


* '''[[Skills:Gunnery#Gunnery|Gunnery]]''': Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower). Gunnery V is required for Large and Extra Large turrets.
* [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless.
* [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless.
* [[Skills:Gunnery#Gunnery|Gunnery]]: Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower).
* [[Skills:Gunnery#Motion_Prediction|Motion Prediction]]: 5% faster gun tracking speed per level.
* [[Skills:Gunnery#Motion_Prediction|Motion Prediction]]: 5% faster gun tracking speed per level.
* [[Skills:Gunnery#Rapid_Firing|Rapid Firing]]: 4% faster firing per level. This is '''important''' because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.)
* [[Skills:Gunnery#Rapid_Firing|Rapid Firing]]: 4% faster firing per level. This is '''important''' because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.)
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* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]]: Requires Weapon Upgrades V. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]]: Requires Weapon Upgrades V. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
==== Vorton Projector Skills ====
With the exception of Advanced/Weapons Upgrades, Vorton Projectors do not benefit from any of the traditional gunnery skills listed above. Instead, it has its own set of skills. Most are analogues to normal gunnery skills.
* '''[[Skills:Gunnery#Vorton Projector Operation|Vorton Projector Operation]]''': Reduces cycle time by 2% per level (Gunnery equivalent)
* [[Skills:Gunnery#Vorton Arc Guidance|Vorton Arc Guidance]]: Reduces explosion radius by 5% per level, and increases explosion velocity by 10% per level. This skill is the only way to improve the application of Vorton Projectors.
* [[Skills:Gunnery#Vorton Arc Extension|Vorton Arc Extension]]: 5% to optimal range per level (Sharpshooter equivalent)
* [[Skills:Gunnery#Vorton Power Amplification|Vorton Power Amplification]]: 3% to turret damage per level (Surgical Strike equivalent)
==== Other Skills ====


Skills which, while not filed under Gunnery on the character sheet, are particularly significant include:
Skills which, while not filed under Gunnery on the character sheet, are particularly significant include:
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{|class=wikitable style="width: 900px;background:#111111"
{|class=wikitable style="width: 900px;background:#111111"
|-
|-
|[[File:Icon gyrostablizer.png|link=|]]
|[[File:Icon gyrostablizer.png|link=|]]<br>[[File:Icon vorton tuning system.png|link=]]
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
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* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
 
* '''{{co|wheat|Vorton Tuning Systems}}''' for vorton projectors.
|-
|-
|[[File:Icon tracking enhancer.png|link=|]]
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets.
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets except Vorton Projectors.


|-
|-
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|-
|-
|[[File:Icon tracking computer i.png|link=|]]
|[[File:Icon tracking computer i.png|link=|]]
|'''{{co|wheat|Remote Tracking Computer}}''' is an active mid slot module. It has the same bonuses as the tracking computer. But instead of applying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like [[Scimitar]] this module can be very strong but quite situational.
|'''{{co|wheat|Remote Tracking Computer}}''' is an active mid slot module. It has the same bonuses as the tracking computer. But instead of applying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like a [[Scimitar]] this module can be very strong but quite situational.


|-
|-
|[[File:Icon projectile rig.png|link=|]]
|[[File:Icon projectile rig.png|link=|]]
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators.
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators or vorton projectors.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
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* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.


Vorton Projectors also have a group of boosters that apply only to them:
* '''{{co|wheat|EDENCOM Vorton Booster DA}}''' improves damage.
* '''{{co|wheat|EDENCOM Vorton Booster GU}}''' improves explosion radius and explosion velocity.
* '''{{co|wheat|EDENCOM Vorton Booster RA}}''' improves optimal range.
As of 15 June 2020, all three EDENCOM vorton boosters have an expiry date of 8 September 2020.
|-
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|[[File:Icon_implant_hardwiring.png|link=|]]
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|-
|-
! rowspan="2" style="background:#111111"| Category  
! rowspan="2" style="background:#111111"| Category  
! rowspan="2" style="background:#111111"| Race
! rowspan="2" style="background:#111111"| Faction
! rowspan="2" style="background:#111111"| Type  
! rowspan="2" style="background:#111111"| Type  
! rowspan="2" style="background:#111111"| Range  
! rowspan="2" style="background:#111111"| Range  
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| colspan="2" | Supratidal
| colspan="2" | Supratidal
| colspan="2" | Ultratidal
| colspan="2" | Ultratidal
|}
|-style="background:#606972"
<br>
! style="background:#111111" | Vorton Projector
| ''EDENCOM''
| Vorton <br> Projector
| All
| colspan="2" | Small
| colspan="2" | Medium
| colspan="2" | Large
| colspan="2" style="background:#111111" | N/A
|}


== Turret Comparison ==
== Turret Comparison ==
''Note: Presently does not include Vorton Projectors.''


=== Tech 1 Frigate/Destroyer Turret Comparison ===
=== Tech 1 Frigate/Destroyer Turret Comparison ===
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| align="left" |  0.02
| align="left" |  0.02
|}
|}
<br>
<span style="line-height: normal;">
</span>
== See also  ==
== See also  ==