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User:Qwer Stoneghost: Difference between revisions

4,051 editsJoined 10 December 2019
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=== Tactical Choices ===
In Brief
Drones are a specialty of the Gallente. The Tristan is the only frigate that can carry a full flight of light combat drones. This makes it an easy choice for players who want to focus on drones.


These are just observations - you should always do a close analysis of a ship relative to your skills before you buy one.
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it.


{| class="wikitable"
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
|-
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
! E-war !! Race !! Weapon !!Fitting Slot !! Frigate
*Missiles home in on their targets.
|-
 
| || Amarr || Tracking<br>Disruption|| mid || [[Crucifier]]
Signature radius sets the size of the target for the incoming weapons. Missiles explode when the get inside the target's radius. Turret streams hit when they get inside the radius.
|-
 
| || Caldari || ECM || mid || [[Griffin]]
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
|-
:*They miss a lot.
| || Gallente|| Damping || mid || [[Maulus]] 
:*But they fire fast, reload pretty fast and cost less.
|-
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
| || Minmatar|| Target<br>Painting || mid || [[Vigil]]  
::-Hybrid: use some capacitor, two damage types
|}
::-Energy: use a lot of capacitor, two damage types, no reloading
 
Missiles home in on their targets.
:*They hit more often.
:*But they fire slowly, reload slowly and cost a lot.
 
For turrets, damage drops with range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. Falloff + Optimal = 50% chance to hit.
[[File:QST turret range.gif|thumb|Range affects the damage done.]]
This is not a factor for missiles, but missiles have a maximum range, after which they never hit.