Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Weapons: Difference between revisions

From EVE University Wiki
Generic Weapon Types: rewrote descriptions
Line 49: Line 49:
===Really Quick Comparison===
===Really Quick Comparison===
{{Color box | color=#222222 | border=#ffeeee |   
{{Color box | color=#222222 | border=#ffeeee |   
Fighting in space is a matter of physics. The detailed comparison chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
Fighting in space is a matter of physics. The detailed comparison chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] explains the following in more detail. You can find it there if you want it - some do; some don't.




{{Note box|The bottom line: missiles are more accurate than turrets, but missiles have to fly to their targets, and turret fire is immediate.}}
{{Note box|The bottom line: Missiles will almost always deal some damage, while turrets can miss. Turrets hit immediately, while missiles need to fly out to their targets.}}




Line 62: Line 62:
More:
More:
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
*Short-range weapons generally fire more frequently than long-range weapons


*Missiles home in on their targets.
*Missiles home in on their targets.
:-Each hit always does some damage - they almost always hit.
:-Each hit always does some damage - they almost always hit. However, the size of the missile and the size and speed of the target can reduce how much damage they deal.
:-They take a long time to get there, but they lose no damage at long range.
:-They take a long time to get there, but they lose no damage at long range.
:-They fire and reload slowly.
:-They can deal any type of damage, but some ships have a preferred damage type.
:-They do not use capacitor but reload slowly.


*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They spin themselves around to point that line at their target.
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They spin themselves around to point that line at their target.
:-Individual loads miss a lot - but there are a lot of loads.
:-Individual shots fired can frequently miss, but there are a lot of shots fired.
:-They reach their targets quickly, but their damage drops at longer range.
:-They reach their targets immediately, but their accuracy drops at longer range.
:-They fire and reload fast.


::''Projectiles'': use no capacitor, all damage types, cheapest ammo.
::''Projectiles'': use no capacitor, can deal any type of damage. Slow reloading.
::''Hybrids'': use some capacitor, two damage types.
::''Hybrids'': use some capacitor, Kinetic/Thermal. Fast reloading.
::''Energy'': use a lot of capacitor, two damage types, no reloading.
::''Energy'': use a lot of capacitor, EM/Thermal, no reloading and immediate crystal swapping.




Line 84: Line 86:
Missiles depend on time. They can chase a target a long way before they explode.
Missiles depend on time. They can chase a target a long way before they explode.


Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just the best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.
Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just the best odds. Falloff range determines how quickly accuracy gets worse outside optimal. At optimal + falloff range, the turret has a 50% chance to hit (not considering Tracking).


Tracking is how fast the turret turns. Faster is better. Why? Because the target is NOT standing still.}}{{clear}}
Tracking is how fast the turret can turn to follow the target. Faster is better. Why? Because the target is not standing still and neither are you.}}{{clear}}


=== Turret and Launcher Comparison Chart===
=== Turret and Launcher Comparison Chart===