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Turrets: Difference between revisions

From EVE University Wiki
m I <3 pretty tables :P
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This table lists the standard Tech 1 kinds of hybrid ammo, from shortest-ranged to longest. You can also see the different ammunition types' effects on your turrets' cap requirements. The range modifiers in these tables apply to optimal range.  The numbers for damage are raw figures for the 'Small' ammo size, Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.  
This table lists the standard Tech 1 kinds of hybrid ammo, from shortest-ranged to longest. You can also see the different ammunition types' effects on your turrets' cap requirements. The range modifiers in these tables apply to optimal range.  The numbers for damage are raw figures for the 'Small' ammo size, Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.  


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The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:


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The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed.
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed.


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This is summarised in the following table. Numbers are given for the "Small" ammunition; Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. Also, this is before the "DAMAGE MODIFIER" attribute of the firing turret, any skills, any bonuses, or target resistances are applied.  
This is summarised in the following table. Numbers are given for the "Small" ammunition; Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. Also, this is before the "DAMAGE MODIFIER" attribute of the firing turret, any skills, any bonuses, or target resistances are applied.  


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The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 50% falloff increase, and is popular with ships like the [http://wiki.eveonline.com/en/wiki/Vagabond Vagabond] which like to skirmish in falloff range. Hail has large penalties to optimal and falloff ranges, and to tracking, and it also slows the rate at which your capacitor recharges, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.  
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 50% falloff increase, and is popular with ships like the [http://wiki.eveonline.com/en/wiki/Vagabond Vagabond] which like to skirmish in falloff range. Hail has large penalties to optimal and falloff ranges, and to tracking, and it also slows the rate at which your capacitor recharges, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.  


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<br> '''T1 (Imperial Navy) Crystals'''  
<br> '''T1 (Imperial Navy) Crystals'''  


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The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage at the cost of half the range, a 30% tracking speed penalty and 25% more capacitor requirement. Scorch has a 50% range bonus but a tracking penalty. Conflagration is little used but Scorch is very popular. Most people use Faction MF instead of Conflagration because of the higher dps and higher tracking.  
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage at the cost of half the range, a 30% tracking speed penalty and 25% more capacitor requirement. Scorch has a 50% range bonus but a tracking penalty. Conflagration is little used but Scorch is very popular. Most people use Faction MF instead of Conflagration because of the higher dps and higher tracking.  


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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.  


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== Names Reference  ==
== Names Reference  ==


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=== Tech 1 Hybrid Turret Comparison  ===
=== Tech 1 Hybrid Turret Comparison  ===


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=== Tech I Energy Turret Comparison  ===
=== Tech I Energy Turret Comparison  ===


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