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Many Gallente ships and some Caldari ships use hybrid turrets as their primary weapon. The Gallente ships tend to be more suited to blasters and the Caldari ships more suited to railguns, but this is not a hard-and-fast rule, as any pilot who flies a sniping rail'thron or a blaster Rokh will tell you. | Many Gallente ships and some Caldari ships use hybrid turrets as their primary weapon. The Gallente ships tend to be more suited to blasters and the Caldari ships more suited to railguns, but this is not a hard-and-fast rule, as any pilot who flies a sniping rail'thron or a blaster Rokh will tell you. | ||
The lowslot Magnetic Field Stabilizer module increases hybrid turrets' damage and rate of fire. | |||
===Hybrid Ammo=== | ===Hybrid Ammo=== | ||
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Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best alpha strike. Autocannon, and to a lesser extent artillery, have very long falloff ranges and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best alpha strike. Autocannon, and to a lesser extent artillery, have very long falloff ranges and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | ||
Most Minmatar ships use projectile turrets as their main weapon. | Most Minmatar ships use projectile turrets as their main weapon. The lowslot Gyrostabilizer module increases projectile turrets' damage and rate of fire. | ||
===Projectile Ammo=== | ===Projectile Ammo=== | ||
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* '''Beam lasers''', which have long ranges and lower DPS. | * '''Beam lasers''', which have long ranges and lower DPS. | ||
Most Amarr ships use lasers as their primary weapon. | Most Amarr ships use lasers as their primary weapon. The lowslot Heat Sink module increases lasers' damage and rate of fire. | ||
===Laser Crystals=== | ===Laser Crystals=== | ||
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The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage but has a much shorter range, a penalty to tracking, and a penalty to the ship's maximum shield hitpoints. Gleam also increases the ship's signature radius. 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 but has a much shorter range, a penalty to tracking, and a penalty to the ship's maximum shield hitpoints. Gleam also increases the ship's signature radius. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. | ||
==Related Modules Summary== | |||
Besides turrets themselves there are a number of related modules which you can fit to improve their performance. In this list the links for items are to the basic Tech 1 Meta 0 version -- as always, you can expect significantly better performance from Tech 2 or high-meta versions. | |||
Remember that stacking penalties mean that it's usually not worth fitting more than three modules which have the same effect. | |||
* Each turret has an associated lowslot module which boosts its damage and rate of fire. These 'damage mods' have already been mentioned individually, and they are | |||
** [http://wiki.eveonline.com/en/wiki/Magnetic_Field_Stabilizer_I Magnetic Field Stabilizers] ("magstabs") for hybrids | |||
** [http://wiki.eveonline.com/en/wiki/Gyrostabilizer_I Gyrostabilizers] ("gyros") for projectile turrets | |||
** and [http://wiki.eveonline.com/en/wiki/Heat_Sink_I Heat Sinks] for lasers. | |||
* Another important lowslot item is the [http://wiki.eveonline.com/en/wiki/Tracking_Enhancer_I Tracking Enhancer] ("TE"), which increases your tracking speed, optimal range and falloff. | |||
* Unlike TEs, the [http://wiki.eveonline.com/en/wiki/Tracking_Computer_I Tracking Computer] is a midslot item. It uses capacitor and has to be activated, but can offer a more substantial tracking speed bonus as well as small bonuses to optimal and falloff range. It can be loaded with either | |||
** the [http://wiki.eveonline.com/en/wiki/Tracking_Speed Tracking Speed] script, which doubles the tracking speed bonus but removes the range bonuses entirely, or | |||
** the [http://wiki.eveonline.com/en/wiki/Optimal_Range Optimal Range] script, which removes the tracking speed bonus but doubles the range bonuses (it doubles the falloff bonus despite its name). | |||
* There is also the remote [http://wiki.eveonline.com/en/wiki/Tracking_Link_I Tracking Link], a module which you can use to boost another ship's tracking speed and range (it can be scripted like the Tracking Computer). Although a few ships (like the Scythe) get bonuses for these, they're rarely used. | |||
* [http://wiki.eveonline.com/en/wiki/Sensor_Booster_I Sensor Boosters] ("sebo") and [http://wiki.eveonline.com/en/wiki/Remote_Sensor_Booster_I Remote Sensor Boosters] ("RSB") are active midslot modules which increase targeting range and scan resolution (speeding up locking time). Like Tracking Computers they can be scripted for | |||
** [http://wiki.eveonline.com/en/wiki/Targeting_Range more targeting range] or | |||
** [http://wiki.eveonline.com/en/wiki/Scan_Resolution faster locking]. | |||
==See Also== | ==See Also== | ||