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Faction ammo is also available (for example, [http://wiki.eveonline.com/en/wiki/Republic_Fleet_Fusion_S Republic Fleet Fusion S] instead of normal [http://wiki.eveonline.com/en/wiki/Fusion_S Fusion S]). Faction ammo is expensive but gives you more DPS. Generally speaking it is useful in PvP but rarely cost-effective in PvE. University pilots are allowed to use faction ammo during wartime, unlike other faction equipment, and if they are flying as damage-dealers and can afford it, they are encouraged to load it. | Faction ammo is also available (for example, [http://wiki.eveonline.com/en/wiki/Republic_Fleet_Fusion_S Republic Fleet Fusion S] instead of normal [http://wiki.eveonline.com/en/wiki/Fusion_S Fusion S]). Faction ammo is expensive but gives you more DPS. Generally speaking it is useful in PvP but rarely cost-effective in PvE. University pilots are allowed to use faction ammo during wartime, unlike other faction equipment, and if they are flying as damage-dealers and can afford it, they are encouraged to load it. | ||
==Hybrid Turrets== | ==Hybrid Turrets== | ||
Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence their hybridity. | |||
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 [http://wiki.eveonline.com/en/wiki/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 [http://wiki.eveonline.com/en/wiki/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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Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're | Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon. | ||
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. 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. | ||
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannon, with high damage but much-reduced range and penalties to tracking, ship speed and capacitor recharge rates. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage. | The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannon, with high damage but much-reduced range and penalties to tracking, ship speed and capacitor recharge rates. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage. | ||
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Energy turrets -- lasers -- fire beams of light to damage the enemy. | Energy turrets -- lasers -- fire beams of light to damage the enemy. | ||
While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, even more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] is still an absolute necessity for Amarr pilots. | |||
Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor. | Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor. | ||
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===Laser Crystals=== | ===Laser Crystals=== | ||
Although they don't require ammunition, lasers must still be loaded with focusing crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. | Although they don't require ammunition, lasers must still be loaded with focusing crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped rapidly, letting pilots alter their guns' range very quickly. | ||
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage. | There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage. | ||
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The | The advanced crystals for lasers gradually get damaged over time and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots. | ||
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage at the cost of half the range, half the tracking speed and 25% more capacitor requirement. Scorch has a 50% range bonus but a tracking penalty. Conflagration is little used but Scorch is very popular. | The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage at the cost of half the range, half the tracking speed and 25% more capacitor requirement. Scorch has a 50% range bonus but a tracking penalty. Conflagration is little used but Scorch is very popular. | ||
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** and [http://wiki.eveonline.com/en/wiki/Heat_Sink_I Heat Sinks] for lasers. | ** 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. | * 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 | * 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. | * 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/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]. | ||
==Names Reference== | |||
{|border="1" cellpadding="5" cellspacing="0" | |||
!rowspan="2"|Category | |||
!rowspan="2"|Race | |||
!rowspan="2"|Type | |||
!rowspan="2"|Range | |||
!Small | |||
!Medium | |||
!Large | |||
!Extra Large | |||
|---- | |||
|''Frigates, Destroyers'' | |||
|''Cruisers, Battlecruisers'' | |||
|''Battleships'' | |||
|''Dreadnoughts, Titans'' | |||
|---- | |||
!rowspan="2"|Projectile | |||
|rowspan="2"|''Minmatar'' | |||
|Autocannon | |||
|Long | |||
|125-200mm | |||
|Dual180-425mm | |||
|Dual425-800mm | |||
|2500mm | |||
|---- | |||
|Artillery | |||
|Short | |||
|250-280mm | |||
|650-720mm | |||
|1200-1400mm | |||
|3500mm | |||
|---- | |||
!rowspan="3"|Hybrid | |||
|rowspan="3"|''Gallente'' | |||
|Railgun | |||
|Long | |||
|75-150mm | |||
|Dual150-250mm | |||
|Dual250-425mm | |||
|Dual1000mm | |||
|---- | |||
|rowspan="2"|Blaster | |||
|Short | |||
|Light | |||
|Heavy, Cannon | |||
|Mega, Blaster Cannon | |||
|Siege Blaster Cannon | |||
|---- | |||
!subtypes: | |||
|Electron | |||
|Ion | |||
|Neutron | |||
| | |||
|---- | |||
!rowspan="2"|Energy | |||
|rowspan="2"|''Amarr'' | |||
|Beam | |||
|Long | |||
|Light, Medium | |||
|Quad, Medium, Heavy | |||
|Dual Heavy, Mega, Tachyon | |||
|Dual Giga | |||
|---- | |||
|Pulse | |||
|Short | |||
|Gatling, Dual Light, Medium | |||
|Focused, Heavy | |||
|Dual Heavy, Mega | |||
|Dual Giga | |||
|} | |||
==See Also== | ==See Also== | ||