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'''Turrets''' are the most common weapon system in Eve. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the three variations of turret and their ammunition available in Eve. If you want to delve into the mathematics of gunnery in Eve, see this wiki's page on [[Turret Damage]], and if you want to learn how gunnery works without having to study the mathematical detail, see the [[Gunnery Guide]]. | |||
== Overview == | == Overview == | ||
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*energy turrets (lasers) | *energy turrets (lasers) | ||
Each type can be further broken down into a set of long-ranged turrets which deal high damage-per-shot ('volley', '[[Alpha|alpha]]') but low damage-per-second (DPS), and a set of short-ranged turrets with lower alpha but high DPS. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS). | Each type can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[Alpha|alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS). | ||
Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need [[Skills:Gunnery#Small_Blaster_Specialization|Small Blaster Specialization]] to use small T2 blasters but [[Skills:Gunnery#Small_Railgun_Specialization|Small Railgun Specialization]] to use small T2 railguns. | Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need [[Skills:Gunnery#Small_Blaster_Specialization|Small Blaster Specialization]] to use small T2 blasters but [[Skills:Gunnery#Small_Railgun_Specialization|Small Railgun Specialization]] to use small T2 railguns. | ||
Each of the three kinds of turret comes in four sizes: | Each of the three kinds of turret comes in four sizes: | ||
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*extra-large (mounted on capital and supercapital ships) | *extra-large (mounted on capital and supercapital ships) | ||
=== Ammunition | === Ammunition/charges === | ||
Each of the three kinds of turret has a selection of types of ammunition (using 'ammunition' loosely -- energy turrets load crystals). Ammunition comes in four sizes matching the four sizes of turret (S, M, L and XL). | Each of the three kinds of turret has a selection of types of ammunition (using 'ammunition' loosely -- energy turrets load crystals). Ammunition comes in four sizes matching the four sizes of turret (S, M, L and XL). | ||
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T2 ammo is designed to be give you extra tactical options or to be useful in specific situations -- it is ''not'' always better than T1 or faction ammo. | T2 ammo is designed to be give you extra tactical options or to be useful in specific situations -- it is ''not'' always better than T1 or faction ammo. | ||
== Hybrid turrets == | |||
== Hybrid | |||
Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence | Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence "hybrids". | ||
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 [[Skills:Gunnery#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 [[Skills:Gunnery#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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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 Hecate 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 Hecate or a blaster Rokh will tell you. | ||
The | The low slot Magnetic Field Stabilizer module increases hybrid turrets' damage and rate of fire. | ||
=== Hybrid | === Hybrid ammo === | ||
There are eight kinds of standard Tech 1 hybrid ammo. They all do a mixture of kinetic and thermal damage (the proportion varies). | There are eight kinds of standard Tech 1 hybrid ammo. They all do a mixture of kinetic and thermal damage (the proportion varies). | ||
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== Projectile | == Projectile turrets == | ||
Unlike the other two kinds of | Projectile turrets are Eve's most low-tech weapons (and the ones which can be most accurately called guns). They work like real-life guns. Projectile turrets don't use up any capacitor when they fire (like missile launchers), but they must be regularly reloaded with fresh ammunition. Unlike the other two kinds of turrets, projectile turrets can do all four different kinds of damage depending on the ammunition they are loaded with. | ||
The two kinds of projectile turret are: | The two kinds of projectile turret are: | ||
*'''Autocannon''', which have short ranges and deal high DPS; and | *'''Autocannon''', which have short ranges, good tracking, and deal high DPS; and | ||
*'''Artillery''', which have long ranges and deal less DPS. | *'''Artillery''', which have long ranges, very poor tracking, and deal less DPS. | ||
Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless | Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless classified as autocannons. | ||
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]]. Autocannon, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|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|alpha strike]]. Autocannon, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|falloff]] ranges and short optimal 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. The | Most Minmatar ships use projectile turrets as their main weapon. The low slot Gyrostabilizer module increases projectile turrets' damage and rate of fire. | ||
=== Projectile | === Projectile ammo === | ||
{{main|Projectile Ammunition}} | {{main|Projectile Ammunition}} | ||
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range. | There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range. | ||
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|} | |} | ||
== Energy | == Energy turrets == | ||
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, | While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, 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 [[Skills:Gunnery#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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*'''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. The | Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire. | ||
=== Laser | === 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. Unlike projectile or hybrid ammunition, crystals can be swapped rapidly, letting pilots alter their guns' range very quickly. | 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. | ||
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== Related | == 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. | 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. | ||
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Remember that [[Stacking penalties|stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect. | Remember that [[Stacking penalties|stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect. | ||
*Each turret has an associated | *Each turret has an associated low slot 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/Magnetic_Field_Stabilizer_I Magnetic Field Stabilizers] ("magstabs") for hybrids | ||
**[http://wiki.eveonline.com/en/wiki/Gyrostabilizer_I Gyrostabilizers] ("gyros") for projectile turrets | **[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. | **and [http://wiki.eveonline.com/en/wiki/Heat_Sink_I Heat Sinks] for lasers. | ||
*Another important | *Another important low slot 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). | *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/Targeting_Range more targeting range] or [http://wiki.eveonline.com/en/wiki/Scan_Resolution faster locking]. | *[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 | == Names reference == | ||
{| border="1" cellpadding="5" cellspacing="0" align="center" | {| border="1" cellpadding="5" cellspacing="0" align="center" | ||
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|} | |} | ||
=== Tech 1 | === Tech 1 hybrid turret comparison === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|} | |} | ||
=== Tech I | === Tech I energy turret comparison === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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</span> | </span> | ||
== See | == See also == | ||
*[[Turret Damage]] for the mathematics of gunnery. You can also try the information on CCP's [http://wiki.eveonline.com/en/wiki/Turret_damage own wiki]. | *[[Turret Damage]] for the mathematics of gunnery. You can also try the information on CCP's [http://wiki.eveonline.com/en/wiki/Turret_damage own wiki]. | ||
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*[[NPC Damage Types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing). | *[[NPC Damage Types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing). | ||
[[Category:PvP]] [[Category:PvE]] [[Category: | [[Category:PvP]] | ||
[[Category:PvE]] | |||
[[Category:Ship Fitting]] | |||