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Skills:Gunnery: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Filled in up to Small Hybrid Turret.
Uryence (talk | contribs)
. . . and done.
Line 372: Line 372:
|skill=Small Projectile Turret
|skill=Small Projectile Turret
|desc=Operation of small projectile turrets. 5% Bonus to small projectile turret damage per level.
|desc=Operation of small projectile turrets. 5% Bonus to small projectile turret damage per level.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=1x
|price=
|price=
|pre=none
|pre=Gunnery I
|notes=<br>
|notes=T1 autocannon and artillery for frigates and destroyers.<br>
}}
}}


Line 383: Line 383:
|skill=Small Pulse Laser Specialization
|skill=Small Pulse Laser Specialization
|desc=Specialist training in the operation of small pulse lasers. 2% bonus per skill level to the damage of small turrets requiring Small Pulse Laser Specialization.
|desc=Specialist training in the operation of small pulse lasers. 2% bonus per skill level to the damage of small turrets requiring Small Pulse Laser Specialization.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=3x
|price=
|price=
|pre=none
|pre=Motion Prediction III, Small Energy Turret V
|notes=Enables the use of T2 Small Pulse Laser weapons.
|notes=Enables the use of T2 Small Pulse Laser weapons.
}}
}}
Line 394: Line 394:
|skill=Small Railgun Specialization
|skill=Small Railgun Specialization
|desc=Specialist training in the operation of advanced small railguns. 2% bonus per skill level to the damage of small turrets requiring Small Railgun Specialization.
|desc=Specialist training in the operation of advanced small railguns. 2% bonus per skill level to the damage of small turrets requiring Small Railgun Specialization.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=3x
|price=
|price=
|pre=none
|pre=Sharpshooter III, Small Hybrid Turret V
|notes=Enables the use of T2 Small Railgun weapons.
|notes=Enables the use of T2 Small Railgun weapons.
}}
}}
Line 405: Line 405:
|skill=Surgical Strike
|skill=Surgical Strike
|desc=Knowledge of spaceships' structural weaknesses. 3% bonus per skill level to the damage of all weapon turrets.
|desc=Knowledge of spaceships' structural weaknesses. 3% bonus per skill level to the damage of all weapon turrets.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=4x
|price=
|price=
|pre=none
|pre=Gunnery IV
|notes=<br>
|notes=The raw damage bonus is nice, and especially good for fits focused on a high alpha strike. But the higher training multiplier than many of the other gunnery supports may make this less of a priority.<br>
}}
}}


Line 416: Line 416:
|skill=Tactical Weapon Reconfiguration
|skill=Tactical Weapon Reconfiguration
|desc=Skill at the operation of siege modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
|desc=Skill at the operation of siege modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=8x
|price=
|price=
|pre=none
|pre=Advanced Weapon Upgrades V
|notes=<br>
|notes=Only of interest to dreadnaught pilots.<br>
}}
}}


Line 427: Line 427:
|skill=Trajectory Analysis
|skill=Trajectory Analysis
|desc=Advanced understanding of zero-G physics. 5% bonus per skill level to weapon turret accuracy falloff.
|desc=Advanced understanding of zero-G physics. 5% bonus per skill level to weapon turret accuracy falloff.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=5x
|price=
|price=
|pre=none
|pre=Gunnery IV
|notes=<br>
|notes=More falloff is nice, but not as important as more optimal so most pilots can train this to III and then come back later to add on IV or V. However, Minmatar pilots may want to prioritise this skill since most of the range of autocannon is falloff.<br>
}}
}}


Line 438: Line 438:
|skill=Weapon Upgrades
|skill=Weapon Upgrades
|desc=Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
|desc=Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
|1=attribute1
|1=Perception
|2=attribute2
|2=Willpower
|mult=?x
|mult=2x
|price=
|price=
|pre=none
|pre=Gunnery II
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns.
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V can seem like a long train, especially for a new player who hasn't trained for T2 equipment yet, but it's a prerequisite for the excellent Advanced Weapon Upgrades.
}}
}}