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You can increase your optimal range by fitting Tracking Enhancers in your lowslots, or Tracking Computers in your midslots (particularly if you load the latter with the Optimal Range script). Tracking Enhancers also increase your falloff range (and, as the name suggests, tracking speed -- see below). | You can increase your optimal range by fitting Tracking Enhancers in your lowslots, or Tracking Computers in your midslots (particularly if you load the latter with the Optimal Range script). Tracking Enhancers also increase your falloff range (and, as the name suggests, tracking speed -- see below). | ||
Training levels in [ | Training levels in [[Skills:Gunnery#Sharpshooter|Sharpshooter]] will increase your guns' optimal ranges, and [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]] will increase their falloff ranges. | ||
Tracking Disruptors can (despite their name) reduce an their target's optimal and falloff ranges. They will do this particularly effectively if they're loaded with the [http://wiki.eveonline.com/en/wiki/Optimal_Range_Disruption Optimal Range Disruption] script. | Tracking Disruptors can (despite their name) reduce an their target's optimal and falloff ranges. They will do this particularly effectively if they're loaded with the [http://wiki.eveonline.com/en/wiki/Optimal_Range_Disruption Optimal Range Disruption] script. | ||
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You can increase your guns' tracking speed by fitting Tracking Enhancers, or Tracking Computers (particularly if you load the latter with the Tracking Speed script). | You can increase your guns' tracking speed by fitting Tracking Enhancers, or Tracking Computers (particularly if you load the latter with the Tracking Speed script). | ||
Training levels in [ | Training levels in [[Skills:Gunnery#Motion_Prediction|Motion Prediction]] increases your guns' tracking speed. | ||
Tracking Disruptors, as the name suggests, can reduce their target's gun tracking speed, especially when loaded with Tracking Speed Disruption scripts. | Tracking Disruptors, as the name suggests, can reduce their target's gun tracking speed, especially when loaded with Tracking Speed Disruption scripts. | ||
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Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) Eve has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V. | Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) Eve has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V. | ||
* [ | * [[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless. | ||
* [ | * [[Skills:Gunnery#Gunnery|Gunnery]]: Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower ). Gunnery V is also a prerequisite for T2 gun skills and T2 tracking computers. | ||
* [ | * [[Skills:Gunnery#Motion_Prediction|Motion Prediction]]: 5% faster gun tracking speed per level. | ||
* [ | * [[Skills:Gunnery#Rapid_Firing|Rapid Firing]]: 4% faster firing per level. This is '''important''' because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.) | ||
* [ | * [[Skills:Gunnery#Sharpshooter|Sharpshooter]]: 5% to optimal range per level. Important for everyone, but especially snipers. | ||
* [ | * [[Skills:Gunnery#Surgical_Strike|Surgical Strike]]: Adds 3% to turret damage/level. This is a rank 4 skill, taking longer to train, so focus on other skills first. | ||
* [ | * [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]]: Requires Gunnery IV. Improves falloff of your guns, 5%/level. Important for everyone, but especially snipers and Minmatar pilots. (And especially especially Minmatar snipers!). | ||
* [ | * [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill. | ||
* [ | * [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]]: Requires Weapon Upgrades V. Decreases turret and launcher powergrid requirements by 3%/level. Also a vital fitting skill. | ||
Skills which, while not filed under Gunnery on the character sheet, are particularly significant include: | Skills which, while not filed under Gunnery on the character sheet, are particularly significant include: | ||
* The other [[Fitting Guidelines#Train Fitting Skills|fitting skills]] besides Weapon Upgrades and Advanced Weapon Upgrades. | * The other [[Fitting Guidelines#Train Fitting Skills|fitting skills]] besides Weapon Upgrades and Advanced Weapon Upgrades. | ||
* Capacitor skills -- [ | * Capacitor skills -- [[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]] (faster cap regeneration) and [[Skills:Engineering#Energy_Management|Management]] (more cap) -- important for everyone, vital for hybrid users and ultra-ultra-ultra vital (!) for laser users. | ||
* Targeting skills. [ | * Targeting skills. [[Skills:Electronics#Signature_Analysis|Sig Analysis]] lets you lock the enemy faster and is important for any combat pilot. [[Skills:Electronics#Targeting|Targeting]] lets you queue more targets. [[Skills:Electronics#Long_Range_Targeting|Long Range Targeting]] lets you target at longer ranges. | ||
==See Also== | ==See Also== | ||