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Drebin 679 (talk | contribs) Added the new Precursor Turrets: Entropic Disintegrators. (didn't add them to turret comparison, though) |
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== Overview == | == Overview == | ||
There are | There are four kinds of turret in EVE: | ||
*hybrid turrets | *hybrid turrets | ||
*projectile turrets | *projectile turrets | ||
*energy turrets (lasers) | *energy turrets (lasers) | ||
*precursor turrets (entropic disintegrators) | |||
Each | Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[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 | Each of the four kinds of turret comes in three sizes: | ||
*small (mounted on frigates and destroyers) | *small (mounted on frigates and destroyers) | ||
*medium (mounted on cruisers and battlecruisers) | *medium (mounted on cruisers and battlecruisers) | ||
*large (mounted on battleships and tier 3 battlecruisers) | *large (mounted on battleships and tier 3 battlecruisers) | ||
Hybrid, Projectile, and Laser turrets also come in the following size: | |||
*extra-large (mounted on capital and supercapital ships) | *extra-large (mounted on capital and supercapital ships) | ||
=== Ammunition/charges === | === Ammunition/charges === | ||
Each of the | Each of the four 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). | ||
Faction ammo is also available (for example, Republic Fleet Fusion S instead of normal Fusion S). Faction ammo is expensive but gives you more damage. Generally speaking it is useful in PvP but rarely cost-effective in PvE. There are 3 levels of faction ammo. In order of power, they are pirate, which deals 10% more damage, navy, which deals 15%, and elite pirate, which deals 20% more. Pirate and elite pirate ammo drop from rare spawns at dead space complexes, and navy ammo is available from various lp stores. Generally navy ammo is the cheapest, due to its ease of acquisition. | Faction ammo is also available (for example, Republic Fleet Fusion S instead of normal Fusion S). Faction ammo is expensive but gives you more damage. Generally speaking it is useful in PvP but rarely cost-effective in PvE. There are 3 levels of faction ammo. In order of power, they are pirate, which deals 10% more damage, navy, which deals 15%, and elite pirate, which deals 20% more. Pirate and elite pirate ammo drop from rare spawns at dead space complexes, and navy ammo is available from various lp stores. Generally navy ammo is the cheapest, due to its ease of acquisition. | ||
Tech 2 turrets can use Tech 2 ammo. | Tech 2 turrets can use Tech 2 ammo. Hybrid, Projectile, and Laser turrets each have four associated kinds of T2 ammo, two varieties of T2 ammo for T2 short-ranged turrets and two for Tech 2 long-ranged turrets. Using hybrid turrets as an example once again, T2 blasters can load: | ||
*normal hybrid ammo | *normal hybrid ammo | ||
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| 7 | | 7 | ||
| 7 | | 7 | ||
|} | |||
==Precursor Turrets== | |||
''See also: [[Triglavian Collective]]'' | |||
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a new turret type introduced with the Into The Abyss expansion in May 2018. Unlike other kinds of turrets, there is only one type of turret for both short and long range, the '''Entropic Disintegrator'''. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. The turrets have the high tracking of blasters, and the optimal range and capacitor use of pulse lasers, but also have no falloff. The turrets will deactivate if their target leaves optimal range. Entropic Disintegrators can only be used on Triglavian ships. | |||
<br> | |||
=== Exotic Plasma === | |||
Exotic Plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. This also means that the damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. | |||
There are three types of Tech 1 exotic plasma, offering various range options. | |||
{| class="wikitable sortable" style="font-size:90%;text-align:center;" | |||
! style="background-color:#222222;" | Name | |||
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal | |||
! style="background-color:#222222;" | Total damage | |||
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}} | |||
! style="background-color:#222222;" | {{icon|ex damage|26|Explosive damage}} | |||
|- | |||
| Tetryon | |||
| -30% | |||
| 105 | |||
| 72 | |||
| 33 | |||
|- | |||
| Baryon | |||
| 10% | |||
| 99 | |||
| 57 | |||
| 42 | |||
|- | |||
| Meson | |||
| 80% | |||
| 78 | |||
| 45 | |||
| 33 | |||
|- | |||
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br />Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.07-3.17x greater, and Large is 7.90-8.20x greater, depending on ammo type.<br />Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes. | |||
|} | |||
'''T2 Exotic Plasma''' | |||
Tech 2 Exotic Plasma can only be used with Tech 2 Entropic Disintegrators. Mystic offers the damage of Baryon with better range, while Occult offers a more close range option with more damage compared to Tetryon. Both Tech 2 exotic plasma types come with a 25% tracking speed penalty. | |||
{| class="wikitable sortable" style="font-size:90%;text-align:center;" | |||
! style="background-color:#222222;" | Name | |||
! style="background-color:#222222;" | {{icon|range|26|Modifier to optimal range}}Optimal | |||
! style="background-color:#222222;" class="unsortable"| {{icon|tracking|26|Modifier to tracking speed}}Tracking | |||
! style="background-color:#222222;" | Total damage | |||
! style="background-color:#222222;" | {{icon|th damage|26|Thermal damage}} | |||
! style="background-color:#222222;" | {{icon|ex damage|26|Explosive damage}} | |||
|- | |||
| Mystic | |||
| 50% | |||
| -25% | |||
| 96 | |||
| 63 | |||
| 33 | |||
|- | |||
| Occult | |||
| -40% | |||
| -25% | |||
| 135 | |||
| 72 | |||
| 63 | |||
|- | |||
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br /> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes. | |||
|} | |} | ||
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*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 | *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 | ||
**'''Magnetic Field Stabilizers''' ("magstabs") for hybrids | **'''Magnetic Field Stabilizers''' ("magstabs") for hybrids. | ||
**'''Gyrostabilizers''' ("gyros") for projectile turrets | **'''Gyrostabilizers''' ("gyros") for projectile turrets. | ||
**'''Heat Sinks''' for lasers. | **'''Heat Sinks''' for lasers. | ||
**'''Entropic Radiation Sinks''' for entropic disintegrators. | |||
*Another important low slot item is the '''Tracking Enhancer''' ("TE"), which increases your tracking speed, optimal range and falloff. | *Another important low slot item is the '''Tracking Enhancer''' ("TE"), which increases your tracking speed, optimal range and falloff. | ||
*Unlike TEs, the '''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 ''Tracking Speed'' script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the ''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 '''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 ''Tracking Speed'' script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the ''Optimal Range'' script, which removes the tracking speed bonus but doubles the range bonuses (it doubles the falloff bonus despite its name). | ||
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| colspan="2" | Heavy | | colspan="2" | Heavy | ||
| colspan="2" | Tachyon | | colspan="2" | Tachyon | ||
|-style="background:#3f1010" | |||
! style="background:#111111" | Precursor | |||
| ''Triglavian'' | |||
| Entropic <br> Disintegrator | |||
| All | |||
| colspan="2" | Light | |||
| colspan="2" | Heavy | |||
| colspan="2" | Supratidal | |||
| style="background:#111111" | ''N/A'' | |||
|} | |} | ||
<br> | <br> | ||
== Turret Comparison == | == Turret Comparison == | ||
''Turret tracking numbers listed here have not been updated to the new system of tracking comparison, and | ''Turret tracking numbers listed here have not been updated to the new system of tracking comparison, and therefore do not match the in game reference numbers.'' | ||
''Turret Comparison does not include Entropic Disintegrators.'' | |||
=== Tech 1 Frigate/Destroyer Turret Comparison === | === Tech 1 Frigate/Destroyer Turret Comparison === | ||