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Turrets: Difference between revisions

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Projectile ammo: fixed EMP damage profile
Hirmuolio Pine (talk | contribs)
Related modules summary: Moved modules into a table
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== Related modules summary  ==
== 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.


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 low slot module which boosts its damage and rate of fire. These 'damage mods' have already been mentioned individually, and they are
{|class=wikitable style="width: 900px;background:#111111"
**'''Magnetic Field Stabilizers''' ("magstabs") for hybrids.
|-
**'''Gyrostabilizers''' ("gyros") for projectile turrets.
|[[File:Icon ballistic control system.png|link=|]]
**'''Heat Sinks''' for lasers.
|Each turret type has its own 'damage module'. These passive low slot mosules increase rate of fire and damage per volley.
**'''Entropic Radiation Sinks''' for entropic disintegrators.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
*Another important low slot item is the '''Tracking Enhancer''' ("TE"), which increases your tracking speed, optimal range and falloff.  
* '''{{co|wheat|Gyrostabilizers}}''' for projectile turrets.
*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).  
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
*There is also the remote '''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.  
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
*'''Sensor Boosters''' ("sebo") and '''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 more targeting range or faster locking.
 
|-
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets.
 
|-
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Tracking Computer}}''' is an active mid slot module. It uses small ammount of capacitor and has to be activated, but can offer a more substantial tracking bonuses 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 both the falloff and optimal bonus despite its name).  
 
|-
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Remote Tracking Computer}}''' is an active mid slot module. It has the same bonuses as the tracking computer. But instead of appying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like [[Scythe]] this module can be very strong but quite situational.
 
|-
|[[File:Icon projectile rig.png|link=|]]
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
* '''{{co|wheat|Metastasis Adjuster}}''' improves tracking.
* '''{{co|wheat|Burst Aerator}}''' improves rate of fire.
* '''{{co|wheat|Discharge Elutriation}}''' reduces capacitor usage. Only available for hybrid and laser turrets.
* '''{{co|wheat|Algid Hybrid Administrations}}''' reduces turret CPU usage. Only available for hybrid and laser turrets.
 
|-
|[[File:Icon drop.png|link=|]]
|There are multiple turret related drugs that will help your weapons apply better.
* '''{{co|wheat|Drop}}''' improves turret tracking.
* '''{{co|wheat|Sooth Sayer}}''' improves turret falloff range.
* '''{{co|wheat|Frentix}}''' improves optimal range.
 
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|Practically every turret stat has an implant that improves that aspect. See the [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|table of hardwiring implants]] for full list of turret implants.
|}


== Names reference  ==
== Names reference  ==