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Note that modules do not determine the type of damage done: whether thermal, explosive, electronic or kinetic. This is determined solely by the ammunition. Some kinds of ammunition deal damage in only one category; others do damage in multiple categories. The characteristics of the ammunition is generally balanced to make similar ships do comparable damage. | Note that modules do not determine the type of damage done: whether thermal, explosive, electronic or kinetic. This is determined solely by the ammunition. Some kinds of ammunition deal damage in only one category; others do damage in multiple categories. The characteristics of the ammunition is generally balanced to make similar ships do comparable damage. | ||
=== Turret and Launcher Comparison === | === Turret and Launcher Comparison === | ||
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! Weapon type !! Range !! Firing speed !! Reloading !! Accuracy !! Damage/hit !! Links | ! Weapon type !! Range !! Firing speed !! Reloading !! Accuracy !! Damage/hit !! Links | ||
|- | |- | ||
| Launcher || || || || || [[Missile Launchers]] | | Launcher || || || || || [[Missile Launchers]]<br>[[Missile Damage]] | ||
|- | |- | ||
| Rocket|| short || fast || fast || high || low || | | Rocket|| short || fast || fast || high || low || | ||
|- | |- | ||
| Missile || long || medium || medium || medium || medium || | | Missile || long || medium || medium || medium || medium || | ||
|- | |- | ||
| Torpedo || medium || slow || slow || medium || large || | | Torpedo || medium || slow || slow || medium || large || | ||
|- | |- | ||
| Turret || || || || || || [[Turrets]] | | Turret || || || || || || [[Turrets]] | ||
|- | |- | ||
| Hybrid || Example || Example || Example || | | Hybrid || || || || || || [[Turrets#Hybrid_turrets|Hybrid Turrets]] | ||
|- | |||
| Blaster|| short || fast || fast || high || low || Exmple | |||
|- | |||
| Railgun|| long || medium || Example || Example || Example || | |||
|- | |||
| Energy || || || || || || [[Turrets#Energy_turrets|Laser Turrets]] | |||
|- | |- | ||
| | | Blaster|| Example || Example || Example || Example || Example || | ||
|- | |- | ||
| Projectile || Example || Example || Example || Example || Example || Example | | Railgun|| Example || Example || Example || Example || Example || | ||
|- | |||
| Projectile || || || || || || Projectile Turrets | |||
|- | |||
| Blaster|| Example || Example || Example || Example || Example || Example | |||
|- | |||
| Railgun|| Example || Example || Example || Example || Example || Example | |||
|- | |- | ||
|} | |} | ||
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== Electronic Countermeasures == | == Electronic Countermeasures == | ||
== Skills == | |||
Skill training can improve the effectiveness of weapons modules: such as, range, firing speed and targeting speed. Similarly, training can improve the damage done by various types of weapons and kinds of ammunition. | |||
For example: | |||
*{{sk|Rockets}} : 5% bonus to rocket damage per skill level. | |||
*{{sk|Small Hybrid Turret}} : 5% Bonus to small hybrid turret damage per level. | |||
*{{sk|Sharpshooter}} : 5% bonus to weapon turret optimal range per skill level. | |||
There are other skills that affect weapons damage but apply to the ship instead of the weapons systems. For example: | |||
*{{sk|Target Management}} : +1 extra target per skill level. | |||
*{{sk|Spaceship Command}} : 2% improved ship agility for all ships per skill level. | |||
New players are directed to the [[Basic Skills]] page which lists all of the skills relevant to beginning the game. Also [[The Magic 14]], a page that lists fourteen fundamental skills which apply to every ship that a player can pilot in eve | |||