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Weapons: Difference between revisions

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Weapons usually consist of a ship module that serves as a weapons platform and ammunition that is expended as the platform fires.
Weapons usually consist of a ship module that serves as a weapons platform and ammunition that is expended as the platform fires.


There are three generic weapons module types in EVE: launchers, turrets, and e-war.
There are four generic weapons module types in EVE: launchers, turrets, e-war and drones.
*[[Missile Launchers|Launchers]] fire self-propelled ammunition that hones in on its target and causes damage when it arrives. Launchers further break down into
*[[Missile Launchers|Launchers]] fire self-propelled ammunition that hones in on its target and causes damage when it arrives. Launchers further break down into
**Rockets: short range, any damage type
**Rockets: short range, any damage type
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**Projectile: projectiles, any damage type
**Projectile: projectiles, any damage type
*[[Electronic Warfare|Electionic warfare]] (e-war) weapons operate by reducing the fighting capacity of the target. They use a wide variety of modular fittings and have multiple, unique characteristics.
*[[Electronic Warfare|Electionic warfare]] (e-war) weapons operate by reducing the fighting capacity of the target. They use a wide variety of modular fittings and have multiple, unique characteristics.
*[[Drones]] are semi-independent units that fly out to attack target ships.


== Launchers and Turrets ==
== Launchers and Turrets ==
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== Electronic Warfare ==
== Electronic Warfare ==
There are four basic kinds of [[Electronic Warfare|E-War]]:
There are four kinds of racial [[Electronic Warfare|E-War]]:
*Weapons disruption
*Weapons disruption
*Sensor Dampening
*Sensor Dampening
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*Electronic Countermeasures
*Electronic Countermeasures


=== Weapons disruption ===
Each of the four player races has ships that specialize in one of these. In addition most e-war modules have a corresponding drone that does the same thing remotely.
 
In addition, [[tackling]] and [[capacitor warfare]] may be considered as using e-war weapons.
 
Technically, e-war does not do damage but generally acts to disable or otherwise reduce the effectiveness of enemy ships. E-war does require modules, however, and since these take up space that might otherwise have contributed to the ship's offense or defense, e-war makes the most sense in the context of fleet actions. In fact, most e-war will not work against NPC ships.
 
=== [[Electronic_warfare#Weapon_Disruption|Weapons disruption]] ===
[[Electronic_warfare#Tracking_Disruptors|Tracking Disruptors]] affect the range and tracking of turrets, while [[Electronic_warfare#Guidance_Disruptors|Guidance Disruptors]] affects the accuracy and explosion of missiles.  
[[Electronic_warfare#Tracking_Disruptors|Tracking Disruptors]] affect the range and tracking of turrets, while [[Electronic_warfare#Guidance_Disruptors|Guidance Disruptors]] affects the accuracy and explosion of missiles.  


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Target painting makes it easier for tracking turrets and missiles to hit the target ship and is especially effective against small, fast targets. Target painting improves everyone's chance of hitting the target and so is especially useful in fleet actions.
Target painting makes it easier for tracking turrets and missiles to hit the target ship and is especially effective against small, fast targets. Target painting improves everyone's chance of hitting the target and so is especially useful in fleet actions.


=== Electronic Countermeasures ===
=== [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|Electronic Countermeasures]] ===
ECM "jammers" are used to disrupt the targeting apparatus of the target ship. Although ECM are a form of electronic warfare, they are often though of as separate, probably because they have a distinctly defensive aspect.  
ECM "jammers" are used to disrupt the targeting apparatus of the target ship. Although ECM are a form of electronic warfare, they are often though of as separate, probably because they have a distinctly defensive aspect.  


The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions.
The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions.
=== [[Capacitor Warfare]] ===
Modules such as Energy Neutralizers and Nosferatu reduces the capacitor output on the target ship. Since many ships depend on capacitor for weapons or defense, this increases the target's vulnerability.
*Energy Neutralizers: uses the player's ship capacitor to drain large amounts from the target ship
*Nosferatu: drains small amounts from the target ship but transfers the power to the player's ship.
=== [[Tackling]] ===
Webifier modules are used to slow down a target ship. Scramblers prevent a ship from warping out. Used together, these can trap an enemy ship until it can be destroyed.
== [[Drones]] ==


== Skills ==
== Skills ==