More actions
No edit summary |
|||
| Line 191: | Line 191: | ||
== Skills == | == Skills == | ||
Skill training can improve the effectiveness of weapons | Skill training can improve the effectiveness of weapons module and their ammunition - including such as, range, firing speed, targeting speed and damage. There also are various skills that improve the use of E-war and drones. And training in "non-weapons" areas, such as navigation or spaceship command, can directly impact the effectiveness of a ship's weapons. | ||
There are ''many'' skills that affect weapons. A few examples: | |||
*{{sk|Rockets}} : 5% bonus to rocket damage per skill level. | *{{sk|Rockets}} : 5% bonus to rocket damage per skill level. | ||
*{{sk|Small Hybrid Turret}} : 5% Bonus to small hybrid turret damage per 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. | *{{sk|Sharpshooter}} : 5% bonus to weapon turret optimal range per skill level. | ||
*{{sk|Target Management}} : +1 extra target per skill level. | *{{sk|Target Management}} : +1 extra target per skill level. | ||
*{{sk|Spaceship Command}} : 2% improved ship agility for all ships per skill level. | *{{sk|Spaceship Command}} : 2% improved ship agility for all ships per skill level. | ||
Because ships often have bonuses for particular kinds of weapons, the weapon skills you develop will have an impact on the kinds of ships you want to fly. It is worth the small amount of time it takes to develop a [[Skills_and_learning#Ways_to_Plan|skill plan]] to guide your weapons choices. New players are also directed to the [[Basic Skills]] page which lists all of the skills relevant to beginning the game - and also to [[The Magic 14]], a page that lists fourteen fundamental skills which "apply to every ship that a player can pilot in eve." | |||
[[Category:Combat]] | [[Category:Combat]] | ||
[[Category:Weapons]] | [[Category:Weapons]] | ||