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Minmatar Basic Ship and Skill Overview: Difference between revisions

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Uryence (talk | contribs)
Added brief introductory tips on use of projectile turrets.
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{{Ship|Wreathe|box}}
{{Ship|Wreathe|box}}
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.
==Projectile Turret Tips==
{{main|Turrets#Projectile_turrets}}
{{main|Projectile ammunition}}
Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.
===Autocannon===
The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:
* EMP ammo for EM damage
* Fusion ammo for explosive damage
* Phased Plasma for thermal damage
There are two ammo types with 33% less damage but a 20% turret tracking bonus.
* Titanium Sabot for mostly kinetic damage
* Depleted Uranium for explosive damage spiced with thermal damage
The 33% reduced damage limits these types' usefulness: [[Guristas]] NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.
Tech 2 autocannon ammo comes in two varieties:
* Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
* Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range
===Artillery===
Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best-off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:
* EMP ammo for EM damage
* Fusion ammo for explosive damage
* Phased Plasma for thermal damage
Tech 2 artillery ammo comes in two varieties:
* Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
* Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets which get too close


==Related Links==
==Related Links==