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Turrets: Difference between revisions

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Hybrid, projectile, energy, and precursor turrets also come in a fourth size:
Hybrid, projectile, energy, and precursor turrets also come in a fourth size:
* extra-large (mounted on [[Capital Ships|capital and supercapital ships]])
* extra-large (mounted on [[Capital ships|capital and supercapital ships]])


=== Ammunition/charges ===
=== Ammunition/charges ===
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* '''Artillery''', which have long ranges, very poor tracking, and deal less DPS.
* '''Artillery''', which have long ranges, very poor tracking, and deal less DPS.


Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Turret mechanics#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha Strike|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Turret mechanics#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.


=== Projectile ammo ===
=== Projectile ammo ===
{{main|Projectile Ammunition}}
{{main|Projectile ammunition}}
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.


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[[File:Icon turret beam large.png|left]]Energy turrets -- lasers -- fire beams of light to damage the enemy.
[[File:Icon turret beam large.png|left]]Energy turrets -- lasers -- fire beams of light to damage the enemy.


While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and [[Skills:Gunnery#Controlled Bursts|Controlled Bursts]] is still an absolute necessity for Amarr pilots.
While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and {{Sk|Controlled Bursts}} is still an absolute necessity for Amarr pilots.


Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor.
Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor.
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== Vorton Projectors ==
== Vorton Projectors ==
{{see also|EDENCOM}}
{{see also|EDENCOM}}
[[File:Icon turret vorton projector large.png|left]]'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020. These are ship-based miniaturized versions of the Standup Arcing Vorton Projector, previously seen as the 'Doomsday Weapon' of [[Upwell structures|Keepstar Citadels]].
[[File:Icon turret vorton projector large.png|left]]'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020. These are ship-based miniaturized versions of the Standup Arcing Vorton Projector, previously seen as the 'Doomsday Weapon' of [[Upwell structures#Citadels|Keepstar Citadels]].


Vorton Projectors are unlike any other turret, in that they fire chain lightning which strikes the ship which is targeted, and arcs across up to nine additional random ships (or drones) within 10km of the first. Vorton Projectors consume Condenser Packs as ammunition, and deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). However, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high ''total'' damage spread across the ten ships which are hit.
Vorton Projectors are unlike any other turret, in that they fire chain lightning which strikes the ship which is targeted, and arcs across up to nine additional random ships (or drones) within 10km of the first. Vorton Projectors consume Condenser Packs as ammunition, and deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). However, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high ''total'' damage spread across the ten ships which are hit.