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Turrets: Difference between revisions

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== Overview ==
== Overview ==
There are five kinds of turret in EVE:
There are four kinds of turret in EVE:
* hybrid turrets
* hybrid turrets
* projectile turrets
* projectile turrets
* energy turrets (lasers)
* energy turrets (lasers)
* precursor weapons (entropic disintegrators)
* precursor weapons (entropic disintegrators)
* vorton projectors


Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS).
Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS).
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|-
|-
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.
|}
== Vorton Projectors ==
{{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#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.
Following the trend started by Entropic Disintegrators, Vorton Projectors are further detached from traditional turret mechanics. Much like disintegrators, the projectors have no falloff, are only fittable to specific ships ([[EDENCOM]] ships), and said ships only have one turret slot. However, unlike any other turret in the game, Vorton Projectors use [[Missile damage|Missile damage mechanics]] rather than Tracking or Falloff range. Even core gunnery skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery|icon=yes}} (-cycle time), {{sk|Sharpshooter|icon=yes}} (+optimal range), {{sk|Surgical Strike|icon=yes}} (+damage), and a skill combining {{sk|Target Navigation Prediction|icon=yes}} (+explosion velocity) with {{sk|Guided Missile Precision|icon=yes}} (-explosion radius). Lastly, modules and boosters that improve optimal range, explosion radius, or explosion velocity have no effect, and [[Wormhole space#System Effects|Wormhole system effects]] also do not apply to these weapons' damage or application.
In areas of space where [[crimewatch]] is in effect, the projectors will respect safety settings, and with full safeties enabled will only bounce to legal targets. As a consequence, however, bounces from this weapon can initiate Limited Engagements with suspects and outlaws, even if they were not targeted.
=== Condenser packs ===
Condenser packs, similar to exotic plasma, deal more damage per charge, since each ship only has one turret and with projectors having a low damage multiplier. For the same reason, damage scaling with increasing size is not smooth, due to number of turrets the projector effectively substitutes for.
There are four types of Tech 1 condenser packs, offering two range options and an EM or Kinetic slanted ammo type for each.
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"
|- style="background-color:#222222;"
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! Total damage
! [[File:Icon_resist_em.png|26px|link=|EM damage]]
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| style=text-align:left;" | BlastShot
| -25%
| 133
| 17
| 116
|-
| style=text-align:left;" | GalvaSurge
| -25%
| 133
| 116
| 17
|-
| style=text-align:left;" | SlamBolt
| +50%
| 66
| 13
| 53
|-
| style=text-align:left;" | MesmerFlux
| +50%
| 66
| 53
| 13
|-
! colspan=5 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;"  | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.89-4.95x greater, and Large is 7.42-7.48x greater, depending on ammo type.<br>Damage type ratio varies, with a more balanced ratio for larger sizes.
|}
'''Tech 2 condenser packs'''
Marketed under the '''Ultra''' brand, T2 condenser packs can only be used with Tech 2 and Faction Vorton Projectors. ElectroPunch Ultra is a higher damage, shorter range ammo compared to BlastShot & GalvaSurge, while SnipeStrike exceeds MesmerFlux and SlamBolt in range and damage. Both types of ultra condenser packs increase capacitor need by 25% and reduce explosion velocity by 25%.
{| class="wikitable" style="font-size: 90%; text-align: center;"
|- style="background-color:#222222;"
! Name
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal
! [[File:Icon_velocity.png|26px|link=|Modifier to explosion velocity]]Explosion Velocity
! Cap. need
! Total damage
! [[File:Icon_resist_em.png|26px|link=|EM damage]]
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]
|-
| style=text-align:left;" | ElectroPunch Ultra
| -50%
| -25%
| +25%
| 160
| 80
| 80
|-
| style=text-align:left;" | SnipeStrike Ultra
| +80%
| -25%
| +25%
| 90
| 49
| 41
|-
! colspan=7 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;"  | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.78-4.88x greater, and Large is 7.18-7.41x greater, depending on ammo type.<br>Damage type ratio varies, with a generally more balanced ratio for larger sizes.
|}
|}


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* {{Sk|Weapon Upgrades}}: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* {{Sk|Weapon Upgrades}}: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
* {{Sk|Advanced Weapon Upgrades}}: Requires Weapon Upgrades IV. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
* {{Sk|Advanced Weapon Upgrades}}: Requires Weapon Upgrades IV. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
==== Vorton Projector Skills ====
With the exception of Advanced/Weapons Upgrades, Vorton Projectors do not benefit from any of the traditional gunnery skills listed above. Instead, it has its own set of skills. Most are analogues to normal gunnery skills.
* {{Sk|Vorton Projector Operation}}: Reduces cycle time by 2% per level (Gunnery equivalent)
* {{Sk|Vorton Arc Guidance}}: Reduces explosion radius by 5% per level, and increases explosion velocity by 10% per level. This skill is the only way to improve the application of Vorton Projectors.
* {{Sk|Vorton Arc Extension}}: 5% to optimal range per level (Sharpshooter equivalent)
* {{Sk|Vorton Power Amplification}}: 3% to turret damage per level (Surgical Strike equivalent)


==== Other Skills ====
==== Other Skills ====
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{|class=wikitable style="width: 900px;"
{|class=wikitable style="width: 900px;"
|-
|-
|[[File:Icon gyrostablizer.png|link=|]]<br>[[File:Icon vorton tuning system.png|link=]]
|[[File:Icon gyrostablizer.png|link=|]]
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.
* '''{{co|wheat|Gyrostabilizers}}''' for projectile turrets.
* '''{{co|wheat|Gyrostabilizers}}''' for projectile turrets.
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.
* '''{{co|wheat|Vorton Tuning Systems}}''' for vorton projectors.
|-
|-
|[[File:Icon tracking enhancer.png|link=|]]
|[[File:Icon tracking enhancer.png|link=|]]
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets except Vorton Projectors.
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets.


|-
|-
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|-
|-
|[[File:Icon projectile rig.png|link=|]]
|[[File:Icon projectile rig.png|link=|]]
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators or vorton projectors.
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.
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* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.


Vorton Projectors also have a group of boosters that apply only to them:
* '''{{co|wheat|EDENCOM Vorton Booster DA}}''' improves damage.
* '''{{co|wheat|EDENCOM Vorton Booster GU}}''' improves explosion radius and explosion velocity.
* '''{{co|wheat|EDENCOM Vorton Booster RA}}''' improves optimal range.
As of 15 June 2020, all three EDENCOM vorton boosters have an expiry date of 8 September 2020.
|-
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|[[File:Icon_implant_hardwiring.png|link=|]]
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| colspan="2" | Supratidal
| colspan="2" | Supratidal
| colspan="2" | Ultratidal
| colspan="2" | Ultratidal
|-style="background: #606972;"
! style="background: #111111;" | Vorton Projector
| ''EDENCOM''
| Vorton <br> Projector
| All
| colspan="2" | Small
| colspan="2" | Medium
| colspan="2" | Large
| colspan="2" style="background: #111111;" | N/A
|}
|}


== Turret Comparison ==
== Turret Comparison ==
''Note: Presently does not include Vorton Projectors.''
=== Tech 1 Frigate/Destroyer Turret Comparison ===
=== Tech 1 Frigate/Destroyer Turret Comparison ===
All Frigate and Destroyer turrets are categorized as "Small".
All Frigate and Destroyer turrets are categorized as "Small".