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Turret damage: Difference between revisions

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==Choosing turrets==
==Choosing turrets==
Is it better with high damage or high tracking turrets? It is almost always better to go for the higest possible damage, which also gives a higer range. This is true for long range (like artillery) and short range (like autocannons) guns alike. The reason for this is because the gain in tracking isn't enough to compete with the lost damage.
Is it better with high damage or high tracking turrets? It is almost always better to go for the highest possible damage, which also gives a higher range. This is true for long range (like artillery) and short range (like autocannons) guns alike. The reason for this is because the gain in tracking isn't enough to compete with the lost damage.




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'''Summary:''' Only when the heavier autocannons get near 1.0 parts of their tracking, will the lighter ones start performing better. At this point, the drop in DPS is already big (like half). It is therefor generally more useful to fit the heaviest type you can and then fly in a way that reduce the demand for tracking if need be. Lighter weapons are mostly only useful when a ship uses up its CPU and PG on other things.
'''Summary:''' Only when the heavier autocannons get near 1.0 parts of their tracking, will the lighter ones start performing better. At this point, the drop in DPS is already big (like half). It is therefor generally more useful to fit the heaviest type you can and then fly in a way that reduce the demand for tracking if need be. Lighter weapons are mostly only useful when a ship uses up its CPU and PG on other things.


==Experiment to determine the damage interval around base damage==
==Experiment to determine the damage interval around base damage==