General characteristics and shield tanking. |
Changed missiles, hybrid turrets, and ECM. |
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*** Used for fleet PvP | *** Used for fleet PvP | ||
*** Allows logistics time to save you | *** Allows logistics time to save you | ||
==== Missiles ==== | ==== Missiles ==== | ||
* | * Fully selectable damage type | ||
** | ** Match damage type with enemy weakness | ||
* | ** Useful for PvE | ||
** | * Missiles take time to travel to target | ||
* Damage | ** Result is less popular usage in PvP | ||
* | * Does not use capacitor | ||
* Damage dependent on target signature radius and speed, not angular velocity and range | |||
* Caldari ships damage bonus usually for kinetic (scourge) missiles | |||
==== Hybrid turrets ==== | ==== Hybrid turrets ==== | ||
* | * Does kinetic and thermal damage | ||
** | * Caldari ships favor range bonus over damage bonus | ||
** | ** Helps offset short range of blasters | ||
* | ** Makes for great sniping platforms | ||
** | * Blasters | ||
** | ** Highest potential dps | ||
* | ** Very short range ofter prevents realizing this potential | ||
* | ** Good tracking | ||
* | ** T2 ammo | ||
* | *** Void | ||
** | **** Highest damage, decent range | ||
*** | *** Null | ||
*** | **** Increased range, decent damage | ||
** | * Railguns | ||
*** | ** Largest optimal range | ||
*** | ** Damage closer to beam lasers than artillery | ||
** T2 ammo | |||
*** Javelin | |||
**** Increased tracking, Greatly reduced range | |||
*** Spike | |||
**** Greatly increased range, Greatly reduced tracking | |||
==== ECM ==== | ==== ECM ==== | ||
* | * Breaks all locks of target and prevents target from locking for a period of time | ||
* Chance based, pilot jamming strength vs target sensor strength | |||
* Greatly affected by bonused hulls | |||
* Race specific modules | |||
* | ** Most fits use up many mid slots | ||
* | * Range second only to sensor dampening | ||
* Excessive amounts may prevent others from willingly fighting | |||
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=== Caldari Ships === | === Caldari Ships === | ||