Turrets
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- This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see Turret mechanics.
Turrets are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the traversal speed of the firing ship and its target. This page explains the four variations of turret and their ammunition available in EVE.
Overview
There are four kinds of turret in EVE:
- hybrid turrets
- projectile turrets
- energy turrets (lasers)
- precursor turrets (entropic disintegrators)
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).
Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need Small Blaster Specialization to use small T2 blasters but Small Railgun Specialization to use small T2 railguns.
Each of the four kinds of turret comes in three sizes:
- small (mounted on Frigates and Destroyers)
- medium (mounted on Cruisers and Battlecruisers)
- large (mounted on Battleships and Attack Battlecruisers)
Hybrid, Projectile, and Laser turrets also come in the following size:
- extra-large (mounted on capital and supercapital ships)
Ammunition/charges
Each of the four kinds of turret has a selection of types of ammunition (using 'ammunition' loosely -- energy turrets load crystals). Ammunition comes in four sizes matching the four sizes of turret (S, M, L and XL).
Faction ammo is also available (for example, Republic Fleet Fusion S instead of normal Fusion S). Faction ammo is expensive but gives you more damage. Generally speaking it is useful in PvP but rarely cost-effective in PvE. There are 3 levels of faction ammo. In order of power, they are pirate, which deals 10% more damage, navy, which deals 15%, and elite pirate, which deals 20% more. Pirate and elite pirate ammo drop from rare spawns at dead space complexes, and navy ammo is available from various LP stores. Generally navy ammo is the cheapest, due to its ease of acquisition.
Tech 2, Faction, and Officer turrets can use Tech 2 ammo. Hybrid, Projectile, and Laser turrets each have four associated kinds of T2 ammo, two varieties of T2 ammo for T2 short-ranged turrets and two for Tech 2 long-ranged turrets. Using hybrid turrets as an example once again, T2 blasters can load:
- normal hybrid ammo
- faction hybrid ammo
- or two types of T2 blaster ammo (Void and Null)
While T2 railguns can load:
- normal hybrid ammo
- faction hybrid ammo
- or two types of T2 railgun ammo (Spike and Javelin)
T2 ammo is designed to be give you extra tactical options or to be useful in specific situations -- it is not always better than T1 or faction ammo.
Hybrid turrets
Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence "hybrids".
In practice this means that they use capacitor when they fire (like lasers, though they are less cap-hungry than lasers). Pilots who use hybrid turrets will want to have good capacitor skills and to train Controlled Bursts to support their guns' requirements. Hybrid turrets also have to be regularly reloaded with fresh ammunition (like projectile guns).
Hybrid turrets can only do kinetic and thermal damage.
The two kinds of hybrid turret are:
- Blasters, which have (very) short ranges and deal (very) high DPS; and
- Railguns, which have (very) long-ranges and deal less DPS.
Many Gallente ships and some Caldari ships use hybrid turrets as their primary weapon. The Gallente ships tend to be more suited to blasters and the Caldari ships more suited to railguns, but this is not a hard-and-fast rule, as any pilot who flies a sniping Hecate or a blaster Rokh will tell you.
The low slot Magnetic Field Stabilizer module increases hybrid turrets' damage and rate of fire.
Hybrid ammo
There are eight kinds of standard Tech 1 hybrid ammo. They all do a mixture of kinetic and thermal damage (the proportion varies).
Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.
T2 Blaster Ammo
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is primarily used for suicide ganking but can also be used for shooting at targets one class bigger than the type of gun (eg. small guns shooting cruisers) or where both targets are relatively still in relation to each other, while Null is sometimes loaded by blaster-equipped pilots who cannot get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:
Name | Optimal | Falloff | Tracking | Cap. need | Total damage | ||
---|---|---|---|---|---|---|---|
Null | +40% | +40% | -25% | 0% | 11 | 5 | 6 |
Void | -25% | -50% | -25% | +25% | 15.4 | 7.7 | 7.7 |
T2 Railgun Ammo
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed.
Name | Optimal | Falloff | Tracking | Cap. need | Total damage | ||
---|---|---|---|---|---|---|---|
Spike | +80% | 0% | -75% | 0% | 8 | 4 | 4 |
Javelin | -75% | 0% | 25% | 0% | 14 | 6 | 8 |
Projectile turrets
Projectile turrets are EVE's most low-tech weapons (and the ones which can be most accurately called guns). They work like real-life guns. Projectile turrets don't use up any capacitor when they fire (like missile launchers), but they must be regularly reloaded with fresh ammunition. Unlike the other two kinds of turrets, projectile turrets can do all four different kinds of damage depending on the ammunition they are loaded with.
Most Minmatar ships use projectile turrets as their main weapon. The low slot Gyrostabilizer module increases projectile turrets' damage and rate of fire.
The two kinds of projectile turret are:
- Autocannon, which have short ranges, good tracking, and deal high DPS; and
- Artillery, which have long ranges, very poor tracking, and deal less DPS.
Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless classified as autocannons.
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best alpha strike. Autocannon, and to a lesser extent artillery, have very long 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
- Main article: 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.
Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.
Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.
T2 Autocannon Ammo
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the Vagabond which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.
Name | Optimal | Falloff | Tracking | Total damage | ||||
---|---|---|---|---|---|---|---|---|
Barrage | 0% | +40% | -25% | 11 | 5 | 6 | ||
Hail | -50% | -25% | -30% | 15.4 | 3.30 | 12.10 |
T2 Artillery Ammo
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
Name | Optimal | Tracking | Total damage | ||||
---|---|---|---|---|---|---|---|
Quake | -75% | +25% | 14 | 5 | 9 | ||
Tremor | +80% | -75% | 8 | 3 | 5 |
Energy turrets
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 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.
The two kinds of laser are:
- Pulse lasers, which have short ranges and deal high DPS; and
- Beam lasers, which have long ranges and lower DPS.
Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire.
Frequency crystals
Although they don't require normal ammunition, lasers must still be loaded with crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped instantaneously while the weapon isn't firing, letting pilots alter their guns' range very quickly.
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage.
Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.
The advanced crystals for lasers gradually get damaged over time and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots.
T2 Pulse Laser Crystals
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does more damage than Multifrequency at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but has a huge 50% increased optimal range, however loses 25% tracking. Conflagration is little used but Scorch is very popular, simply because the benefits of Conflagration generally do not outweigh its drawbacks when compared with Imperial Navy Multifrequency, yet Scorch applies good DPS at phenomenal ranges.
Name | Optimal | Tracking | Cap. need | Total damage | ||
---|---|---|---|---|---|---|
Scorch | +40% | -25% | 0% | 11 | 9 | 2 |
Conflagration | -50% | -30% | +25% | 15.4 | 7.7 | 7.7 |
T2 Beam Laser Crystals
The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed.
Name | Optimal | Tracking | Total damage | ||
---|---|---|---|---|---|
Aurora | +80% | -75% | 8 | 5 | 3 |
Gleam | -75% | +25% | 14 | 7 | 7 |
Precursor turrets
See also: Triglavian Collective
Precursor Turrets are a new turret type introduced with the Into The Abyss expansion in May 2018.
Unlike other kinds of turrets, there is only one type of turret for both short and long range, the Entropic Disintegrator. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. The turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of pulse lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. Entropic Disintegrators can only be used on Triglavian ships.
Exotic plasma
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator subsitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator.
There are three types of Tech 1 exotic plasma, offering various range options.
T2 Exotic Plasma
Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a more close range option with more damage compared to Tetryon but with a 25% tracking speed penalty.
Gunnery Skills
Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) EVE has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V.
- Controlled Bursts: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless.
- Gunnery: Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower).
- Motion Prediction: 5% faster gun tracking speed per level.
- Rapid Firing: 4% faster firing per level. This is important because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.)
- Sharpshooter: 5% to optimal range per level. Important for everyone, but especially snipers.
- Surgical Strike: Adds 3% to turret damage/level. This is a rank 4 skill, taking longer to train, so focus on other skills first.
- Trajectory Analysis: Requires Gunnery IV. Improves falloff of your guns, 5%/level. Important for everyone, but especially snipers and Minmatar pilots. (And especially especially Minmatar snipers!).
- Weapon Upgrades: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.
- Advanced Weapon Upgrades: Requires Weapon Upgrades V. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.
Skills which, while not filed under Gunnery on the character sheet, are particularly significant include:
- The other fitting skills besides Weapon Upgrades and Advanced Weapon Upgrades.
- Capacitor skills -- Capacitor Systems Operation (faster cap regeneration) and Management (more cap) -- important for everyone, vital for hybrid users and ultra-ultra-ultra vital (!) for laser users.
- Targeting skills. Signature Analysis lets you lock the enemy faster and is important for any combat pilot. Targeting lets you queue more targets. Long Range Targeting lets you target at longer ranges.
Related modules summary
Besides turrets themselves there are a number of related modules which you can fit to improve their performance.
Remember that stacking penalties mean that it's usually not worth fitting more than three modules which have the same effect.
Each turret type has its own 'damage module'. These passive low slot mosules increase rate of fire and damage per volley.
| |
Tracking Enhancer is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets. | |
Tracking Computer is an active mid slot module. It uses small ammount of capacitor and has to be activated, but can offer a more substantial tracking bonuses as well as small bonuses to optimal and falloff range. It can be loaded with either the Tracking Speed script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the Optimal Range script, which removes the tracking speed bonus but doubles the range bonuses (it doubles both the falloff and optimal bonus despite its name). | |
Remote Tracking Computer is an active mid slot module. It has the same bonuses as the tracking computer. But instead of appying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like Scythe this module can be very strong but quite situational. | |
Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets.
| |
There are multiple turret related medical boosters that will help your weapons apply better.
| |
Practically every turret stat has an implant that improves that aspect. See the table of hardwiring implants for full list of turret implants. |
Names reference
Category | Race | Type | Range | Small | Medium | Large | Extra Large | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Frigates, Destroyers | Cruisers, Battlecruisers | Battleships, Attack BCs | Dreadnoughts, Titans | ||||||||
Projectile | Minmatar | Autocannon | Short | 125mm Gatling | Dual 180mm | Dual 425mm | Quad 800mm | Repeating Cannon | |||
150mm Light | 220mm Vulcan | Dual 650mm | Repeating Cannon | Hexa 2500mm | |||||||
200mm | 425mm | 800mm | |||||||||
Artillery | Long | 250mm Light | 650mm | 1200mm | Quad 3500mm Siege | ||||||
280mm Howitzer | 720mm Howitzer | 1400mm Howitzer | |||||||||
Hybrid | Gallente/Caldari | Blaster | Short | Light | Electron | Heavy | Electron | Electron | Blaster Cannon | Triple Neutron Blaster Cannon | |
Ion | Ion | Ion | Ion Siege | ||||||||
Neutron | Neutron | Neutron | |||||||||
Railgun | Long | 75mm | Dual 150mm | Dual 250mm | Dual 1000mm | ||||||
125mm | 200mm | 350mm | |||||||||
150mm | 250mm | 425mm | |||||||||
Energy | Amarr | Pulse | Short | Gatling | Focused Medium | Dual Heavy | Quad Mega | ||||
Dual Light | Heavy | Mega | Dual Giga | ||||||||
Small Focused | |||||||||||
Beam | Long | Dual Light | Quad Light | Dual Heavy | Dual Giga | ||||||
Small Focused | Focused Medium | Mega | |||||||||
Heavy | Tachyon | ||||||||||
Precursor | Triglavian | Entropic Disintegrator |
All | Light | Heavy | Supratidal | N/A |
Turret Comparison
Turret tracking numbers for medium/large/X-large turrets listed here have not been updated to the new system of tracking comparison, and therefore do not match the in game reference numbers.
Tech 1 Frigate/Destroyer Turret Comparison
All Frigate and Destroyer turrets are categorized as "Small".
+60% Optimal Tech 1 charges do 5 damage per shot...
+0% Optimal Tech 1 charges do 8 damage per shot...
-50% Optimal Tech 1 charges do 12 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking sped |
---|---|---|---|---|---|---|
125mm Gatling AutoCannon I | Projectile | 0 | 800+4,300 m | 3.00 s | 2.0625 x | 417 |
150mm Light AutoCannon I | Projectile | 0 | 900+4,730 m | 3.38 s | 2.475 x | 362 |
200mm AutoCannon I | Projectile | 0 | 1,000+5,160 m | 3.75 s | 2.8875 x | 315 |
250mm Light Artillery Cannon I | Projectile | 0 | 8,050+8,750 m | 8.50 s | 5.082 x | 80 |
280mm Howitzer Artillery I | Projectile | 0 | 10,000+8,750 m | 10.71 s | 7.043 x | 64 |
Light Electron Blaster I | Hybrid | 0.6566 GJ | 1,000+1,500 m | 2.00 s | 1.8375 x | 438 |
Light Ion Blaster I | Hybrid | 1.0927 GJ | 1,250+2,000 m | 3.00 s | 2.953125 x | 403.2 |
Light Neutron Blaster I | Hybrid | 1.4161 GJ | 1,500+2,500 m | 3.50 s | 3.675 x | 379.8 |
75mm Gatling Rail I | Hybrid | 1.1690 GJ | 6,000+3,000 m | 2.60 s | 1.65 x | 136.5 |
125mm Railgun I | Hybrid | 1.5050 GJ | 9,000+5,000 m | 3.25 s | 2.2 x | 89.25 |
150mm Railgun I | Hybrid | 2.3380 GJ | 12,000+6,000 m | 4.25 s | 3.025 x | 73.5 |
Gatling Pulse Laser I | Laser | 1.82 GJ | 4,200+1000 m | 2.10 s | 1.5 x | 308.125 |
Dual Light Pulse Laser I | Laser | 2.67 GJ | 4,725+2,000 m | 2.70 s | 2 x | 273.75 |
Small Focused Pulse Laser I | Laser | 4.44 GJ | 5,250+2,500 m | 3.50 s | 3 x | 246.25 |
Dual Light Beam Laser I | Laser | 4.8625 GJ | 9,625+2,000 m | 4.00 s | 3 x | 117 |
Small Focused Beam Laser I | Laser | 9.025 GJ | 11,000+2,500 m | 5.00 s | 4.5 x | 90 |
Light Entropic Disintegrator I | Entropic | 4.5 GJ | 6,000 m | 3.5 s | 1 x | 410 |
Tech 1 Cruiser/Battlecruiser Turret Comparison
All Cruiser and Battlecruiser turrets are categorized as "Medium".
+60% Optimal Tech 1 charges do 10 damage per shot...
+0% Optimal Tech 1 charges do 16 damage per shot...
-50% Optimal Tech 1 charges do 24 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
Dual 180mm AutoCannon I | Projectile | 0 | 1,600+8,600 m | 4.5 s | 2.0625 x | 0.139656 rad/sec |
220mm Vulcan AutoCannon I | Projectile | 0 | 1,800+9,460 m | 4.72 s | 2.31 x | 0.12144 rad/sec |
425mm AutoCannon I | Projectile | 0 | 2,000+10,320 m | 5.62 s | 2.8875 x | 0.1056 rad/sec |
650mm Artillery Cannon I | Projectile | 0 | 16,100+17,500 m | 11.47 s | 4.62 x | 0.0261 rad/sec |
720mm Howitzer Artillery I | Projectile | 0 | 20,000+17,500 m | 18 s | 7.97 x | 0.0209 rad/sec |
Heavy Electron Blaster I | Hybrid | 1.9600 GJ | 2,000+3,000 m | 3.00 s | 1.8375 x | 0.144 rad/sec |
Heavy Ion Blaster I | Hybrid | 3.2683 GJ | 2,500+4,000 m | 4.50 s | 2.953125 x | 0.132 rad/sec |
Heavy Neutron Blaster I | Hybrid | 4.2483 GJ | 3,000+5,000 m | 5.25 s | 3.675 x | 0.12 rad/sec |
Dual 150mm Railgun I | Hybrid | 3.5 GJ | 12,000+6,000 m | 3.56 s | 1.9 x | 0.0375 rad/sec |
200mm Railgun I | Hybrid | 4.515 GJ | 18,000+10,000 m | 4.46 s | 2.53 x | 0.025 rad/sec |
250mm Railgun I | Hybrid | 7 GJ | 24,000+12,000 m | 5.83 s | 3.48 x | 0.0205 rad/sec |
Focused Medium Pulse Laser I | Laser | 8 GJ | 9,450+4,000 m | 4.05 s | 2 x | 0.09 rad/sec |
Heavy Pulse Laser I | Laser | 13.33 GJ | 10,500+5,000 m | 5.25 s | 3 x | 0.08125 rad/sec |
Quad Light Beam Laser I | Laser | 5.45 GJ | 8,000+1,000 m | 3.15 s | 1.88 x | 0.0729 rad/sec |
Focused Medium Beam Laser I | Laser | 11.67 GJ | 17,500+6,000 m | 4.80 s | 2.5 x | 0.0378 rad/sec |
Heavy Beam Laser I | Laser | 21.67 GJ | 20,000+8,000 m | 6.00 s | 3.75 x | 0.0297 rad/sec |
Heavy Entropic Disintegrator I | Entropic | 20.4 GJ | 15,500 m | 5.5 s | 1 x |
Tech 1 Battleship Turret Comparison
All Battleship turrets are categorized as "Large".
+60% Optimal Tech 1 charges do 20 damage per shot...
+0% Optimal Tech 1 charges do 32 damage per shot...
-50% Optimal Tech 1 charges do 48 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
Dual 425mm AutoCannon I | Projectile | 0 | 3,200+17,200 m | 6.75 s | 2.0625 x | 0.057132 rad/sec |
Dual 650mm Repeating Cannon I | Projectile | 0 | 3,600+18,920 m | 7.5 s | 2.444203042 x | 0.04968 rad/sec |
800mm Repeating Cannon I | Projectile | 0 | 4,000+20,640 m | 7.88 s | 2.695 x | 0.0432 rad/sec |
1200mm Artillery Cannon I | Projectile | 0 | 32,200+35,000 m | 21.04 s | 5.082 x | 0.01125 rad/sec |
1400mm Howitzer Artillery I | Projectile | 0 | 40,000+35,000 m | 40.16 s | 10.672 x | 0.009 rad/sec |
Electron Blaster Cannon I | Hybrid | 5.88 GJ | 4,000+6,000 m | 4.5 s | 1.8375 x | 0.06 rad/sec |
Ion Blaster Cannon I | Hybrid | 9.8 GJ | 5,000+8,000 m | 6.75 s | 2.953125 x | 0.0552 rad/sec |
Neutron Blaster Cannon I | Hybrid | 12.74 GJ | 6,000+10,000 m | 7.88 s | 3.675 x | 0.05196 rad/sec |
Dual 250mm Railgun I | Hybrid | 10.5 GJ | 24,000+12,000 m | 5.85 s | 1.65 x | 0.018375 rad/sec |
350mm Railgun I | Hybrid | 15.4 GJ | 36,000+20,000 m | 7.31 s | 2.2 x | 0.0122535 rad/sec |
425mm Railgun I | Hybrid | 21 GJ | 48,000+24,000 m | 9.56 s | 3.025 x | 0.01010625 rad/sec |
Dual Heavy Pulse Laser I | Laser | 22.5 GJ | 18,900+8,000 m | 6.08 s | 2 x | 0.0375 rad/sec |
Mega Pulse Laser I | Laser | 36 GJ | 21,000+10,000 m | 7.88 s | 3 x | 0.03375 rad/sec |
Dual Heavy Beam Laser I | Laser | 28 GJ | 35,000+12,000 m | 7.20 s | 2 x | 0.0175 rad/sec |
Mega Beam Laser I | Laser | 52 GJ | 40,000+16,000 m | 9.00 s | 3 x | 0.0153125 rad/sec |
Tachyon Beam Laser I | Laser | 76 GJ | 44,000+20,000 m | 12.50 s | 4.5 x | 0.0139205 rad/sec |
Supratidal Entropic Disintegrator I | Entropic | 57.6 GJ | 26,000 m | 8 s | 1 x |
Tech 1 Dreadnought/Titan Turret Comparison
All Dreadnought and Titan turrets are categorized as "Extra Large".
+60% Optimal Tech 1 charges do 40 damage per shot...
+0% Optimal Tech 1 charges do 64 damage per shot...
-50% Optimal Tech 1 charges do 96 damage per shot...
...multiplied by the damage modifier of the turret.
Name | Type | Activation | Range | Rate of fire | Damage mod | Tracking speed |
---|---|---|---|---|---|---|
6x2500mm Repeating Cannon I | Projectile | 0 GJ | 25,000+28,800 m | 9.45 s | 5.8 x | 0.0041515 rad/sec |
Quad 3500mm Siege Artillery I | Projectile | 0 GJ | 72,000+70,000 m | 35.44 s | 12.75 x | 0.00171 rad/sec |
Ion Siege Blaster Cannon I | Hybrid | 168 GJ | 20,000+25,000 m | 10.63 s | 7.92 x | 0.00437 rad/sec |
Dual 1000mm Railgun I | Hybrid | 190.4 GJ | 96,000+24,000 m | 14.35 s | 5.8 x | 0.00182875 rad/sec |
Dual Giga Pulse Laser I | Laser | 320 GJ | 42,000+20,000 m | 11.81 s | 8 x | 0.00384864 rad/sec |
Dual Giga Beam Laser I | Laser | 520 GJ | 80,000+32,000 m | 13.50 s | 5.5 x | 0.002182031 rad/sec |
See also
- Turret mechanics for details on how turrets hit and apply their damage.
- Missile Launchers and Drones for EVE's other main weapon systems.
- NPC Damage Types for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).