Weapons

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Weapons are modular systems that project effects to targeted entities. Most weapons are offensive and do damage to their targets. A few weapons act to weaken their targets, and a few are defensive in nature. This page gives a broad overview of EVE weapons systems. For detailed information follow the links to specific weapons topics. (Weapons intended for capital ships are not included here.)

Generic Weapon Types

Weapons usually consist of a ship module that serves as a weapons platform and ammunition that is expended as the platform fires.

There are four generic weapons module types in EVE: launchers, turrets, e-war and drones.

  • Launchers fire self-propelled ammunition that hones in on its target and causes damage when it arrives. Launchers further break down into
    • Rockets: short range, any damage type
    • Missiles: long range, any damage type
    • Torpedos: slow short range but very damaging
  • Turrets are revolving modules that fire their ammunition in a straight line out from the ship. Turrets further break down into
    • Energy: laser beams
      • Pulse lasers: short range, two kinds of damage
      • Beam lasers: long range, two kinds of damage
    • Hybrid: charged particles, two kinds of damage
      • Blasters: short range, two kinds of damage
      • Railguns: long range, two kinds of damage
    • Projectile: projectiles, any damage type
      • Autocannon: short range, any damage type
      • Artillary: long range, any damage type
  • Electionic warfare (e-war) weapons operate by reducing the fighting capacity of the target. They use a wide variety of modular fittings and have multiple, unique characteristics.
  • Drones are semi-independent units that fly out to attack target ships. They are under the control of the pilot, and they do not use ammunition.

Launchers and Turrets

The most widely used weapons in EVE fire ammunition at a target. Each kind of weapons module typically comes in small, medium, and large - though the naming conventions may use other descriptive terms. You can usually expect smaller weapons modules to load faster and fire more quickly than large ones. Smaller modules tend to do less damage per hit with a rapid hit rate, while larger weapons tend to do more damage per hit with more time between hits.

Damage

Damage is determined by the kind of ammunition used. There are four generic kinds of damage: thermal, explosive, electromagnetic pulse (emp) and kinetic. To some extent these are related to the physical aspects of real world damage, but for the most part in game they can simply be considered as categories.

Ships use shields, armor and hull to ward off damage in the four categories. Matching the ammunition used to the defenses of enemy ships is an important aspect of EVE combat. Similarly, matching the weapons system range, speed, and power to the target's speed and location is essential.

Ammunition

Ammunition plays a large role in weapons effectiveness. The kind of ammunition used can increase or decrease the weapon's range, damage, firing speed and reloading speed, among others. Ammunition is designed for and fits to a single type of weapon module.

Note that modules do not determine the type of damage done: whether thermal, explosive, electronic or kinetic. This is determined solely by the ammunition. Some kinds of ammunition deal damage in only one category; others do damage in multiple categories. The characteristics of the ammunition is generally balanced to make similar ships do comparable damage.

Turret and Launcher Comparison

There is no "best" weapons system. Each has its own advantages and disadvantages, and in the long run you will probably seek out ships that give preference to the weapons for which you have trained skills. The most important thing, therefore, is to have a good skills plan to carry you forward into the game.

This table is meant to provide only a rough comparison. For detailed specifications, go to the pages for the individual weapons.

Weapon Type Range Firing
Speed
Reloading Accuracy Damage/hit Capacitor
Use
Ammo
Type
Links
Launcher all damage types Missile Launchers
Missile Damage
Rocket short fast fast high low none missile
Missile long medium medium medium medium none missile
Torpedo short slow slow low large none missile
Turret Turrets
Turret mechanics
Hybrid kinetic and thermal Hybrid Turrets
Blaster short fast fast high low medium hybrid
Railgun long medium medium medium medium medium hybrid
Energy emp and thermal Energy Turrets
Pulse short fast none high low high crystal
Beam long medium none medium medium high crystal
Projectile all damage types Projectile Turrets
Autocannon short fast fast high low none projectile
Artillary long medium medium medium medium none projectile

Note: energy weapons do not reload. Instead their ammo wears out over time.

Electronic Warfare

There are four kinds of racial E-War:

  • Weapons disruption
  • Sensor Dampening
  • Target Painting
  • Electronic Countermeasures

Each of the four player races has ships that specialize in one of these. In addition most e-war modules have a corresponding drone that does the same thing remotely.

In addition, tackling and capacitor warfare may be considered as using e-war weapons.

Technically, e-war does not do damage but generally acts to disable or otherwise reduce the effectiveness of enemy ships. E-war does require modules, however, and since these take up space that might otherwise have contributed to the ship's offense or defense, e-war is most often used in the context of fleets. Note that most e-war will not work against NPC ships.

New players will likely put a premium on developing their offensive weapons skills. A small investment in the development of one or two low level e-war skills, however, can pay off in making the player especially useful in fleet actions.

Weapons disruption

"Disruption" means reducing or closing down. Tracking Disruptors reduce the range and tracking of turrets, while Guidance Disruptors reduces the accuracy and explosion of missiles.

Sensor Dampening

Sensor dampening reduces the targeting range and scan resolution of an opponent's ship. The ship is not damaged, but it becomes less effective.

Target Painting

Target painting makes it easier for tracking turrets and missiles to hit the target ship and is especially effective against small, fast targets. Target painting improves everyone's chance of hitting the target and so is especially useful in fleet actions.

Electronic Countermeasures

ECM "jammers" are used to disrupt the targeting apparatus of the target ship. Although ECM are a form of electronic warfare, they are often though of as separate, probably because they have a distinctly defensive aspect.

The basics of ecm jamming are fairly simple, although the mechanics of how it works are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack you, but it is easy to see why jamming is useful in many fleet actions.

Capacitor Warfare

Modules such as Energy Neutralizers and Nosferatu reduce the capacitor output on the target ship. Since many ships depend on capacitor for weapons or defense, this increases the target's vulnerability.

  • Energy Neutralizers: use the player's ship capacitor to drain large amounts from the target ship
  • Nosferatu: drains small amounts from the target ship but transfers the power to the player's ship.

Tackling

Webifier modules are used to slow down a target ship. Scramblers prevent a ship from warping out. Used together, these can trap an enemy ship until it can be destroyed. Tackling modules are among the most widely used weapons in EVE.

Drones

Combat drones are semi-independent mini-ships that fly out to damage and destroy enemy targets. Ships have space for a limited number of drones (some have none.) Some ships, known as drone carriers, have room for a large variety of drones and use them as their primary weapons.

Drones are a large, somewhat complex, category of weapons. They require an investment in skill training, but since most larger ships carry at least a drone or two, improving their effectiveness can pay off over time.

Combat Drones

There are three sizes of basic combat drones:

  • Light: effective on frigate and cruiser-sized ships.
  • Medium: effective on cruisers and battlecruisers.
  • Large: effective on battleships.

Each does one particular kinds of damage: thermal, kinetic, emp and explosive. As drones get larger, they get slower and have a harder time with targets that are faster then they are.

Combat drones are launched when needed, will orbit the player's ship if not busy, and can be ordered back into the drone bay. Drones can be damaged, and if not destroyed can be repaired along with the ship.

Sentry Drones

These behave like stationary long-range turrets. They come in each of the four damage types and with varying optimal distances. After sentry drones are launched, they remain in more or less the same place as the combat unfolds. The player ship must pick them up when it is ready to leave.

Sentry drones can deal large damage at long distances, but the fact that they don't move can be a problem. In addition they take up considerable room in a ship's drone bay, and only a few larger ships can use them effectively.

E-war Drones

Each of the racial e-war types (see above) has a corresponding drone with its own skill training. Drones for tackling and capacitor warfare are also available. E-war drones can be useful, but they generally don't substitute for ship mounted e-war modules.

Skills

Skill training can improve the effectiveness of weapons modules: such as, range, firing speed and targeting speed. Training can improve the damage done by various types of weapons and kinds of ammunition. And training in "non-weapons" areas, such as navigation or spaceship command, can directly impact the effectiveness of a ship's weapons.

For example:

  • Rockets : 5% bonus to rocket damage per skill level.
  • Small Hybrid Turret : 5% Bonus to small hybrid turret damage per level.
  • Sharpshooter : 5% bonus to weapon turret optimal range per skill level.

There are other skills that affect weapons damage but apply to the ship instead of the weapons systems. For example:

Because many ships have bonuses for particular kinds of weapons, the weapon skills you develop will have an impact on the kinds of ships you want to fly. It is worth the small amount of time it takes to develop a skill plan. New players are directed to the Basic Skills page which lists all of the skills relevant to beginning the game - and also to The Magic 14, a page that lists fourteen fundamental skills which "apply to every ship that a player can pilot in eve."