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 counter measures.
- 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, two kinds of damage
- Hybrid: charged particles, two kinds of damage
- Projectile: projectiles, any damage type
- Electionic warfare (e-war) weapons operate by reducing the fighting capacity of the target. These weapons do not always use ammunition.
- Electronic countermeasures are defensive weapons that act to reduce the fighting capacity of the attacking ship. These weapons do not always use ammunition.
E-war and electronic countermeasures use a wide variety of modular fittings and have multiple, unique characteristics.
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
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.
Skills
Skill training can improve the effectiveness of weapons modules: such as, range, firing speed and targeting speed. Similarly, training can improve the damage done by various types of weapons and kinds of ammunition.
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:
- Target Management : +1 extra target per skill level.
- Spaceship Command : 2% improved ship agility for all ships per skill level.
New players are directed to the Basic Skills page which lists all of the skills relevant to beginning the game. Also The Magic 14, a page that lists fourteen fundamental skills which "apply to every ship that a player can pilot in eve."