Turrets
Most pilots use at least one of Eve's three kinds of turret. This page explains the varieties of turret and ammunition available in Eve. If you want to delve into the mathematics of gunnery in Eve, see this wiki's page on Turret Damage, and if you want to learn how gunnery works without having to study the mathematical detail, see the Gunnery Guide.
Overview
There are three kinds of turret in Eve:
- hybrid turrets
- projectile turrets
- energy turrets (lasers)
Each type can be further broken down into a set of long-ranged turrets which deal high damage-per-shot ('volley', 'alpha') but low damage-per-second (DPS), and a set of short-ranged turrets with lower alpha but high DPS. 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 three kinds of turret comes in four sizes:
- small (mounted on frigates and destroyers)
- medium (mounted on cruisers and battlecruisers)
- large (mounted on battleships)
- extra-large (mounted on capital and supercapital ships)
Ammunition
Each of the three 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 DPS. Generally speaking it is useful in PvP but rarely cost-effective in PvE. University pilots are allowed to use faction ammo during wartime, unlike other faction equipment, and if they are flying as damage-dealers and can afford it, they are encouraged to load it.
Tech 2 turrets can use Tech 2 ammo. Each type of turret has 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 their hybridity.
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 rail'thron or a blaster Rokh will tell you.
The lowslot 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.
This table lists the standard Tech 1 kinds of hybrid ammo, from shortest-ranged to longest. You can also see the different ammunition types' effects on your turrets' cap requirements. (The range modifiers in these tables apply to optimal range.)
Name | Range Mod. | Cap. Need Mod. |
---|---|---|
Antimatter | -50% | 0% |
Plutonium | -37.5% | -5% |
Uranium | -25% | -8% |
Thorium | -12.5% | -40% |
Lead | 0% | -50% |
Iridium | 20% | -24% |
Tungsten | 40% | -27% |
Iron | 60% | -30% |
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't 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 |
---|---|---|---|---|
Null | +40% | +40% | -25% | 0% |
Void | -25% | -50% | -25% | +25% |
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 |
---|---|---|---|---|
Spike | +80% | 0% | -75% | 0% |
Javelin | -75% | 0% | 25% | 0% |
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 gun, projectile turrets can do all four different kinds of damage depending on the ammunition they're loaded with.
The two kinds of projectile turret are:
- Autocannon, which have short ranges and deal high DPS; and
- Artillery, which have long ranges and deal less DPS.
Note that one of the kinds of large (battleship-sized) autocannon is called 'repeating artillery'. These are nevertheless autocannon.
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 it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.
Most Minmatar ships use projectile turrets as their main weapon. The lowslot Gyrostabilizer module increases projectile turrets' damage and rate of fire.
Projectile Ammo
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.
This is summarised in the following table. Numbers are given for the "Small" ammunition; Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. Also, this is before the "DAMAGE MODIFIER" attribute of the firing turret, any skills, any bonuses, or target resistances are applied.
Projectile Type | EM | Thermal | Kinetic | Explosive | Range Mod. | Tracking Mod. |
---|---|---|---|---|---|---|
EMP | 9 | 2 | 1 | -50% | ||
Phased Plasma | 10 | 2 | -50% | |||
Fusion | 2 | 10 | -50% | |||
Titanium Sabot | 6 | 2 | +20% | |||
Depleted Uranium | 3 | 2 | 3 | +20% | ||
Proton | 3 | 2 | +60% | +5% | ||
Nuclear | 1 | 4 | +60% | +5% | ||
Carbonized Lead | 4 | 1 | +60% | +5% |
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.
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 50% falloff increase, and is popular with ships like the Vagabond which like to skirmish in falloff range. Hail has large penalties to optimal and falloff ranges, and to tracking, and it also slows the rate at which your capacitor recharges, 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.
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannon, with high damage but much-reduced range and penalties to tracking, ship speed and capacitor recharge rates. Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.
This wiki has a more detailed guide to the different kinds of projectile ammo and their uses.
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, even 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 lowslot Heat Sink module increases lasers' damage and rate of fire.
Laser Crystals
Although they don't require ammunition, lasers must still be loaded with focusing 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 rapidly, 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 damage in the tables is for small crystals. 2x for medium, 4x for large and 8x for XL crystals.
T1 (Imperial Navy) Crystals
Name | Range Mod. | Cap. Need Mod. | EM damage (IN) | Therm. damage (IN) |
---|---|---|---|---|
Multifrequency | -50% | 0% | 7 (8.05) | 5 (5.75) |
Gamma | -37.5% | -15% | 7 (8.05) | 4 (4.6) |
X-Ray | -25% | -25% | 6 (6.9) | 4 (4.6) |
Ultraviolet | -12.5% | -12.5% | 6 (6.9) | 3 (3.45) |
Standard | 0% | -45% | 5 (5.75) | 3 (3.45) |
Infrared | 20% | -35% | 5 (5.75) | 2 (2.3) |
Microwave | 40% | -25% | 4 (4.6) | 2 (2.3) |
Radio | 60% | -15% | 5 (5.75) | 0 (0) |
IN stands for Imperial Navy as it is the most common faction crystal compared to the rare pirate faction crystals (that can do even more damage but are very very rare in a way that there is not a single dark blood MF L on sell orders in jita)
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 at the cost of half the range, a 30% tracking speed penalty and 25% more capacitor requirement. Scorch has a 50% range bonus but a tracking penalty. Conflagration is little used but Scorch is very popular. Most people use Faction MF instead of Conflagration because of the higher dps and higher tracking.
Name | Range Mod. | Tracking mod. | Cap. Need mod. | EM damage | Therm. damage |
---|---|---|---|---|---|
Scorch | 50% | -25% | 25% | 9 | 2 |
Conflagration | -50% | -30% | 0% | 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 | Range Mod. | Tracking mod. | EM damage | Therm damage |
---|---|---|---|---|
Aurora | +80% | -75% | 5 | 3 |
Gleam | -75% | +25% | 7 | 7 |
Related Modules Summary
Besides turrets themselves there are a number of related modules which you can fit to improve their performance. In this list the links for items are to the basic Tech 1 Meta 0 version -- as always, you can expect significantly better performance from Tech 2 or high-meta versions.
Remember that stacking penalties mean that it's usually not worth fitting more than three modules which have the same effect.
- Each turret has an associated lowslot module which boosts its damage and rate of fire. These 'damage mods' have already been mentioned individually, and they are
- Magnetic Field Stabilizers ("magstabs") for hybrids
- Gyrostabilizers ("gyros") for projectile turrets
- and Heat Sinks for lasers.
- Another important lowslot item is the Tracking Enhancer ("TE"), which increases your tracking speed, optimal range and falloff.
- Unlike TEs, the Tracking Computer is a midslot item. It uses capacitor and has to be activated, but can offer a more substantial tracking speed bonus 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 the falloff bonus despite its name).
- There is also the remote Tracking Link, a module which you can use to boost another ship's tracking speed and range (it can be scripted like the Tracking Computer). Although a few ships (like the Scythe) get bonuses for these, they're rarely used.
- Sensor Boosters ("sebo") and Remote Sensor Boosters ("RSB") are active midslot modules which increase targeting range and scan resolution (speeding up locking time). Like Tracking Computers they can be scripted for more targeting range or faster locking.
Names Reference
Category | Race | Type | Range | Small | Medium | Large | Extra Large |
---|---|---|---|---|---|---|---|
Frigates, Destroyers | Cruisers, Battlecruisers | Battleships | Dreadnoughts, Titans | ||||
Projectile | Minmatar | Autocannon | Short | 125-200mm | Dual180-425mm | Dual425-800mm | 2500mm |
Artillery | Long | 250-280mm | 650-720mm | 1200-1400mm | 3500mm | ||
Hybrid | Gallente/Caldari | Railgun | Long | 75-150mm | Dual150-250mm | Dual250-425mm | Dual1000mm |
Blaster | Short | Light | Heavy, Cannon | Mega, Blaster Cannon | Siege Blaster Cannon | ||
subtypes: | Electron, Ion, Neutron | Electron, Ion, Neutron | Electron, Ion, Neutron | ||||
Energy | Amarr | Beam | Long | Light, Medium | Quad, Medium, Heavy | Dual Heavy, Mega, Tachyon | Dual Giga |
Pulse | Short | Gatling, Dual Light, Medium | Focused, Heavy Modal | Dual Heavy, Mega | Dual Giga |
Turret Comparison
Tech 1 Projectile Turret Comparison
Name | Size | Range | Rate of fire | Damage mod | Tracking sped | Signature res. |
---|---|---|---|---|---|---|
125mm Gatling AutoCannon I | Small | 800+4,000 m | 3 s | 2.0625 x | 0.417 rad/sec | 40 m |
150mm Light AutoCannon I | Small | 900+4,400 m | 3.38 s | 2.475 x | 0.362 rad/sec | 40 m |
200mm AutoCannon I | Small | 1,000+4,800 m | 3.75 s | 2.8875 x | 0.315 rad/sec | 40 m |
250mm Light Artillery Cannon I | Small | 8,050+8,750 m | 8.5 s | 4.62 x | 0.0825 rad/sec | 40 m |
280mm Howitzer Artillery I | Small | 10,000+8,750 m | 10.71 s | 6.403 x | 0.066 rad/sec | 40 m |
Dual 180mm AutoCannon I | Medium | 1,600+8,000 m | 4.5 s | 2.0625 x | 0.139656 rad/sec | 125 m |
220mm Vulcan AutoCannon I | Medium | 1,800+8,800 m | 4.73 s | 2.31 x | 0.12144 rad/sec | 125 m |
425mm AutoCannon I | Medium | 2,000+9,600 m | 5.63 s | 2.8875 x | 0.1056 rad/sec | 125 m |
650mm Artillery Cannon I | Medium | 16,100+17,500 m | 12.75 s | 4.62 x | 0.0275 rad/sec | 125 m |
720mm Howitzer Artillery I | Medium | 20,000+17,500 m | 20 s | 7.97276025 x |
0.022 rad/sec | 125 m |
Dual 425mm AutoCannon I | Large | 3,200+16,000 m | 6.75 s | 2.0625 x | 0.057132 rad/sec | 400 m |
Dual 650mm Repeating Artillery I | Large | 3,600+17,600 m | 7.5 s | 2.444203042 x |
0.04968 rad/sec | 400 m |
800mm Repeating Artillery I | Large | 4,000+19,200 m | 7.88 s | 2.695 x | 0.0432 rad/sec | 400 m |
1200mm Artillery Cannon I | Large | 32,200+35,000 m | 21.04 s | 5.082 x | 0.01125 rad/sec | 400 m |
1400mm Howitzer Artillery I | Large | 40,000+35,000 m | 40.16 s | 10.672 x | 0.009 rad/sec | 400 m |
Tech 1 Hybrid Turret Comparison
Name | Size | Activation | Range | Rate of fire | Damage mod | Tracking speed | Signature res. |
---|---|---|---|---|---|---|---|
Light Electron Blaster I | Small | 0.938 GJ | 1,000+1,500 m | 2 s | 1.75x | 0.365 rad/sec | 40 m |
Light Ion Blaster I | Small | 1.561 GJ | 1,250+2,000 m | 3 s | 2.8125 x | 0.336 rad/sec | 40 m |
Light Neutron Blaster I | Small | 2.023 GJ | 1,500+2,500 m | 4 s | 3.5 x | 0.3165 rad/sec | 40 m |
75mm Gatling Rail I | Small | 1.67 GJ | 6,000+3,000 m | 3 s | 1.5 x | 0.13 rad/sec | 40 m |
125mm Railgun I | Small | 2.15 GJ | 9,000+5,000 m | 3 s | 2 x | 0.085 rad/sec | 40 m |
150mm Railgun I | Small | 3.34 GJ | 12,000+6,000 m | 4 s | 2.75 x | 0.07 rad/sec | 40 m |
Heavy Electron Blaster I | Medium | 2.8 GJ | 2,000+3,000 m | 3 s | 1.75 x | 0.12 rad/sec | 125 m |
Heavy Ion Blaster I | Medium | 4.669 GJ | 2,500+4,000 m | 5 s | 2.8125 x | 0.11 rad/sec | 125 m |
Heavy Neutron Blaster I | Medium | 6.069 GJ | 3,000+5,000 m | 5 s | 3.5 x | 0.1 rad/sec | 125 m |
Dual 150mm Railgun I | Medium | 5 GJ | 12,000+6,000 m | 4 s | 1.5 x | 0.042 rad/sec | 125 m |
200mm Railgun I | Medium | 6.45 GJ | 18,000+10,000 m | 5 s | 2 x | 0.028 rad/sec | 125 m |
250mm Railgun I | Medium | 10 GJ | 24,000+12,000 m | 6 s | 2.75 x | 0.023 rad/sec | 125 m |
Electron Blaster Cannon I | Large | 8.4 GJ | 4,000+6,000 m | 5 s | 1.75 x | 0.05 rad/sec | 400 m |
Ion Blaster Cannon I | Large | 14 GJ | 5,000+8,000 m | 7 s | 2.8125 x | 0.046 rad/sec | 400 m |
Neutron Blaster Cannon I | Large | 18.2 GJ | 6,000+10,000 m | 8 s | 3.5 x | 0.0433 rad/sec | 400 m |
Dual 250mm Railgun I | Large | 15 GJ | 24,000+12,000 m | 6 s | 1.5 x | 0.0175 rad/sec | 400 m |
350mm Railgun I | Large | 22 GJ | 36,000+20,000 m | 7 s | 2 x | 0.01167 rad/sec | 400 m |
425mm Railgun I | Large | 30 GJ | 48,000+24,000 m | 10 s | 2.75 x | 0.009625 rad/sec | 400 m |
Tech I Energy Turret Comparison
Name | Size | Activation | Range | Rate of fire | Damage mod | Tracking speed | Signature res. |
---|---|---|---|---|---|---|---|
Gatling Pulse Laser | Small | 1.82 GJ | 4,000+500 m | 2.10 s | 1.5x | 0.308125 rad/sec | 40 m |
Dual Light Pulse Laser | Small | 2.67 GJ | 4,500+1,500 m | 2.70 s | 2x | 0.27375 rad/sec | 40 m |
Medium Pulse Laser | Small | 4.44 GJ | 5,000+2,000 m | 3.50 s | 3x | 0.24625 rad/sec | 40 m |
Dual Light Beam Laser | Small | 3.89 GJ | 8,750+3,000 m | 3.20 s | 2x | 0.13 rad/sec | 40 m |
Medium Beam Laser | Small | 7.22 GJ | 10,000+4,000 m | 4.00 s | 3x | 0.1 rad/sec | 40 m |
Focused Medium Pulse Laser | Medium | 8 GJ | 9,000+3,000 m | 4.05 s | 2x | 0.09 rad/sec | 125 m |
Heavy Pulse Laser | Medium | 13.33 GJ | 10,000+4,000 m | 5.25 s | 3x | 0.08125 rad/sec | 125 m |
Quad Light Beam Laser | Medium | 5.45 GJ | 8,000+1,000 m | 3.15 s | 1.5x | 0.081 rad/sec | 125 m |
Focused Medium Beam Laser | Medium | 11.67 GJ | 17,000+6,000 m | 4.80 s | 2x | 0.042 rad/sec | 125 m |
Heavy Beam Laser | Medium | 21.67 GJ | 20,000+8,000 m | 6.00 s | 3x | 0.033 rad/sec | 125 m |
Dual Heavy Pulse Laser | Large | 25 GJ | 18,000+6,000 m | 6.08 s | 2x | 0.0375 rad/sec | 400 m |
Mega Pulse Laser | Large | 40 GJ | 20,000+8,000 m | 7.88 s | 3x | 0.03375 rad/sec | 400 m |
Dual Heavy Beam Laser | Large | 35 GJ | 35,000+12,000 m | 7.20 s | 2x | 0.0175 rad/sec | 400 m |
Mega Beam Laser | Large | 65 GJ | 40,000+16,000 m | 9.00 s | 3x | 0.0153125 rad/sec | 400 m |
Tachyon Beam Laser | Large | 95 GJ | 44,000+20,000 m | 12.50 s | 4.5x | 0.0139205 rad/sec | 400 m |
Dual Giga Pulse Laser | Extra large | 320 GJ | 32,000+5,000 m | 11.81 s | 8x | 0.0040512 rad/sec | 1000 m |
Dual Giga Beam Laser | Extra large | 520 GJ | 72,000+22,000 m | 13.50 s | 5.5x | 0.002296875 rad/sec | 1000 m |
See Also
- Turret Damage for the mathematics of gunnery. You can also try the information on CCP's own wiki.
- This wiki's Gunnery Guide for less mathematical discussion of gunnery.
- 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).