Difference between revisions of "User:Qwer Stoneghost"

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*{{sk|Rockets}} : 5% bonus to rocket damage per skill level.
 
*{{sk|Rockets}} : 5% bonus to rocket damage per skill level.
 
*{{sk|Small Hybrid Turret}} : 5% Bonus to small hybrid turret damage per level.
 
*{{sk|Small Hybrid Turret}} : 5% Bonus to small hybrid turret damage per level.
*{{sk| Sharpshooter}} : 5% bonus to weapon turret optimal range per skill level.
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*{{sk|Sharpshooter}} : 5% bonus to weapon turret optimal range per skill level.
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There are other skills that affect weapons damage but apply to the ship instead of the weapons systems. For example:
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*{{sk|Target Management}} : +1 extra target per skill level.
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*{{sk|Spaceship Command}} : 2% improved ship agility for all ships per skill level.
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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
  
 
=== Turret and Launcher Comparison ===
 
=== Turret and Launcher Comparison ===

Revision as of 17:50, 17 November 2020

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---========================= Weapons

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.

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.
  • Turrets are revolving modules that fire their ammunition in a straight line out from the ship.
  • 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.

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, electronic 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.

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:

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

Turret and Launcher Comparison

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 Links
Launcher Missile Launchers - Missile Damage
Rocket short fast fast high low Example
Missile long medium medium medium medium Example
Torpedo medium slow slow medium large Example
Turret Turrets
Hybrid Example Example Example Example Example Example
Laser Example Example Example Example Example Example
Projectile Example Example Example Example Example Example
Example Example Example Example Example Example Example

Electronic Warfare

Electronic Countermeasures