Difference between revisions of "Weapons"

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And if you want a bit more...............
 
And if you want a bit more...............
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Missiles chase; turrets turn.
 
Missiles chase; turrets turn.
  

Revision as of 03:46, 20 November 2020

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 homes in on its target and causes damage when it arrives. Launchers can deliver any damage type and further break down into
    • Rockets: short range
    • Missiles: long range
    • 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
      • Pulse lasers: short range
      • Beam lasers: long range
    • Hybrid: charged particles - two kinds of damage
      • Blasters: short range
      • Railguns: long range
    • Projectile: projectiles - any damage type
      • Autocannon: short range
      • Artillary: long range
  • 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.

In practice a small, fast ship can kill a large, slow one. The large ship uses large weapons that are very powerful, but are slow to find their targets. The small ship does not have powerful weapons, but by moving quickly enough to avoid the larger ship's targeting, it can deliver a large number of small hits without being hit itself. This kind of encounter has as much to do with the relative skills of the pilots as with the weapons characteristics of the ships, and the moral is that the skills of an experienced pilot are usually more important than hulls and modules.

Damage

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

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 so as to make similar ships do comparable damage.

There is a relationship between weapons modules and ammunition. Energy weapons, for example, use crystals that can only do EMP and thermal damage. So, it is fair to say that "energy weapons do two kinds of damage." The chart below shows the ammunition type and damage characteristics of each kind of weapon.

Really Quick Comparison

Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. The math in Turret Mechanics and Missile Mechanics does show it. You can find it there if you want it - some do; some don't.


The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.


So, imagine you are in a missile boat and have locked onto a ship carrying lasers. You both fire at the same time. The laser hits you immediately. Meanwhile, your missile is crawling through space. The question is: do you have enough time to fire enough missiles for the kill, or will the laser burn you first?


More:

  • If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
  • Missiles home in on their targets.
-Each hit always does some damage - they almost always hit.
-They take a long time to get there.
-They fire and reload slowly.
  • Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They turn to point the line at their target.
-Individual loads miss a lot - but there are a lot of loads.
-They reach their targets quickly.
-They fire and reload fast.
Projectiles: use no capacitor, all damage types, cheapest ammo.
Hybrids: use some capacitor, two damage types.
Energy: use a lot of capacitor, two damage types, no reloading.


And if you want a bit more...............

Chance to hit (at 100% tracking)

Missiles chase; turrets turn.

Missiles depend on range. Beyond maximum range, they do no damage.

Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.

Tracking is how fast the turret turns. Faster is better. Why? Because the target is NOT standing still.

Turret and Launcher Comparison Chart

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
Type
Damage/hit Capacitor
Use
Travel
Time
Links
Launcher any one damage type Missile Launchers
Missile Damage
Missile mechanics
Missile ships
Fitting missile launchers
Rocket short fast fast high medium none medium
Missile long medium medium medium large none long
Torpedo short slow slow low very large none very long
Turret Turrets
Turret mechanics
Hybrid mixture of kinetic + thermal Hybrid Turrets
Blaster short fast fast high low medium very fast
Railgun long medium medium medium medium medium very fast
Energy mixture of EMP + thermal Energy Turrets
Crystal life expectancy
Pulse short fast none* high low high very fast
Beam long medium none* medium medium high very fast
Projectile mixture of all damage types Projectile Turrets
Projectile ammunition
Autocannon short fast fast high low none very fast
Artillary long medium medium medium medium none very fast

*Note: energy weapons do not reload. Their advanced ammo wears out over time.

Tactical Choices

A new player's choice of ship may be based on the racial weapons training that they have done in their early days. Luckily, each race offers a selection of frigates, one of which can be used for close in fighting ("brawling"), and one of which can be used in long distance fighting ("sniping"). In addition, racial bonuses apply to frigates in a straightforward way. Thus, you can be sure that a Caldari frigate will use rockets or missiles, that an Amarr ship will use energy weapons, and so on. (Cruisers and larger ships can deviate from this pattern.)

This chart shows typical frigate choices for the two types of tactics. These are just observations - you should always do a close analysis of a ship relative to your skills before you buy one.

Tactical Approach Race Weapon Ammo Capacitor
Use
Frigate
Brawling
Amarr Pulse Laser Crystal yes Punisher
Caldari Rocket
Launcher
Rocket no Merlin
Gallente Blaster Hybrid yes Incursus
Minmatar Autocannon Projectile no Breacher
Sniping
Amarr Beam Laser Crystal yes Tormentor
Caldari Missile
Launcher
Missile no Kestrel
Gallente Railgun
and Drones
Hybrid yes Tristan
Minmatar Artillary Projectile no Rifter

Not surprisingly, experienced players will disagree as to which is the "best" brawling or sniping frigate. The ones listed here are often used, however, and if you are a new player, you may want to start with one of these and then move in whatever direction your interests (and skill developments) take you.

Electronic Warfare

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 mission 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 more useful in fleet actions.

Racial E-War

There are four kinds of racial E-War. Each of the four player races has ships that specialize in one of these. In addition each race has a corresponding drone that does the same thing remotely.

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

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 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.

ECM "jammers" are used to disrupt the targeting apparatus of the target ship. 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.

Other E-war

In addition, tackling and capacitor warfare modules may be considered E-war weapons.

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 drain small amounts from the target ship but transfer that power to the player's ship.

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.

Tactical Choices

Your choice of ship may be based on the racial weapons training that you have done in your early days. Luckily, each race offers a frigate that can be used for e-war. Each of these has bonuses for its race's e-war specialty.

This chart shows typical frigate choices for e-war. These are just observations - you should always do a close analysis of a ship relative to your skills before you buy one.

E-war Race Weapon Fitting Slot Frigate Special Skills
Not always required, but always useful
Amarr Tracking
Disruption
mid Crucifier Weapon Disruption
Caldari ECM mid Griffin Electronic Warfare
Gallente Damping mid Maulus Signal Suppression
Minmatar Target
Painting
mid Vigil Target Painting
Any Tackling mid many* Skills for tackling
Any Capacitor Warfare high many* Skills for capacitor warfare

*Standard frigates generally do not have bonuses for capacitor warfare. However, there is a class of "fast frigates" that are bonused for tackling. Each race has one fast frigate, each of which also has its race's offensive weapons bonuses.

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 broad, 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 in expanded offensive capability.

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 kind of damage: thermal, kinetic, EMP or 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 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.

Tactical Choices

Drones are a specialty of the Gallente. The Tristan is the only frigate that can carry a full flight of light combat drones. This makes it an easy choice for new players who want to focus on drones. Among basic cruisers, the Vexor and the Arbitrator have larger capacity for and bonuses to drones.

Skills

Skill training can improve the effectiveness of weapons module and their ammunition - including such as, range, firing speed, targeting speed and damage. There also are various skills that improve the use of E-war and drones. And training in "non-weapons" areas, such as navigation or spaceship command, can directly impact the effectiveness of a ship's weapons.

There are many skills that affect weapons. A few examples:

Because ships often 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 to guide your weapons choices. New players are also directed to the Basic Skills page which lists all of the skills relevant to beginning the game - and to The Magic 14, a page that lists fourteen fundamental skills which "apply to every ship that a player can pilot in eve."