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 types of weapons in EVE: Turrets, Launchers, E-War and Drones.

  • Turrets are revolving modules that fire their ammunition in a straight line out from the ship. Turrets further break down into
    • Energy: laser beams - EM and Thermal damage
      • Pulse lasers: short range
      • Beam lasers: long range
    • Hybrid: charged particles - Kinetic and Thermal damage
      • Blasters: short range
      • Railguns: long range
    • Projectile: solid projectiles - any damage type
      • Autocannon: short range
      • Artillary: long range
    • Entropic Disintegrators: exotic matter streams - Thermal and Explosive damage
    • Vorton Projectors: arcing lightning - EM and Kinetic damage
  • Launchers fire self-propelled ammunition that homes in on its target and causes damage when it arrives. Launchers can deliver any damage type, and come in three general types
    • Rockets and Torpedoes: short range
    • Missiles: long range
    • Rapid Launchers: undersized missiles on rapid-fire launchers, effective against smaller targets
  • Electionic warfare (e-war) modules do not directly damage targets, but work to reduce their fighting capabilities. They come in a variety of different forms, and are often used in combination with turrets or launchers.
  • Drones are semi-independent units that fly out to attack target ships. They are controlled by the pilot, can deal any type of damage, do not use ammunition, and are often used as secondary weapons on larger ships. However, they can be targeted and destroyed by enemies.

Launchers and Turrets

Main article: Turrets
Main article: Missiles

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 more easily than the reverse. The large ship uses large weapons that are very powerful, but are inaccurate against small 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

There are four generic types of damage: Thermal, Explosive, Electromagnetic (EM) 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.

The damage a weapon can deal is based on the type of ammunition used, the ship which is using the weapon and any skill-based or role-based bonuses it has, the presence of additional "damage mods" equipped to the ship (which increase the damage and fire rate of weapons), and for turrets, the turret's Damage Multiplier statistic. Damage is generally measured in both "Alpha" or "Volley", the damage dealt by a single shot of all weapons together; and in Damage-Per-Second or DPS, the damage dealt in a shot divided by the time in between shots.

Ships use shields, armor, and hull to ward off damage. Matching the ammunition used to the weakness in 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.

Thus, the damage a weapon actually deals to a target is based on the target's damage resistances, the types of damage the weapon's ammunition deals, and how easily the weapon can hit the target based on the target's distance, relative flight speed, and size.

Ammunition

Ammunition plays a large role in weapons effectiveness. The type of ammunition used determines the types and amount of damage dealt, and can also increase or decrease weapon range, tracking or accuracy, and capacitor usage.

Note that weapon 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. However, ammunition is designed for specific weapons, and so it is often said that some weapons only deal specific types of damage. (i.e. "Hybrid Turrets are locked to Kinetic-Thermal", because all Hybrid Charges deal a mix of only Kinetic and Thermal damage.)

Really Quick Comparison

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


The bottom line: Missiles will almost always deal some damage, while turrets can miss. Turrets hit immediately, while missiles need to fly out to their targets.


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 flying through space. The question is: do you have enough time to fire enough missiles for the kill, or will the laser burn you out first?

Turrets fire in a straight line and spin to track their targets.
Missiles follow their targets and explode when they get there.


More:

  • If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
  • Short-range weapons generally fire more frequently than long-range weapons
  • Missiles home in on their targets.
-Each hit always does some damage - they almost always hit. However, the size of the missile and the size and speed of the target can reduce how much damage they deal.
-They take a long time to get there, but they lose no damage at long range.
-They can deal any type of damage, but some ships have a preferred damage type.
-They do not use capacitor but reload slowly.
  • Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They spin themselves around to point that line at their target.
-Individual shots fired can frequently miss, but there are a lot of shots fired.
-They reach their targets immediately, but their accuracy drops at longer range.
Projectiles: use no capacitor, can deal any type of damage. Slow reloading.
Hybrids: use some capacitor, Kinetic/Thermal. Fast reloading.
Energy: use a lot of capacitor, EM/Thermal, no reloading and immediate crystal swapping.
Disintegrators: use some capacitor, Thermal/Explosive. Immediate reloading. Damage increases over time, however bonus damage is lost by reloading or target leaving range.
Vorton Projectors: use a lot of capacitor, EM/Kinetic. Fast reloading. Lightning arcs to hit multiple targets.

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

Chance for a turret to hit (at 100% tracking)

Missiles chase; turrets turn.

Missiles depend on time. They can chase a target a long way before they explode.

Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just the best odds. Falloff range determines how quickly accuracy gets worse outside optimal. At optimal + falloff range, the turret has a 50% chance to hit (not considering Tracking).

Tracking is how fast the turret can turn to follow the target. Faster is better. Why? Because the target is not standing still and neither are you.

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 Magazine size Accuracy /
Application
Damage
type
Damage
per hit
Capacitor
use
Links
Launcher any one damage type Missile Launchers
Missile Damage
Missile mechanics
Missile ships
Fitting missile launchers
Rocket / Assault Missile short fast slow large high medium none
Missile long medium slow medium medium high none
Torpedo short slow slow medium low high none
Rapid Launcher medium fast very slow small high medium none
Turret Turrets
Turret mechanics
Hybrid mixture of kinetic + thermal Hybrid Turrets
Blaster very short fast medium large high high medium
Railgun very long medium medium medium low low medium
Energy mixture of EM + thermal Energy Turrets
Crystal life expectancy
Pulse short fast none[1] none[2] medium medium high
Beam long medium none[1] none[2] low high high
Projectile mixture of two or three damage types Projectile Turrets
Projectile ammunition
Autocannon short medium slow large high medium none
Artillery medium very slow slow small low very high none
Entropic Disintegrator medium medium instant[3] very large high mixture of thermal + explosive high[4] medium Precursor turrets
Triglavian Collective
Vorton Projector long slow medium medium medium[5] mixture of EM + kinetic medium[6] high Vorton Projectors
EDENCOM
  1. ^ a b Energy weapons do not need to reload, however they must swap Crystals to change ranges.
  2. ^ a b Basic crystals last indefinitely. Advanced crystals wear out over time.
  3. ^ Entropic Disintegrators can reload to change ranges instantly, however doing so resets their damage bonus.
  4. ^ Entropic Disintegrator damage increases the longer it stays on one target. Damage bonus is lost if the weapon stops firing.
  5. ^ Vorton Projectors do not use normal Turret accuracy. They never miss, but their damage can be reduced.
  6. ^ Vorton Projector shots hit up to 4 additional targets within 10km of the original.

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. (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 high Punisher
Caldari Rocket
Launcher
Rocket no Merlin
Gallente Blaster Hybrid medium Incursus
Minmatar Autocannon Projectile no Breacher
Sniping
Amarr Beam Laser Crystal high Tormentor
Caldari Missile
Launcher
Missile no Kestrel
Gallente Railgun
and Drones
Hybrid medium 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

Main article: 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

Each of the four player races has ships that specialize in one kind of racial E-War. In addition each race has a corresponding drone that does the same thing. In each case, the targeted ship is not damaged, but it becomes less effective.

"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. This makes it harder for them to find their potential targets.

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.

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.

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 Sensor
Dampening
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

Main article: 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 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 standard 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."