Difference between revisions of "Weapons"

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Sensor dampening reduces the targeting range and [[scan resolution]] of an opponent's ship. The ship is not damaged, but it becomes less effective.
 
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 ===
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=== [[Electronic_warfare#Target_Painting|Target Painting]] ===
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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.
  
 
=== Electronic Countermeasures ===
 
=== Electronic Countermeasures ===

Revision as of 23:52, 17 November 2020

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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 three generic weapons module types in EVE: launchers, turrets, and e-war.

  • 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. They 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

There are four basic kinds of E-War:

  • Weapons disruption
  • Sensor Dampening
  • Target Painting
  • Electronic Countermeasures

Weapons disruption

Tracking Disruptors affect the range and tracking of turrets, while Guidance Disruptors affects the accuracy and explosion of missiles.

Sensor Dampening

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

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.

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:

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."