Difference between revisions of "User:Cal Hydar/Sandbox"
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− | Tech II energy turrets use specialty crystals that add a tracking speed bonus on top of range modification. Tech II crystals degrade over time with usage and will eventually disintigrate. Below are the variations of Tech II ammunition: | + | Tech II energy turrets use specialty crystals that add a tracking speed bonus on top of range modification, but offer slight penalties to capacitor usage. Tech II crystals degrade over time with usage and will eventually disintigrate. Below are the variations of Tech II ammunition: |
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==Hybrid Turrets== | ==Hybrid Turrets== | ||
+ | Hybrid turrets are some of the most versatile turrets in the game. Both Caldari and Gallente ships have bonuses specifically for hybrid turrets, allowing a pilot with hybrid skills a myriad of ship choices. Hybrid turrets deal primarily kinetic damage with a small amount of thermal damage. Hybrid turrets also offer fairly quick tracking speed in comparison to energy turrets. | ||
===Blasters=== | ===Blasters=== | ||
+ | Blasters are short range hybrid turrets that are ideal for close range combat. Blasters offer a fast rate of fire solution for close distance needs. | ||
===Railguns=== | ===Railguns=== | ||
+ | Railguns are the long range engagement hybrid weapon. Optimized for sniping, railguns offer better range and faster rate of fire when compared to similar sniping weapons. They do, however, deal less damage than both comparable turret types. | ||
===Ammunition=== | ===Ammunition=== | ||
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Revision as of 08:27, 16 January 2009
Contents
Ideas
- War and Major Conflict Timeline
To Do List
- (Ongoing) Cleaning up alliance and corporation pages as much as possible with the information I have.
- (Ongoing) Expanding stubs as much as possible
- Figure out problem with linking from ItemDB. Link shows red, but still works - Ex: Shield Recharger II
Create Contributor and Character page
Created Pages
- Bionic Dawn (Player alliance)
- Foundati0n (Player alliance)
- Red Alliance (Player alliance)
- Cal Hydar (Character)
Conflict Timeline Idea
Possibly split up by section of 0.0.
Test Templates
Weapons Page
There are many different and diverse weapon systems used in the EVE Online universe.
Systems Overviews
Launcher Overview
Missile launchers use propelled warheads to cause damage to enemy ships. Caldari ships in particular offer many missile bonuses, making Caldari ships the best missile ships available. Launchers are sub-catagorized by the type of missle or projectile fired from the launcher: Rockets, Light Missiles, Defender Missiles, Assault Missiles, Heavy Missiles, Heavy Assault Missiles, Cruise Missiles, Torpedos, Citadel Torpedos, Bombs, and Mines. Missile damage is calculated simply using a target ship's speed and signature radius. The only way for a missile to miss it's target is for the target to be travelling faster than the missile, thus out running it. Each missile fired has a set amount of hitpoints and can be destroyed by using smartbombs or defender missiles. Because missiles must take time to travel to their targets, they generally have lower damage per second (DPS) ratings than their turret counterparts. However, what they lack in DPS can be made up in volley damage and the ability to choose your damage type.
Turret Overview
Turret weapons are traditional gun-type mounted weapons. There are three main categories of turret weapons: Energy (Laser), Hybrid, and Projectile. Energy turrets use focusing crystals to fire a laser beam at the target. Hybrid weapons use advanced magnetism techniques to launch a solid projectiles at high speeds. Projectile weapons are classic combustion weapons that use solid projectiles to do their damage. Turrets are further categorized into two sub-categories, one long range type and one short range type, for each main category. Energy weapons can either be pulse lasers (short range) or beam lasers (long range). Hybrid turrets can either be blasters (short range) or railguns (long range). Projectile turrets can either be autocannons (short range) or artillery (long range). Turrets are also categorized by size of the turret: Small (frigate, destroyer size), Medium (cruiser, battlecruiser size), Large (battleship size), and Extra Large (capital size). Turret damage is calculated using tracking speed and signature radius. Each ammunition type used can affect damage via a modifier as well. Turret ammunition can also affect the range of the weapon, tracking speed, and damage type.
Drone Overview
Drones are unmanned, small crafts launched from a special bay on a ship known as the drone bay. A ship drone bay is measured in m3 and can carry any drone that will fit into the bay. Drones come in five different sizes for combat: Lights (5m3), Mediums (10m3), Heavies (25m3), Sentries (25m3), and Fighters (5,000m3). There are also drones available that utilize repair systems and electronic warfare. Each race has specific drones and damage type is determined by the drone race. For example, Caldari drones deal only kinetic damage, Amarrian drones deal only EM damage, Gallentean drones deal only thermal damage, and Matari drones deal only explosive damage.
Smartbomb Overview
Smartbombs are pulse weapons that emit a pulse attack around the utilizing ship. Smartbombs do not require a target lock and will always hit anything within range of the pulse attack. Despite their name, smartbombs do not discriminate between friend and foe, and therefore will hit any target withing range. Smartbombs are normally used to compliment a main weapon system and are rarely used as a ship's primary weapons system.
Energy Turrets
Energy turrets, also known as lasers, are the primary weapon of the Amarrian fleet. They use frequency crystals as ammunition to fire a precise laser blast and cripple enemy vessles. Lasers deal heavy EM damage, and when utilizing certain ammunition, light thermal damage.
Pulse Lasers
Pulse lasers are short range turrets used for close engagements. Even though they may be short range, pulse lasers deal significantly more damage than their long range beam laser counterparts due to their quick rate of fire. Pulse lasers are heavily favored for most 'gank' ship setups due to their high damage and quick rate of fire.
Beam Lasers
Beam lasers are medium to long range turrets used to hit long range targets. Ideally, these turrets are used in sniping situations where you plan to use distance as your tank. Beam lasers provide high volley damage, but due to their slow rate of fire, they are generally out gunned by their pulse laser counterparts.
Ammunition
The ammunition of an energy turret is the frequency crystal. They come in four sizes to match the size of the turret. They also come in eight different varients per size, which determine damage amount, damage type and range of the turret. These eight varients are:
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Tech II energy turrets use specialty crystals that add a tracking speed bonus on top of range modification, but offer slight penalties to capacitor usage. Tech II crystals degrade over time with usage and will eventually disintigrate. Below are the variations of Tech II ammunition:
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Hybrid Turrets
Hybrid turrets are some of the most versatile turrets in the game. Both Caldari and Gallente ships have bonuses specifically for hybrid turrets, allowing a pilot with hybrid skills a myriad of ship choices. Hybrid turrets deal primarily kinetic damage with a small amount of thermal damage. Hybrid turrets also offer fairly quick tracking speed in comparison to energy turrets.
Blasters
Blasters are short range hybrid turrets that are ideal for close range combat. Blasters offer a fast rate of fire solution for close distance needs.
Railguns
Railguns are the long range engagement hybrid weapon. Optimized for sniping, railguns offer better range and faster rate of fire when compared to similar sniping weapons. They do, however, deal less damage than both comparable turret types.
Ammunition
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Projectile Turrets
Autocannons
Artillery
Ammunition
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