Difference between revisions of "Item Database:Ship Equipment:Turrets & Bays"

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NOTE: All weapons, probe launchers and mining lasers are High slot items.
 
NOTE: All weapons, probe launchers and mining lasers are High slot items.
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This is the heavy damage-dealing equipment that virtually all ships depend on. Each race specializes in one or more of the above weapon categories by use of ship bonuses on those weapon types, as well as base ship stats (i.e. powergrid, CPU and targeting range) that are better suited to using those weapon types. Minmatar specialize in projectile turrets and, to a lesser extent, missiles; Amarr specialize in laser turrets; Gallente specialize in hybrid turrets; and Caldari specialize in hybrid turrets and missles.
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For the turrets, they are categorized in two main ways (Size and Main Range) and one secondary one (Range Subtype).
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For Size, Small turrets are designed for frigate and destroyer class vessels, Medium turrets are for cruisers and battlecruisers, Large turrets are for battleships and Extra Large are for capital ships and station defense turrets.
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For Main Range, each turret type has a long range and short range version. The short range versions have much shorter range than their long range counterparts but in return can pump out much more DPS and have better tracking. The short range turret types for projectile, hybrid and laser turrets are, respectivly, autocannons, blasters and pulse lasers. For the long range variants, they have significantly longer base range then their close range counterparts and usually do more damage per shot, but they have significantly slower firing rates which makes them end up doing less DPS. They also have slower tracking speeds making them unable to hit fast moving close range targets. The long range turret types for projectile, hybrid and laser turrets are, respectivly, artillery, railguns and beam lasers.
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For Range Subtype, each main size and range of turret has three subtypes, each of which have tech I, named and tech II variants. An example of this is with Blasters that have Electron, Ion and Neutron subtypes. Between the three subtypes there is a direct tradeoff between range + damage with tracking + firing rate + powergrid/CPU requirements. The longer the range/damage of the subtype, the more overall DPS it will dish out despite having a lower firing rate provided tracking does not become an issue, and it will have heavier powergrid and CPU requirements. The higher range, higher damage subtypes are intended for all-out slugfests against ships of equal or larger size, whereas the low range subtypes are usually intended for fighting ships one size smaller than the one you are flying. The mid range subtype is meant to have a balance between the two. Longer range subtypes also usually have a lower ammo capacity then their shorter range counterparts, which means they have to reload more often (provided they use ammo).

Latest revision as of 17:36, 24 February 2010

NOTE: All weapons, probe launchers and mining lasers are High slot items.

This is the heavy damage-dealing equipment that virtually all ships depend on. Each race specializes in one or more of the above weapon categories by use of ship bonuses on those weapon types, as well as base ship stats (i.e. powergrid, CPU and targeting range) that are better suited to using those weapon types. Minmatar specialize in projectile turrets and, to a lesser extent, missiles; Amarr specialize in laser turrets; Gallente specialize in hybrid turrets; and Caldari specialize in hybrid turrets and missles.

For the turrets, they are categorized in two main ways (Size and Main Range) and one secondary one (Range Subtype).

For Size, Small turrets are designed for frigate and destroyer class vessels, Medium turrets are for cruisers and battlecruisers, Large turrets are for battleships and Extra Large are for capital ships and station defense turrets.

For Main Range, each turret type has a long range and short range version. The short range versions have much shorter range than their long range counterparts but in return can pump out much more DPS and have better tracking. The short range turret types for projectile, hybrid and laser turrets are, respectivly, autocannons, blasters and pulse lasers. For the long range variants, they have significantly longer base range then their close range counterparts and usually do more damage per shot, but they have significantly slower firing rates which makes them end up doing less DPS. They also have slower tracking speeds making them unable to hit fast moving close range targets. The long range turret types for projectile, hybrid and laser turrets are, respectivly, artillery, railguns and beam lasers.

For Range Subtype, each main size and range of turret has three subtypes, each of which have tech I, named and tech II variants. An example of this is with Blasters that have Electron, Ion and Neutron subtypes. Between the three subtypes there is a direct tradeoff between range + damage with tracking + firing rate + powergrid/CPU requirements. The longer the range/damage of the subtype, the more overall DPS it will dish out despite having a lower firing rate provided tracking does not become an issue, and it will have heavier powergrid and CPU requirements. The higher range, higher damage subtypes are intended for all-out slugfests against ships of equal or larger size, whereas the low range subtypes are usually intended for fighting ships one size smaller than the one you are flying. The mid range subtype is meant to have a balance between the two. Longer range subtypes also usually have a lower ammo capacity then their shorter range counterparts, which means they have to reload more often (provided they use ammo).

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