Difference between revisions of "User:Cal Hydar/Sandbox"
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Revision as of 02:09, 18 January 2009
Contents
- 1 Ideas
- 2 To Do List
- 3 Created Pages
- 4 Conflict Timeline Idea
- 5 Test Templates
- 6 Weapons Page
- 7 Systems Overviews
- 8 Energy Turrets
- 9 Hybrid Turrets
- 10 Projectile Turrets
- 11 Launchers
- 12 Combat Drones
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(Thanks YARR!)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.
Combat 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
These energy based weapons do EM and Thermal damage, making these weapons great for cutting through shields, and not as good at penetrating armor. They do not use ammunition, and instead rely on the ship's capacitor more heavily than other weapon types, so your capacitor can be heavily drained if you don't monitor your ship carefully.
Even though they have no ammo, they require focusing crystals, which you'll find under the ammunition tab in the market menu. Installing a focusing crystal modifies the beam of the laser; all this means is that it modifies damage type and amount, and weapon range. The weapon retains its damage multiplier and firing rate. So, if a turret has a 3x multiplier and fires every 5 seconds, whatever damage type the focusing crystal uses will be multiplied by 3, and it will still fire every five seconds. There is often a trade off with crystals, so a very powerful damage crystal might have very low range. One advantage to using crystals is that you can swap them in the middle of a fight, just like ammunition, and it takes less time for a crystal to be ready to fire than a new ammo type.
Lasers are generally divided into two types:
- Pulse Lasers: Faster tracking, shorter range, higher rate of fire, less damage per shot.
- Beam Lasers: Slower tracking, longer range, lower rate of fire, more damage per shot.
In general Amarr ships are best suited to use lasers, due to laser capacitor use and damage bonuses.
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
In sci-fi terms, these turrets use charged energy and physical ammunition combined. In game terms, they're good all-round turrets. They generally have good range and firing rate, and medium capacitor drain and damage. Hybrid turrets can only do thermal and kinetic damage. This means that most hybrid ammo is good for any situation, but not specialized overmuch for penetrating armor or shields. Obviously, if you want to penetrate shields, try to get ammo with more thermal than kinetic damage, and more kinetic for punching through armor.
Hybrid turrets use ammunition, which works the same as a focusing crystal, except that it is consumed with each shot. Hybrid ammo is available in four sizes and many different kinds; each hybrid turret, regardless of size, can load any kind of hybrid ammo so long as it is the same size class as the turret (large, medium, small). Each ammunition type has its own statistics, so one may do more damage, another may do a certain damage type, another has long range, and so on. They usually have the same trade-offs as a focusing crystal, but ammunition takes longer to load and reload. You can always switch out the ammo for another type in your cargo bay.
Hybrids come in two types:
- Blasters: Faster Tracking, lower range, higher damage per shot, higher rate of fire.
- Railguns: Slower tracking, longer range, lower damage per shot, lower rate of fire.
Hybrid turrets are generally the weapon of choice for Caldari and Gallente ship designs, with Caldari bonuses emphasising range bonuses (Railguns), and Gallente bonuses emphasising damage and tracking (Blasters).
Ammunition
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Projectile Turrets
Projectile turrets are an ancient weapon type used for centuries before the EVE gate was discovered. They do not use complicated operations to charge the ammunition in the way a hybrid does, so they use the least amount of capacitor energy of the turret types. There are many kinds of projectile turrets, breaking down into two main classes: rapid-fire short-range autocannons, and long-range but slow artillery.
Projectile ammunition always does some amount of kinetic damage, as well as one or more other types depending on the ammo. Projectile ammunition can cover a wide range of damage types and uses, so you can select something to use for general situations, or you can tailor your choice to certain damage types. You can always switch ammo types if you need to, but this takes more time than swapping frequency crystals.
Projectile turrets come in two types:
- Autocannons: Faster tracking, lower range, higher rate of fire, lower damage per shot.
- Artillery: Lower tracking, higher range, lower rate of fire, higher damage per shot.
Minmatar ships are designed to make the most of Projectile turrets, with numerous damage and rate of fire bonuses.
Ammunition
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Launchers
There are several launcher types, and some can fire multiple classes of missiles. In all cases, if a launcher can fire a missile class (light for instance) it can also fire its FoF equivalent. Here's a brief overview of launcher types and the missiles they use.
While most races integrate missile launcher hardpoints into their ship designs, the Caldari in particular have a number of ship bonuses in this field, making them superb bombers.
Rocket Launcher
These only fire rockets. They have a fast rate of fire and low system requirements. They can use Defender missiles, and there is no FoF Rocket at the time of this writing.
Standard and Assault Missile Launcher
These fire Light missiles, as well as Defenders. They have a decent rate of fire and average system requirements. The difference between Standard and Assault launchers is that Assault Launchers have a much faster rate of fire, but much higher system requirements. Standard Launchers are suited for frigates, but Assault launchers have system requirements which usually limit their use to larger vessels.
Heavy Missile Launcher
Heavy Launchers fire heavy missiles. Their rate of fire is slower than Standard or Assault launchers because of their larger payload. They can also fire Defenders. Heavy Launchers have high system requirements, so you probably won't use them on frigates.
Heavy Assault Launchers
Unlike assault launchers, heavy assault launchers use a different ammo (missile) type than standard heavy launchers. In comparison to heavy launchers, heavy assault launchers have a shorter range, lower damage per missile but higher rate of fire. Their fitting needs are similar to those of Heavy launchers.
Cruise Missile Launcher
Cruise Launchers fire cruise missiles and Defenders. They are slower than Heavy Launchers due to their ammo, and also have big system requirements, so don't expect to mount one on a frigate.
Siege Missile Launcher
Bigger and slower than even Cruise Launchers. Siege Launchers can fire Cruise and Defender missiles. Their main design is to fire torpedos, and they are the only launcher that can do so. Their system requirements are so large that you won't need to worry about them for a long time.
Citadel Launcher
Very big launchers for use on capital ships (Dreadnaughts, Carriers, Motherships, Titans), the equivalent of ExtraLarge guns. They fire Citadel Torpedoes, the refire rate is tremendously slow but can pump out massive damage to other capital ships, POS towers, outposts, and battleships. However, firing these at any ship smaller than a battleship would be a waste as the signature radius penalty would reduce the damage too much.
Bomb Launcher
Bomb launchers are specialty systems designed for stealth bomber class vessles. Bomb bays launch a warhead that causes area of effect damage. Due to the high cost of manufacturing bombs, most stealth bombers don't use bombs in combat.
Ammunition
Missiles are quite different from the turret weapons. When launched, a missile tracks its target and maneuvers to hit it. Every missile has a Velocity, Flight Time, and Agility rating. Velocity is how fast it moves, flight time is how long it can fly, and agility is how well it can adjust its heading to follow a target. Velocity multiplied flight time together make the effective range of the missile. If a missile flies at 1000 meters per second, and has a maximum flight time of 25 seconds, then its maximum range is 25,000 meters (25km). Agility is simply how well it stays on target. If a person can maneuver around the missile for long enough, it runs out of fuel and does nothing to them, so agility helps with faster targets. Pilots can also warp out of the area before a missile reaches them, but there are ways around this as well (see Medium Power Slots below).
All missiles do a single damage type, but usually do a whole lot of it. So, you might have a missile that does huge thermal damage, but it only does thermal damage. You can also swap missiles in a launcher in the same way as swapping ammunition in a turret.
There are many types of missile types, and I'll briefly explain each. Not all missiles are for doing damage, either. Some have special purposes, so let's look at them in more detail:
Rockets
Rockets are like the submachine gun of the missile world. They are short ranged, and the better rockets have a very fast flight speed. They don't do as much damage per rocket, but the launchers are all fast firing (rockets have their own launcher type).
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Light Missiles
Light missiles pack less of a punch and have less range, but have faster launchers.
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Heavy Missiles
Heavy missiles are faster and have longer flight times, and also do more damage per missile than standard missiles, but their launchers are slower.
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Heavy Assault Missiles
Heavy assault missiles fly slower, for a shorter amount of time and do less damage than heavy missiles, however Heavy Assault Missile launchers have a much faster rate of fire than heavy missile launchers.
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Cruise Missiles
Cruise Missiles are a step up from heavy missiles. They have a longer range and fly faster, and do more damage than Heavy missiles, but their launchers are slower. They use their own skill, and are even more advanced than heavy missiles, so don't expect to mount these on a small ship.
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Torpedoes
Torpedoes aren't like other missiles. They do huge damage and have long flight times, but also have slower flight speeds. These have their own skill to use, and have high system requirements, so you probably won't be using these even on a cruiser.
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Citadel Torpedoes
These are used in Citadel Launchers on capital ships. Very slow flight speed, but enormous damage and a long flight time. No FoF version for these yet.
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Bombs
Bombs are an area of effect damaging device that are launched from stealth bomber bays. Bombs deal a large amount of damage, but a very inaccurate. Due to their high cost and inaccuracy, bombs are rarely used by bomber pilots.
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Combat Drones
Drones are robotic mini-ships, you can think of them like fighter craft for your big vessel. There are drones that can do all kinds of damage, but each individual drone only does one kind of damage. Some are fast and lightly armored, some are slow and heavily armored.
Scout Drones (Small, Medium)
Scout Drones are much smaller than frigates, and are difficult to hit due to their amazingly fast orbit speeds.
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Heavy Drones
Heavy Drones do more damage, but require more skill points. Heavy drones were designed to damage battleship and above classes.
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Sentry Drones
Sentry drones are long range drones that do not orbit a target. They stay stationary and fire at the target from a distance. These drones are particularly effective against structures and distant targets.
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Fighters
Fighters are basically extra-large drones. They are single-manned fighters deployed from carriers and motherships. They have the power of a large frigate, or a small cruiser, and are a formidable force when swarming a battleship. They can be assigned to gang members, and can even follow them in warp. Usual cost is about 20mill isk per fighter.
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