Difference between revisions of "Projectile turret"
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Revision as of 01:02, 3 June 2009
A projectile turret is a turret which launches a ballistic, gyroscopically stabilized warhead. Projectile turrets are relatively low-tech, and are the primary weapon of Minmatar ships. Like missiles, they require no capacitor to fire.
Projectile turrets are available in two different 'flavors' - Autocannons and Artillery Cannons.
- Autocannons are the short-ranged, high-damage variant. They have a longer cycle time than Blasters, but have a higher volley damage, and higher tracking speeds.
- Artillery cannons feature a long range, but also an impressive volley damage - it is not unusual to see a Battleship deal over 4000 damage per volley, with some ships capable of 6000 damage or more. Unfortunately, they deal low sustained damage due to high cycle times, are slow to track, and are often difficult to fit due to high powergrid requirements.
Advantages and Disadvantages
The DPS of Projectile turrets is relatively low when compared to Hybrid and Laser turrets, due to the fact that they require no capacitor to fire. As they are simple, low-tech systems, they also have a low optimal range, but feature an impressive falloff. However, they are capable of dealing varied types of damage simply by changing ammunition, and can still be used when under the influence of Nosferatus and/or Energy Neutralizers.
Projectile turrets are favored in PVP as they use no capacitor, and are unpredictable (and thus hard to tank).
Ammunition
Like all turrets, the range and damage dealt by a Projectile turret is dependant on the ammunition loaded into it, which is available in four sizes: Small, Medium, Large, and Extra Large, which load into the corresponding turret sizes (for example, the Battleship-class 800mm Repeating Artillery uses Large ammo) . In the case of Projectile turrets, the ammunition also changes the damage types dealt . There are eight types of Tech 1 ammunition, and four types of Tech 2 ammunition (a high-damage and a high-range variant for both Autocannons and Artillery).
Tech 1 Ammo, from highest to lowest damage and lowest to highest range:
- EMP - an advanced warhead that emits a strong Electromagnetic Pulse. Deals high EM and Explosive damage, along with some Kinetic.
- Phased Plasma - Essentially the plasma core from a Hybrid charge housed in a standard cannon shell. Deals very high Thermal damage, along with some kinetic.
- Fusion - A highly explosive warhead. Similar to the Phased Plasma charge, but has a slightly higher range and deals Explosive instead of Thermal damage.
- Titanium Sabot - a small warhead attached to a solid, long-rod, kinetic-energy penetrator. Deals Kinetic and Explosive damage in a 2:1 ratio.
- Depleted Uranium - an incendiary, penetrating charge. A 'Jack-of-all-trades' charge, featuring a moderate damage output - dealing all damage types but EM -with moderate range.
- Nuclear - a normal cannon charge with a nuclear warhead. Deals Explosive, along with some Kinetic damage.
- Carbonized Lead - a simple lead charge in a crystalline carbon jacket. Deals Kinetic and Explosive damage in equal quantities.
ADAC (Advanced Autocannon) Ammunition:
- Hail - An advanced Titanium Sabot shell with Depleted Uranium submunitions. Decreases capacitor recharge as extra power must be routed to the maneuvering thrusters due to massive recoil. Large amounts of Explosive damage, with some Kinetic as well.
- Barrage - Standard Nuclear ammunition with a Morphite-enhanced warhead. Deals nearly equal amounts of Explosive and Kinetic damage, but deals the same DPS as a standard EMP round with 2x the optimal range and 1.5x the falloff.
ADAR (Advanced Artillery) Ammunition:
- Quake - an upgraded Titanium Sabot charge with a much higher mass. Decreases capacitor recharge as extra power must be routed to the maneuvering thrusters due to massive recoil.
- Tremor - advanced, extremely long ranged ammunition. Slows down turret tracking to achieve higher accuracy, which makes it useless for short-range conflicts. Deals damage in a ratio between Nuclear and Carbonized Lead.