User:Cal Hydar/Sandbox

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Revision as of 01:45, 18 January 2009 by Cal Hydar (Talk)

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Please note: All content on this page is for personal testing purposes. Please do not edit this page.

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

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:

Standard Frequency Crystals
Name
Range Modifier
Damage Type
Capacitor Need
Multifrequency
-50%
EM, Thermal
0%
Gamma
-37.5%
EM, Thermal
-15%
X-Ray
-25%
EM, Thermal
-25%
Ultraviolet
-12.5%
EM, Thermal
-35%
Standard
0%
EM, Thermal
-45%
Infrared
+20%
EM, Thermal
-35%
Microwave
+40%
EM, Thermal
-25%
Radio
+60%
EM
-15%

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:

Advanced Pulse Frequency Crystals
Name
Range Modifier
Damage Type
Capacitor Need
Tracking Speed Bonus
Conflagration
-50%
EM, Thermal
+25%
0.5x
Scorch
+50%
EM, Thermal
0%
0.75x
Advanced Beam Frequency Crystals
Name
Range Modifier
Damage Type
Tracking Speed Bonus
Shield Penalty
Aurora
+80%
EM, Thermal
0.25x
0%
Gleam
-75%
EM, Thermal
0.75x
-10%

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

Standard Hybrid Charges
Name
Range Modifier
Damage Type
Capacitor Need
Antimatter
-50%
Kinetic, Thermal
0%
Plutonium
-37.5%
Kinetic, Thermal
-5%
Uranium
-25%
Kinetic, Thermal
-8%
Thorium
-12.5%
Kinetic, Thermal
-40%
Lead
0%
Kinetic, Thermal
-50%
Iridium
+20%
Kinetic, Thermal
-24%
Tungsten
+40%
Kinetic, Thermal
-27%
Iron
+60%
Kinetic, Thermal
-30%
Advanced Blaster Charges
Name
Range Modifier
Damage Type
Tracking Speed Bonus
Falloff Bonus
Null
+25%
Kinetic, Thermal
0.75x
1.25x
Void
-25%
Kinetic, Thermal
0.5x
0.5x
Advanced Railgun Charges
Name
Range Modifier
Damage Type
Capacitor Need
Tracking Speed Bonus
Velocity Penalty
Javelin
-75%
Kinetic, Thermal
+25%
0.75x
-10%
Spike
+80%
Kinetic, Thermal
0%
0.25x
0%

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

Standard Projectile Charges
Name
Range Modifier
Damage Type
EMP
-50%
EM, Explosive
Phased Plasma
-37.5%
Kinetic, Thermal
Fusion
-25%
Explosive, Kinetic
Titanium Sabot
-12.5%
Explosive, Kinetic
Depleted Uranium
0%
Kinetic, Thermal
Proton
+20%
EM, Kinetic
Nuclear
+40%
Explosive, Kinetic
Carbonized Lead
+60%
Explosive, Kinetic
Advanced Autocannon Charges
Name
Range Modifier
Damage Type
Capacitor Need
Tracking Speed Bonus
Falloff Bonus
Barrage
0%
Explosive, Kinetic
0%
0.75x
1.5x
Hail
-50%
Explosive, Kinetic
-5%
0.5x
0.5x
Advanced Artillery Charges
Name
Range Modifier
Damage Type
Capacitor Need
Tracking Speed Bonus
Velocity Penalty
Quake
-75%
Explosive, Kinetic
-12%
0.75x
-10%
Tremor
+80%
Explosive, Kinetic
0%
0.25x
0%

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).

Rockets
Name
Max Velocity
Max Flight Time
Damage Type
Damage Amount
Explosion Velocity
Foxfire
2,250 m/sec
2 sec
Thermal
25 HP
85 m/sec
Gremlin
2,250 m/sec
2 sec
EM
25 HP
85 m/sec
Phalanx
2,250 m/sec
2 sec
Explosive
25 HP
85 m/sec
Thorn
2,250 m/sec
2 sec
Kinetic
25 HP
85 m/sec
Advanced Rockets
Name
Max Velocity
Max Flight Time
Damage Amount
Explosion Velocity
Ship Velocity Penalty
Signature Radius Penalty
Javelin Type
3,375 m/sec
2 sec
22.5 HP
85 m/sec
-7.5%
0%
Rage Type
2,250 m/sec
1.80 sec
32 HP
82 m/sec
0%
+7%

Light Missiles

Light missiles pack less of a punch and have less range, but have faster launchers.

Light Missiles
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Bloodclaw
3,750 m/sec
Kinetic
75 HP
170 m/sec
Flameburst
3,750 m/sec
Thermal
75 HP
170 m/sec
Piranha
3,750 m/sec
Explosive
75 HP
170 m/sec
Sabretooth
3,750 m/sec
EM
75 HP
170 m/sec

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.

Heavy Missiles
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Havoc
3,750 m/sec
Explosive
150 HP
81 m/sec
Scourge
3,750 m/sec
Kinetic
150 HP
81 m/sec
Thunderbolt
3,750 m/sec
EM
150 HP
81 m/sec
Widowmaker
3,750 m/sec
Thermal
150 HP
81 m/sec

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.

Heavy Assault Missiles
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Fulmination
2,250 m/sec
Explosive
100 HP
101 m/sec
Hellfire
2,250 m/sec
Thermal
100 HP
101 m/sec
Terror
2,250 m/sec
Kinetic
100 HP
101 m/sec
Torrent
2,250 m/sec
EM
100 HP
101 m/sec

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.

Cruise Missiles
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Cataclysm
3,750 m/sec
Thermal
300 HP
69 m/sec
Devastator
3,750 m/sec
Explosive
300 HP
69 m/sec
Paradise
3,750 m/sec
EM
300 HP
69 m/sec
Wrath
3,750 m/sec
Kinetic
300 HP
69 m/sec

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.

Torpedoes
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Bane
1,500 m/sec
Explosive
450 HP
71 m/sec
Inferno
1,500 m/sec
Thermal
450 HP
71 m/sec
Juggernaut
1,500 m/sec
Kinetic
450 HP
71 m/sec
Mjolnir
1,500 m/sec
EM
450 HP
71 m/sec

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.

Citadel Torpedos
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Doom
750 m/sec
Explosive
1,800 HP
29 m/sec
Purgatory
750 m/sec
Thermal
1,800 HP
29 m/sec
Rift
750 m/sec
Kinetic
1,800 HP
29 m/sec
Thor
750 m/sec
EM
1,800 HP
29 m/sec

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.

Damaging Bombs
Name
Max Velocity
Damage Type
Damage Amount
Explosion Velocity
Area of Effect
Max Flight Time
Concussion
1,250 m/sec
Kinetic
4,800 HP
750 m/sec
15 km
15 sec
Electron
1,250 m/sec
EM
4,800 HP
750 m/sec
15 km
15 sec
Scorch
1,250 m/sec
Thermal
4,800 HP
750 m/sec
15 km
15 sec
Shrapnel
1,250 m/sec
Explosive
4,800 HP
750 m/sec
15 km
15 sec
EW Bombs
Name
Max Velocity
Jamming Strength
Energy Neutralized
Area of Effect
Max Flight Time
Lockbreaker
1,250 m/sec
12.5 (Omni)
0
15 km
15 sec
Void
1,250 m/sec
0
1,800
15 km
15 sec

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.

Light Drones
Name
Max Velocity
Damage Type
Damage Amount
Damage Modifier
Rate of Fire
Acolyte I
3,800 m/sec
EM
15 HP
1.15x
4 sec
Acolyte II
4,560 m/sec
EM
15 HP
1.38x
4 sec
Hobgoblin I
2,800 m/sec
Thermal
15 HP
1.6x
4 sec
Hobgoblin II
3,360 m/sec
Thermal
15 HP
1.92x
4 sec
Hornet I
3,200 m/sec
Kinetic
15 HP
1.45x
4 sec
Hornet II
3,840 m/sec
Kinetic
15 HP
1.74x
4 sec
Warrior I
4,200 m/sec
Explosive
15 HP
1.3x
4 sec
Warrior II
5,040 m/sec
Explosive
15 HP
1.56x
4 sec
Medium Drones
Name
Max Velocity
Damage Type
Damage Amount
Damage Modifier
Rate of Fire
Hammerhead I
1,400 m/sec
Thermal
24 HP
1.6x
4 sec
Hammerhead II
1,680 m/sec
Thermal
24 HP
1.92x
4 sec
Infiltrator I
1,900 m/sec
EM
24 HP
1.15x
4 sec
Infiltrator II
2,280 m/sec
EM
24 HP
1.38x
4 sec
Valkyrie I
2,100 m/sec
Explosive
24 HP
1.3x
4 sec
Valkyrie II
2,520 m/sec
Explosive
24 HP
1.56x
4 sec
Vespa I
1,600 m/sec
Kinetic
24 HP
1.45x
4 sec
Vespa II
1,920 m/sec
Kinetic
24 HP
1.74x
4 sec

Heavy Drones

Heavy Drones do more damage, but require more skill points. Heavy drones were designed to damage battleship and above classes.

Heavy Drones
Name
Max Velocity
Damage Type
Damage Amount
Damage Modifier
Rate of Fire
Berserker I
1,050 m/sec
Explosive
48 HP
1.3x
4 sec
Berserker II
1,260 m/sec
Explosive
48 HP
1.56x
4 sec
Ogre I
700 m/sec
Thermal
48 HP
1.6x
4 sec
Ogre II
840 m/sec
Thermal
48 HP
1.92x
4 sec
Praetor I
950 m/sec
EM
48 HP
1.15x
4 sec
Praetor II
1,140 m/sec
EM
48 HP
1.38x
4 sec
Wasp I
800 m/sec
Kinetic
48 HP
1.45x
4 sec
Wasp II
960 m/sec
Kinetic
48 HP
1.74x
4 sec

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.

Sentry Drones
Name
Optimal Range
Damage Type
Damage Amount
Damage Modifier
Rate of Fire
Bouncer I
40 km
Explosive
50 HP
1.4x
4 sec
Bouncer II
48 km
Explosive
50 HP
1.68x
4 sec
Curator I
35 km
EM
50 HP
1.3x
4 sec
Curator II
42 km
EM
50 HP
1.56x
4 sec
Garde I
20 km
Thermal
50 HP
1.6x
4 sec
Garde II
24 km
Thermal
50 HP
1.92x
4 sec
Warden I
50 km
Kinetic
50 HP
1.2x
4 sec
Warden II
60 km
Kinetic
50 HP
1.44x
4 sec

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.

Fighters
Name
Max Velocity
Damage Type
Damage Amount
Rate of Fire
Dragonfly
2,000 m/sec
Kinetic, Thermal
50 HP (Kinteic), 25 HP (Thermal)
6.38 sec
Einherji
2,500 m/sec
Explosive, Kinetic
50 HP (Explosive), 25 HP (Kinetic)
3.75 sec
Firbolg
2,250 m/sec
Kinetic, Thermal
50 HP (Thermal), 25 HP (Kinetic)
5.25 sec
Templar
2,125 m/sec
EM, Thermal
50 HP (EM), 25 HP (Thermal)
6 sec
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