Projectile turret


A projectile turret is a turret which launches a ballistic, gyroscopically stabilized round. 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 short range and long range varieties.

Autocannons

Autocannons provide high damage at close range compared to their Artillery counterparts, with a higher rate of fire and better tracking. While Autocannons do less damage than other turrets, they boast impressive falloff ranges and can do multiple damage types.


Size

Tech 1

Meta Level 1

Meta Level 2

Meta Level 3

Meta Level 4

Tech 2

Autocannonsmall.jpg
Small
125mm Gatling Autocannon I 125mm Light Carbine Repeating Cannon I 125mm Light Gallium I Machine Gun 125mm Light Prototype I Automatic Cannon 125mm Light 'Scout' Autocannon I 125mm Gatling Autocannon II
150mm Light Autocannon I 150mm Light Carbine Repeating Cannon I 150mm Light Gallium I Machine Gun 150mm Light Prototype I Automatic Cannon 150mm Light 'Scout' Autocannon I 150mm Light Autocannon II
200mm Autocannon I 200mm Light Carbine Repeating Cannon I 200mm Light Gallium I Machine Gun 200mm Light Prototype I Automatic Cannon 200mm Light 'Scout' Autocannon I 200mm Autocannon II
Autocannonmedium.jpg
Medium
Dual 180mm Autocannon I Dual 180mm Carbine Repeating Cannon I Dual 180mm Gallium I Machine Gun Dual 180mm Prototype I Automatic Cannon Dual 180mm 'Scout' Autocannon I Dual 180mm Autocannon II
220mm Vulcan Autocannon I 220mm Medium Carbine Repeating Cannon I 220mm Medium Gallium I Machine Gun 220mm Medium Prototype I Automatic Cannon 220mm Medium 'Scout' Autocannon I 220mm Vulcan Autocannon II
425mm Autocannon I 425mm Medium Carbine Repeating Cannon I 425mm Medium Gallium I Machine Gun 425mm Medium Prototype I Automatic Cannon 425mm Medium 'Scout' Autocannon I 425mm Autocannon II
Autocannonlarge.jpg
Large
Dual 425mm Autocannon I Dual 425mm Carbine Repeating Cannon I Dual 425mm Gallium I Machine Gun Dual 425mm Prototype I Automatic Cannon Dual 425mm 'Scout' Autocannon I Dual 425mm Autocannon II
Dual 650mm Repeating Artillery I Dual 650mm Carbine Repeating Howitzer I Dual 650mm Gallium I Repeating Cannon Dual 650mm Prototype I Repeating Siege Cannon Dual 650mm 'Scout' Repeating Artillery I Dual 650mm Repeating Artillery II
800mm Repeating Artillery I 800mm Heavy Carbine Repeating Howitzer I 800mm Heavy Gallium I Repeating Cannon 800mm Heavy Prototype I Repeating Siege Cannon 800mm Heavy 'Scout' Repeating Artillery I 800mm Repeating Artillery II

Artillery

Artillery cannons are long ranged weapons which possess impressive volley damage. It is not unusual to see a Tempest or Maelstrom do 4,000 to even 6,000 damage in one alpha strike. Unfortunately, artillery deals relatively little damage over time due to a low rate of fire, have low tracking speeds, and are often difficult to fit due to high powergrid requirements.


Size

Tech 1

Meta Level 1

Meta Level 2

Meta Level 3

Meta Level 4

Tech 2

Artillerysmall.jpg
Small
250mm Light Artillery Cannon I 250mm Light Carbine Howitzer I 250mm Light Gallium I Cannon 250mm Light Prototype I Siege Cannon 250mm Light 'Scout' Artillery I 250mm Light Artillery Cannon II
280mm Howitzer Artillery I 280mm Carbine Howitzer I 280mm Gallium I Cannon 280mm Prototype I Siege Cannon 280mm 'Scout' Artillery I 280mm Howitzer Artillery II
Artillerymedium.jpg
Medium
650mm Artillery Cannon I 650mm Medium Carbine Howitzer I 650mm Medium Gallium I Cannon 650mm Medium Prototype I Siege Cannon 650mm Medium 'Scout' Artillery I 650mm Artillery Cannon II
720mm Howitzer Artillery I 720mm Carbine Howitzer I 720mm Gallium I Cannon 720mm Prototype I Siege Cannon 720mm 'Scout' Artillery I 720mm Howitzer Artillery II
Artillerylarge.jpg
Large
1200mm Artillery Cannon I 1200mm Heavy Carbine Howitzer I 1200mm Heavy Gallium I Cannon Dual 425mm Prototype I Automatic Cannon 1200mm Heavy Prototype I Siege Cannon 1200mm Artillery Cannon II
1400mm Howitzer Artillery I 1400mm Carbine Howitzer I 1400mm Gallium I Cannon 1400mm Prototype I Siege Cannon 1400mm 'Scout' Artillery I 1400mm Howitzer Artillery II

Advantages and Disadvantages

The DPS of Projectile turrets is relatively low when compared to Hybrid and Laser turrets. As they are simple, low-tech systems, they also have a low optimal range, but feature an impressive falloff.

Projectile turrets are capable of dealing varied types of damage simply by changing ammunition. Since they use no capacitor to fire, projectile turrets will continue firing even when under the effects of Nosferatus or Energy Neutralizers.

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 with 3 Faction variants, and four types of Tech 2 ammunition (a high-damage and a high-range variant for both Autocannons and Artillery).

Tech 1 Ammo

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.
  • Proton - emits a strong photon burst on impact. Deals EM and Kinetic damage.
  • 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.
Small ProjectileAmmoS.png Medium ProjectileAmmoM.png Large ProjectileAmmoL.png
Ammo

DamageEM.png

DamageExplosive.png

DamageKinetic.png

DamageThermal.png

DamageEM.png

DamageExplosive.png

DamageKinetic.png

DamageThermal.png

DamageEM.png

DamageExplosive.png

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DamageThermal.png

Range
Carbonized Lead 1 4 2 8 4 16 1.60
Depleted Uranium 3 2 3 6 4 6 12 8 12 1.00
EMP 9 2 1 18 4 2 36 8 4 0.50
Fusion 10 2 20 4 40 8 0.50
Nuclear 4 1 8 2 16 4 1.60
Phased Plasma 2 10 4 20 8 40 0.50
Proton 3 2 6 4 12 8 1.60
Titanium Sabot 2 6 4 12 8 24 1.00

Faction Ammo

The 3 Faction Ammo variants are

  • Arch Angel, +10% damage
  • Domination, +20% damage
  • Republic Fleet, +15% damage

Tech 2 Ammo

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.
Small ProjectileAmmoS.png Medium ProjectileAmmoM.png Large ProjectileAmmoL.png
Ammo

DamageEM.png

DamageExplosive.png

DamageKinetic.png

DamageThermal.png

DamageEM.png

DamageExplosive.png

DamageKinetic.png

DamageThermal.png

DamageEM.png

DamageExplosive.png

DamageKinetic.png

DamageThermal.png

Range
Tracking
Falloff
Barrage 6 5 12 10 18 15 1.00 0.75 1.50
Hail 12.1 3.3 24.2 6.6 36.3 13.2 0.50 0.70 0.50
Quake 9 5 18 10 27 15 0.25 0.75 1.00
Tremor 5 3 10 6 15 9 1.80 0.25 1.00