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 (railguns) or balls of plasma (blasters). Projectile weapons are classic chemically-propelled 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.
More details on the mechanism of dealing damage with gun turrets can be found on the turret damage page.
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, instead relying 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 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:
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 variants per size, which determine damage amount, damage type, and range of the turret. These eight variants are:
Tech II Ammunition
Tech II energy turrets can 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 disintegrate. Below are the variations of Tech II ammunition:
These turrets use charged energy and physical ammunition combined and are good all-around 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 that 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:
Hybrid turrets are generally the weapon of choice for Caldari and Gallente ship designs, with Caldari bonuses emphasizing range bonuses (Railguns), and Gallente bonuses emphasizing damage and tracking bonuses (Blasters).
Tech II Ammunition
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:
Minmatar ships are designed to make the most of Projectile turrets, with numerous damage and rate of fire bonuses.
With the release of Dominion, projectile ammo was rebalanced. Instead of following the usual range modifications that the other ammo types share (slowly incrementing range with at the same time negatively incrementing damage amount), projectile ammo now has three 'tiers': Short range, Medium range, and Long range. The damage done by ammo in each tier is the same; however, in classic projectile ammo fashion, they still deal different damage types. The Medium and Long range tier also have a tracking bonus. As always, the shorter range ammo still does more damage than their long range counterparts.
Tech II Ammunition
There are several types of launchers and some can fire multiple classes of missiles. 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 missile-users. Some Khanid (Amarr) designs also receive bonuses to missiles, such as the Sacrilege. Each class of ship, except for capital ships, has two missile systems it can effectively use: short range (unguided missiles) and long range (guided missiles). Here's an overview of each missile system and what they're used for:
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.
All missiles do a single damage type, but usually do a whole lot of it. So, you might have a missile that does a substantial amount of thermal damage, but that's it. You can also swap missiles in a launcher in the same way as swapping ammunition in a turret. Missile damage is calculated simply using a target's speed and signature radius. 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 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.
Missiles are divided into guided and unguided types. While all missiles will hit their targets, unguided missiles do not benefit from the Guided Missile Precision skill. Unguided missiles also tend to have shorter ranges than their guided missile counterparts, but possess larger warheads, and do not have a Friend-or-Foe variant.
Most missiles also have Tech II versions. There are four main Tech II missile variants, which are available in four different damage types. All Tech II launchers can utilize two out of four Tech II, or "Advanced", missiles, depending on which missile class the launcher uses (eg: Light, Heavy Assault, Torpedoes, etc.). The four Tech II variants are:
Additionally, Tech II missiles are named after their Tech I counterpart and their Tech II group name (eg: "Fury"). They also have the same damage type.
Rocket Launchers only fire unguided rockets. They have a fast rate of fire and low fitting requirements. They can also use Defender Missiles. These launchers are ideal for fast frigates and interceptors.
Rockets are like the sub-machine 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 are most effective against smaller craft such as frigates, interceptors, and drones due to their high velocity, high explosion velocity, and small explosion radius.
Standard/Assault Missile Launcher
These fire Light Missiles, as well as Defenders. They have a decent rate of fire and average fitting requirements. The difference between Standard and Assault launchers is that Assault Launchers have a much faster rate of fire, but much higher fitting requirements. Standard Launchers are suited for frigates, but Assault launchers have fitting requirements which usually limit their use to larger vessels such as cruisers.
Light Missiles have a medium range (20-40km), moderate speed, and small explosion radius. Their speed and size makes them ideal for use against frigates, destroyers, and light cruisers. Precision missiles have a smaller explosion radius for better effectiveness against small targets, while Fury missiles have larger warheads for use against larger vessels.
Heavy Assault Missile Launchers
Unlike assault launchers, which use the same ammo as standard launchers (light missiles), Heavy Assault Missile Launchers use a different ammo type than standard heavy launchers: Heavy Assault Missiles. 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.
Heavy assault missiles are an unguided version of the Heavy Missile. Javalin missiles have greater range at the expense of a smaller warhead, while Rage missiles possess a larger warhead at the expense of shorter range.
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 fitting requirements, and are commonly found on Cruisers and Battlecruisers.
Heavy Missiles are long range missiles (approx 50-80km) and have heavier warheads than Standard Missiles. They are effective against anything from destroyers to battleships, and are moderately effective against frigates. Heavy Missiles come in Precision and Fury variants just like their smaller Standard cousins.
Siege Missile Launcher
Bigger and slower than even Cruise Launchers, Siege Launchers can fire Torpedoes and Defender missiles. Their fitting requirements are very large, and can be mounted on Battleships and Stealth Bombers.
Torpedoes are very large unguided missiles, and do incredible amounts of damage at the expense of slow speed and very short range. Their large explosion radius limited their ideal targets to Battleships and large Battlecruisers. Pilots who are able to get the most range out of their torpedoes are often utilized for attacking POS towers, where their large warheads are the most effective against stationary targets when Dreadnoughts are otherwise unavailable. Javalin and Rage versions are available which specialize in longer range and higher damage respectively.
Cruise Missile Launcher
Cruise Launchers fire cruise missiles and Defenders. They are slower than Heavy Launchers due to their ammo, and also have large fitting requirements. These launchers can only be mounted on Battleships.
Cruise Missiles are extremely long-range missiles, with effective ranges from 100km on standard battleships to over 250km on a Raven. Cruise Missiels travel at very high speed, but can still require many seconds to reach their target when firing at the furthest targets. Cruise Missiels do large amounts of damage and are most effective against Battleships and Battlecruisers. Cruise Missiles come in Precision and Fury variants, with Precision missiles being effective against large cruisers, while their Fury counterparts are ideal for use against heavily shielded targets. Cruise Missiles are also employed against fixed structures such as POS Towers, where a large tower's shield diameter precludes the use of torpedoes and Citadel Torpedoes are otherwise unavailable.
Citadel Launchers are very big launchers for use on capital ships (Dreadnoughts, Titans), the equivalent of Extra Large guns. They fire Citadel Torpedoes. The rate of fire 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.
Citadel Torpedoes are super-large versions of Standard Torpedoes, and can only be launched from Citadel Launchers.
Bombs are an area-of-effect damaging device that are launched from stealth bomber bays. Bombs deal a large amount of damage, and can be incredibly damaging against smaller vessels. Multiple bombs of the same type can be employed at once to maximize their effect; and a skilled group of bomber pilots can annihilate an entire fleet with skillful placement and timing. Bombs are not self-propelled, but retain the forward speed of the launching ship. Bombs detonate on a 10 second timer once released. While bombs cannot be targeted, they do have hitpoints, and can be destroyed without detonating by another area-of-effect weapon. Bombs possess a near 100% resistance to their own damage type, which allows multiple bombs of the same type to be detonated within range of one another without destroying the other bombs.
Bomb Launchers operation is banned in empire space, this means that you cannot deploy bombs outside of 0.0 space. When attempting to launch a Bomb in space above 0.0, you will receive a hard error preventing you from attempting activation of the launcher.
These missiles aren't confined to a particular missile system and can be used with a number of launchers.
Defender Missiles are the anti-missile missile. These missiles can be loaded in multiple launchers and are used to shoot down enemy missiles as they approach. Currently defender missiles are seldom carried due to their limited effectiveness. They need to be manually activated when there is an incoming missile and can't be activated when there are no missiles. When they do activate the act like a normal launcher firing an infinite amount of missiles (taking the launchers reload time into account) until the target missile is destroyed. When multiple missiles are homing for you the defenders will always target the missile nearest to you until it is destroyed; meaning sometimes multiple defenders will target the same missile, even when there are multiple missiles inbound. Defender Missiles will only target enemy missiles that are intended for the launching vessel; they will not go after enemy missiles that are targeted at other allied ships in a fleet.
Friend or Foe (FoF) Missiles
FoF Missiles are used when your targeting system is malfunctioning; for example, when you are being jammed. These missiles come in light, heavy, and cruise varieties, and use the equivalent missile launcher. The difference is that they do not need to be targeted. If a ship damages you, or uses some form of electronic warfare on your ship, then you can launch these and they will automatically attack the culprit. You do not need to target the vessel, but you do need to manually select the fire button to start launching them. FoF Missiles have similar attributes to their normal counterparts, aside from their targeting.
Drones are unmanned, small crafts launched from a special bay on a ship known as the drone bay. A ship's drone bay is measured in m3 and can carry any drone(s) that will fit into the bay. Drones come in four different sizes for combat: Lights (5 m3), Mediums (10 m3), Heavies and Sentries (25 m3), and Fighters (5,000 m3). There are also drones available that utilize repair systems and electronic warfare. Each race has specific drones that determine it's damage type.
Scout Drones (small and medium drones) are much smaller than frigates, and are difficult to hit due to their amazingly fast orbit speeds.
Heavy Drones do more damage, but require more skills. Heavy drones were designed to damage battleship and above classes.
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.
Fighters are like drones except bigger and not robotic. 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. Note that drone-specific skills do not affect fighters, as they're flown by human pilots, not directly controlled by the host ship.
Electronic Warfare Drones
These specialized drones provide additional EW capabilities at the cost of the drone damage. Each race's drone inherits the specialty EW capabilities of that race: Tracking Disruption (Amarr), ECM (Caldari), Sensor Dampening (Gallente), and Target Painting (Minmatar). See the tables below for additional information.
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.
Overheating a weapon is essentially to take that weapon beyond its normal capability to do extra damage, give it longer range, etc. Doing so does damage your weapon at the same time, but this damage can be mitigated by using Nanite Repair Paste. Overheating requires the skill Thermodynamics. Each different turret, launcher, or system has a different bonus that you can gain from overheating it. There is also a heat damage amount and an HP amount assigned to the device. Every cycle of the device will cause the listed damage to the device until the device HP runs out, at which point the device will need to be repaired either at a station or using Nanite Repair Paste. Overheating a weapon rack has many advantages, namely the ability to destroy your target quicker and reduce the damage you may take.
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