![]() ![]() This gives them a certain edge when it comes to respond to new tactical situations. In addition to not consuming ammunition, saving on cargo space and greatly improving their longevity in combat situations, laser turrets can instantly change their crystals while projectiles, hybrids and missiles require 10 seconds to change ammo types. Laser turrets, unlike projectile and hybrid turrets, do not consume ammunition, but use focusing crystals as ammo (note that faction crystals and tech 2 crystals gradually deteriorate over time, and cannot be repaired). Laser Turrets] In EVE, laser turrets are favored by the Amarr, and their ships frequently give various bonuses to laser turrets. The turret has a signature resolution of 400, and the frigate a radius of 40, meaning the turret receives a 90% penalty to hit (40/400 = 0.1 = 10% chance to hit). If the turret's signature resolution is larger than the target's, it will receive a penalty to hit.Įxample: A large turret is trying to hit an average frigate. Similarly, small turrets generally have a signature resolution of 40, medium turrets a resolution of 100 and large turrets 400. All ships in EVE have a signature radius, with frigates sitting in the range of 35-45, cruisers around 95-120 and battleships hovering around 400. This is a further modifier to a gun's ability to hit a target, and works by comparing the signature resolution to the target's signature radius. There is a fair bit of math behind tracking calculations, but essentially, the faster a turret is, the easier it can track faster ships.Ī turret's signature resolution is the weapon's ability to "see" targets. ![]() When a target is closer, the same linear speed converts to a greater "radians per second" speed. Tracking speed comes in to play when a target moves sideways across a turret's field of view. A turret with 3.14 rad/sec value could rotate 180 degrees in one second, although the fastest turrets in the game generally have a base rad/sec rating of 0.1-0.2. Tracking Speed is the rate at which a turret can turn, and is measured in radians per second. This is affected by skills and sometimes by ship bonuses (mostly in the case of Amarr ships). How much capacitor it costs to fire the weapon. Differs greatly between weapon classes and sizes, but is otherwise straightforward. How often a turret fires, measured in seconds. This means that the actual base damage of the Railgun is 18.75 kinetic (5 * 3.75) and 15 thermal (4 * 3.75). It has Thorium Charge S loaded, which does 5 kinetic damage and 4 thermal. Note that damage done is further affected by how well the target is hit.Įxample: A 150mm Railgun (small hybrid turret) has a modified damage multiplier of 3.75x after skills and modules have been calculated. This multiplier comes on top of the damage done by loaded ammo type. At 25km (optimal + 2x Falloff), the gun cannot hit a target (chance to hit has been reduced to 0%). At 20 km (optimal + falloff), the gun receives a 50% penalty to hit. At 15 kilometers, the gun receives no penalty to it's chance to hit. At double falloff, the chance to hit is at 0%.Įxample: A gun's optimal range is 15 km, and falloff 5 km. At maximum falloff range, chance to hit the target is decreased by 50%. Once past optimal, the accuracy of a turret will decrease gradually. Optimal is affected by ammo type, with specific ammo giving penalties or bonuses to optimal ranging from -50% to +50%. The range at which your gun will not receive a range penalty to hit. General characteristics of all turrets are as follows: For example, a ship with 5 high slots but only 3 turret slots can only ever fit three turrets at the same time. Turrets fit into High Slots, and can only be put on ships with free "Turret Slots". Also, like other modules in EVE, they take up Powergrid and CPU when fitting. Their chances to hit are dictated by their respective tracking value, range and signature resolution. First of all, their projectiles are instant, and do not have to cross a distance to reach a target like missiles and drones. Introduction to Turrets] Turrets in EVE are mounted damage dealers that share several important characteristics. Also be sure to check out the flash-based guide on the official EVE website, which demonstrates in detail how things like tracking, transversal and signature work. This guide is meant as an introductory overview of the different turret types in EVE, comparing the basic strengths and weaknesses of all turrets, basic skills that affect their performance and general tips of usage. ![]()
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