![]() ![]() Similarly, matching the weapons system range, speed, and power to the target's speed and location is essential. Matching the ammunition used to the weakness in the defenses of enemy ships is an important aspect of EVE combat. Ships use shields, armor, and hull to ward off damage. Damage is generally measured in both "Alpha" or "Volley", the damage dealt by a single shot of all weapons together and in Damage-Per-Second or DPS, the damage dealt in a shot divided by the time in between shots. The damage a weapon can deal is based on the type of ammunition used, the ship which is using the weapon and any skill-based or role-based bonuses it has, the presence of additional "damage mods" equipped to the ship (which increase the damage and fire rate of weapons), and for turrets, the turret's Damage Multiplier statistic. To some extent these are related to the physical aspects of real world damage, but for the most part in game they can simply be considered as categories. There are four generic types of damage: Thermal, Explosive, Electromagnetic (EM) and Kinetic. This kind of encounter has as much to do with the relative skills of the pilots as with the weapons characteristics of the ships, and the moral is that the skills of an experienced pilot are usually more important than hulls and modules. The small ship does not have powerful weapons, but by moving quickly enough to avoid the larger ship's targeting, it can deliver a large number of small hits without being hit itself. The large ship uses large weapons that are very powerful, but are inaccurate against small targets. In practice a small, fast ship can kill a large, slow one more easily than the reverse. Smaller modules tend to do less damage per hit with a rapid hit rate, while larger weapons tend to do more damage per hit with more time between hits. You can usually expect smaller weapons modules to load faster and fire more quickly than large ones. Each kind of weapons module typically comes in small, medium, and large - though the naming conventions may use other descriptive terms. The most widely used weapons in EVE fire ammunition at a target. Launchers and Turrets Main article: Turrets Main article: Missiles There are also two special weapons types: Bombs and Smartbombs, which will not be discussed on this page. However, they can be targeted and destroyed by enemies. They are controlled by the pilot, can deal any type of damage, do not use ammunition, and are often used as secondary weapons on larger ships. Drones are semi-independent units that fly out to attack target ships.They come in a variety of different forms, and are often used in combination with turrets or launchers. Electionic warfare (e-war) modules do not directly damage targets, but work to reduce their fighting capabilities.Rapid Launchers: undersized missiles on rapid-fire launchers, effective against smaller targets.Launchers can deliver any damage type, and come in three general types Launchers fire self-propelled ammunition that homes in on its target and causes damage when it arrives.Vorton Projectors: arcing lightning - EM and Kinetic damage.Entropic Disintegrators: exotic matter streams - Thermal and Explosive damage.Projectile: solid projectiles - any damage type. ![]() Hybrid: charged particles - Kinetic and Thermal damage.Energy: laser beams - EM and Thermal damage.Turrets are revolving modules that fire their ammunition in a straight line out from the ship. ![]() There are four generic types of weapons in EVE: Turrets, Launchers, E-War and Drones. ![]() Weapons usually consist of a ship module that serves as a weapons platform, and ammunition that is expended as the platform fires. 2.4 Turret and Launcher Comparison Chart. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |