EVE Online/Weapons: Difference between revisions

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This system prevents, for example, a huge capital torpedo from obliterating a small frigate with only one salvo. Smaller ships are, as one would expect, not at all penalized for attacking bigger targets, but their individual damage usually isn't enough for breaking through the defenses of bigger ships.
This system prevents, for example, a huge capital torpedo from obliterating a small frigate with only one salvo. Smaller ships are, as one would expect, not at all penalized for attacking bigger targets, but their individual damage usually isn't enough for breaking through the defenses of bigger ships.


The second factor, speed, is another system with the same balancing purpose. Turrets need to track moving targets in order to hit them, see below. The corresponding attribute of missiles is called explosion velocity, and is pretty much self-explanatory. A ship travelling in a speed higher than the explosion velocity of the missile which hits it, mitigates the damage by seemingly "fleeing" from the explosion. Just like explosion and signature radii, the bigger the difference between a larger missile and a smaller ship, the higher the mitigation.
The second factor, speed, is another system with the same balancing purpose. Turrets need to track moving targets in order to hit them, see below. The corresponding attribute of missiles is called explosion velocity, and is pretty much self-explanatory. A ship traveling in a speed higher than the explosion velocity of the missile which hits it, mitigates the damage by seemingly "fleeing" from the explosion. Just like explosion and signature radii, the bigger the difference between a larger missile and a smaller ship, the higher the mitigation.


==Turrets==
==Turrets==
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===Energy===
===Energy===
EVE energy weapons are medium-ranged weapons with a respectable damage profile. Their high energy consumption can prove crippling unless they have been mounted on Amarrian ships (which provide innate bonuses to make the weapons more energy-efficient). For this reason, lasers are used almost exclusively on Amarrian vessels. Energy weapons come in two types: beam lasers and pulse lasers. A beam laser fires a concentrated beam of energy at its target, resulting in longer range at the expense of damage and tracking speed. By contrast, pulse lasers emit an oscilliating energy beam at their targets, inflicting more damage than the beam laser along with providing higher tracking speed, at the expense of range. Energy weapons have the advantage of not consuming ammunition in the same way as other types of weapon - energy ammunition consists of "frequency crystals" which modulate the energy beam into a certain range of the electromagnetic spectrum, altering the range and damage profile of the weapon (the shorter the wavelength, the more damage the weapon does, but the shorter the accurate range). These crystals occupy very little cargo space and since only one is needed for each turret, pilots can carry around different types of crystals, enabling them to quickly switch and alter their range and damage depending on the situation. Energy weapons are limited to EM and thermal damages, making them outstanding at reducing a target's shields, but they tend to suffer against armour.
EVE energy weapons are medium-ranged weapons with a respectable damage profile. Their high energy consumption can prove crippling unless they have been mounted on Amarrian ships (which provide innate bonuses to make the weapons more energy-efficient). For this reason, lasers are used almost exclusively on Amarrian vessels. Energy weapons come in two types: beam lasers and pulse lasers. A beam laser fires a concentrated beam of energy at its target, resulting in longer range at the expense of damage and tracking speed. By contrast, pulse lasers emit an oscillating energy beam at their targets, inflicting more damage than the beam laser along with providing higher tracking speed, at the expense of range. Energy weapons have the advantage of not consuming ammunition in the same way as other types of weapon - energy ammunition consists of "frequency crystals" which modulate the energy beam into a certain range of the electromagnetic spectrum, altering the range and damage profile of the weapon (the shorter the wavelength, the more damage the weapon does, but the shorter the accurate range). These crystals occupy very little cargo space and since only one is needed for each turret, pilots can carry around different types of crystals, enabling them to quickly switch and alter their range and damage depending on the situation. Energy weapons are limited to EM and thermal damages, making them outstanding at reducing a target's shields, but they tend to suffer against armour.


===Projectile===
===Projectile===
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Missiles, unlike guns, only do a single type of damage, dependent upon the type of missile purchased. They also fall into a number of size categories, with each size category reflecting a missile with a greater range and damage profile, but a slower speed. The largest missiles are so slow that a fast frigate or interceptor can outrun them. There are also missiles specifically designed to destroy other missiles. There are two main categories. Guided Missiles and Unguided Missiles. Guided Missiles gain some useful effects over their unguided counterparts (longer range, the Guided Missile Precision skill), but do less damage over time than their counterpart.
Missiles, unlike guns, only do a single type of damage, dependent upon the type of missile purchased. They also fall into a number of size categories, with each size category reflecting a missile with a greater range and damage profile, but a slower speed. The largest missiles are so slow that a fast frigate or interceptor can outrun them. There are also missiles specifically designed to destroy other missiles. There are two main categories. Guided Missiles and Unguided Missiles. Guided Missiles gain some useful effects over their unguided counterparts (longer range, the Guided Missile Precision skill), but do less damage over time than their counterpart.


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! !! Base Range !! Damage per shot !! Guided!! Note
! !! Base Range !! Damage per shot !! Guided!! Note
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Used by all races though mastered by Gallente, drones are computer controlled weapons platforms that operate on behalf of their owner, attacking hostile targets or assisting in other tasks such as ship repair or mining. Unlike missiles, drones can be targeted and shot by enemy ships. Drones fall into a number of categories:
Used by all races though mastered by Gallente, drones are computer controlled weapons platforms that operate on behalf of their owner, attacking hostile targets or assisting in other tasks such as ship repair or mining. Unlike missiles, drones can be targeted and shot by enemy ships. Drones fall into a number of categories:


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! Light Scout Drones
! Light Scout Drones
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==Doomsday Weapons==
==Doomsday Weapons==
Doomsday weapons can only be mounted on titan-class vessels. Doomsday weapons are by far the most powerful weapons in the game, doing a base damage of 37,500 HP, before skill bonus, within an area of effect. The damage type depends on which make of titan and weapon is being used. The Caldari "Leviathan" titan mounts the "Oblivion" Doomsday Weapon, which does 37,500 kinetic damage, while the Amarr "Avatar" mounts the "Judgement" weapon, which does EM damage instead. Regardless of type, this much damage is usually sufficient to destroy a battleship instantly, allowing titans to effectively wipe out an entire enemy force in a single attack, though it must be deployed with care, as it also damages allied ships. Furthermore, Doomsday weapons can be targeted and deployed on cynosural fields present in the same star system. To mitigate their sheer destructive potential, Doomsday Weapons have a cycle time of one hour.
Doomsday weapons can only be mounted on titan-class vessels. Doomsday weapons are by far the most powerful weapons in the game, doing a base damage of 37,500 HP, before skill bonus, within an area of effect. The damage type depends on which make of titan and weapon is being used. The Caldari "Leviathan" titan mounts the "Oblivion" Doomsday Weapon, which does 37,500 kinetic damage, while the Amarr "Avatar" mounts the "Judgment" weapon, which does EM damage instead. Regardless of type, this much damage is usually sufficient to destroy a battleship instantly, allowing titans to effectively wipe out an entire enemy force in a single attack, though it must be deployed with care, as it also damages allied ships. Furthermore, Doomsday weapons can be targeted and deployed on cynosural fields present in the same star system. To mitigate their sheer destructive potential, Doomsday Weapons have a cycle time of one hour.


The fitting requirements to mount Doomsday Weapons are so prohibitive that only Titans, which are specifically designed to take them, are capable of using them at all.
The fitting requirements to mount Doomsday Weapons are so prohibitive that only Titans, which are specifically designed to take them, are capable of using them at all.


Although rumour had it that the Band of Brothers Alliance completed the first Titan around the end of May, in actual fact this honour officially belongs to the Ascendant Frontier Alliance, which deployed the first player-owned Titan on the Tranquility server on the 26th of September 2006, a fact later confirmed by the EVE Online community service manager, Kieron. Previously existing videos of player owned Titans in combat in fact originated on the "Singularity" test server. There is still limited contention on this issue (see [[EVE Online/Spaceships|Spaceships]]).
Although rumor had it that the Band of Brothers Alliance completed the first Titan around the end of May, in actual fact this honor officially belongs to the Ascendant Frontier Alliance, which deployed the first player-owned Titan on the Tranquility server on the 26th of September 2006, a fact later confirmed by the EVE Online community service manager, Kieron. Previously existing videos of player owned Titans in combat in fact originated on the "Singularity" test server. There is still limited contention on this issue (see [[EVE Online/Spaceships|Spaceships]]).


On October 3rd 2006, the ASCN Titan deployed the "Judgement" doomsday weapon in combat for the first time during a skirmish with Band of Brothers. ([http://myeve.eve-online.com/news.asp?a=single&nid=1270&tid=7 EVE player news article] - you must be a registered player to view)
On October 3rd 2006, the ASCN Titan deployed the "Judgment" doomsday weapon in combat for the first time during a skirmish with Band of Brothers. ([http://myeve.eve-online.com/news.asp?a=single&nid=1270&tid=7 EVE player news article] - you must be a registered player to view)


==Electronic Warfare==
==Electronic Warfare==
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;ECM
;ECM
Abbrevation for electronic counter measure, these modules vary a lot, some being stronger against one of four different types of targeting systems at the expense of being weaker against the others, while others are weaker but offer equal jam strength against all types of targeting systems. As one would expect, the latter is a better choice when the type of ship the enemy sports is unknown. ECM modules send out a burst of electronic signals which disrupt and jam the targeting systems of the enemy, rendering them unable to fight back. The jamming has a certain strength, if this value is equal to or greater than that of the target ship's sensor strength, the success rate for jamming is 100%. If the jam strength falls below the sensor strength, a percentual chance to jam successfully can be calculated by dividing the jam strength with the sensor strength. For example, an ECM with a jam strength of 8 attempts to jam a ship with a sensor strength of 10, it has an 8/10 =0.8= 80% chance to succeed.
Abbreviation for electronic counter measure, these modules vary a lot, some being stronger against one of four different types of targeting systems at the expense of being weaker against the others, while others are weaker but offer equal jam strength against all types of targeting systems. As one would expect, the latter is a better choice when the type of ship the enemy sports is unknown. ECM modules send out a burst of electronic signals which disrupt and jam the targeting systems of the enemy, rendering them unable to fight back. The jamming has a certain strength, if this value is equal to or greater than that of the target ship's sensor strength, the success rate for jamming is 100%. If the jam strength falls below the sensor strength, a percen chance to jam successfully can be calculated by dividing the jam strength with the sensor strength. For example, an ECM with a jam strength of 8 attempts to jam a ship with a sensor strength of 10, it has an 8/10 =0.8= 80% chance to succeed.
There is an area-off-effect variation of ECM, called ECM burst. It operates on all targets within a fairly small radius but serves only to break their target lock, not to jam them for 20 seconds as do the normal ECM.  So the enemy can retarget immediately.  ECM can be countered by boosting the sensor strength of the ship through the usage of appropriate modules and skills. One of these modules is called ECCM - electronic counter-counter measure.
There is an area-off-effect variation of ECM, called ECM burst. It operates on all targets within a fairly small radius but serves only to break their target lock, not to jam them for 20 seconds as do the normal ECM.  So the enemy can retarget immediately.  ECM can be countered by boosting the sensor strength of the ship through the usage of appropriate modules and skills. One of these modules is called ECCM - electronic counter-counter measure.