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Understanding the differences in each turret/launchers

Author: CC

Dec. 23, 2024

31 0

Understanding the differences in each turret/launchers

TheMercenaryKing

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Drones and other weapon systems will not be covered, only: Projectiles, missiles, energy turrets and hybrids. Now, there are some difference between weapons of the same class, so I will state the pros and cons of each weapon system. In the examples below, I will be using large class weapons. All Graphs and information on these are a single gun or turret on a scorpion with no mods or weapon bonuses. Ammo used: Phased Plasma, Antimatter, Multifrequency, and Inferno. Assume all level V skills.

Large Weapons Graph

Projectiles:
Starting off with these because people say "autocannons/artillery work in falloff," and often enough don't explain why this is.
Here is how they work: Projectiles have a relatively short optimal range but a very long fall off range. This means that while the maximum damage output peaks early on and is lower than others, when distance to the target is increased you result a more forgiving drop in DPS than other turrets. This fact and the fact they do not use capacitor combined are what make projectiles great, and the fact artillery deal the highest alpha (raw damage in a single shot).

Autocannons:
Pros:

  1. No Cap
  2. Second best tracking
  3. Interchangeable damage types
  4. More effective in the falloff range than other close range weapons
  5. Low CPU fitting
  6. excellent rate of fire


Cons:

  1. Lowest volley of all close range weapons
  2. Short optimal range


Artillery :
Pros:

  1. No Capacitor usage
  2. Highest Alpha Damage
  3. Can reach maximum range (254KM) fairly easily
  4. Interchangeable damage types


Cons:

  1. Extremely long rate of fire
  2. Poorest tracking
  3. Heavy powergrid utilization



Hybrids:
Secondly, let&#;s look at hybrids. Hybrids are often hated. There are 2 reasons behind that. First, is the damage over range for this group. Blasters produce the second highest default DPS (torps do more when no bonuses are involved) but suffer at a rapid drop early on sporting the similar optimal and half the fall off as autocannons. Secondly is Railguns; rails are average, less close range DPS than beams, but less long range dps than Artillery. Rails also have a very high rate of fire with a low alpha damage, this lack of alpha make them not appealing and suffer from tracking nearly equal to artillery. Overall though, they don&#;t use nearly as much capacitor as energy turrets and pretty low powergrid requirements.

Railguns:
Pros:

  1. best long range weighed average DPS
  2. Low Capacitor usage allowing for active tank and modules
  3. Longest optimal range
  4. excellent rate of fire


Cons:

  1. Lowest volley of all long range weapons
  2. Damage is limited to Kinetic/Thermal
  3. Poor tracking, very close to that of Artillery
  4. Low alpha
  5. fairly high CPU usage


Blasters :
Pros:

  1. Very High DPS
  2. Best Tracking
  3. Low Capacitor usage
  4. Excellent Rate of fire


Cons:

  1. Damage drops very fast
  2. Poorest range
  3. Heavy CPU utilization
  4. Limited Damage types




Energy:
I think Energy Turrets are the least talked about. Granted they only do EM and Thermal damage, but they do sport some really good DPS. The biggest thing for energy turrets is the ammo, or rather lack thereof. Unlike all the other guns, energy turrets only need 1 ammo crystal and it will last a long time if not forever. But being energy turrets, they have the heaviest capacitor usage and heaviest powergird usage. While Pulse have the worst close range tracking, beams sport the best, by a large margin, long range tracking. These are probably the most ideal weapon against shield tanks. And would be recommended on a passive buffer ship due to heavy cap usage or with an ASB/ARR


Pulse:
Pros:

  1. Great optimal range
  2. Moderate effective range
  3. Deals EM and Thermal Damage, Bane of shield tanks
  4. excellent rate of fire


Cons:

  1. Lowest volley of all close range weapons
  2. Short falloff
  3. Heavy Capacitor utilization
  4. Heaviest close range powergrid utilization
  5. Poorest close range tracking


Beams :
Pros:

  1. High long range DPS
  2. Second highest turret Alpha Damage (Missiles produce more alpha)
  3. Highest long range tracking
  4. EM/Thermal damage types


Cons:

  1. Heavy Capacitor utilization
  2. shortest long range falloff
  3. Heaviest powergrid utilization

Every day there is post where people do not clearly state the pros and cons of each weapon and how they work. So I am doing this. I will try to be as clear as possible on this.Drones and other weapon systems will not be covered, only: Projectiles, missiles, energy turrets and hybrids. Now, there are some difference between weapons of the same class, so I will state the pros and cons of each weapon system. In the examples below, I will be using large class weapons. All Graphs and information on these are a single gun or turret on a scorpion with no mods or weapon bonuses. Ammo used: Phased Plasma, Antimatter, Multifrequency, and Inferno. Assume all level V skills.Starting off with these because people say "autocannons/artillery work in falloff," and often enough don't explain why this is.Here is how they work: Projectiles have a relatively short optimal range but a very long fall off range. This means that while the maximum damage output peaks early on and is lower than others, when distance to the target is increased you result a more forgiving drop in DPS than other turrets. This fact and the fact they do not use capacitor combined are what make projectiles great, and the fact artillery deal the highest alpha (raw damage in a single shot).Pros:Cons:Pros:Cons:Secondly, let&#;s look at hybrids. Hybrids are often hated. There are 2 reasons behind that. First, is the damage over range for this group. Blasters produce the second highest default DPS (torps do more when no bonuses are involved) but suffer at a rapid drop early on sporting the similar optimal and half the fall off as autocannons. Secondly is Railguns; rails are average, less close range DPS than beams, but less long range dps than Artillery. Rails also have a very high rate of fire with a low alpha damage, this lack of alpha make them not appealing and suffer from tracking nearly equal to artillery. Overall though, they don&#;t use nearly as much capacitor as energy turrets and pretty low powergrid requirements.Pros:Cons:Pros:Cons:I think Energy Turrets are the least talked about. Granted they only do EM and Thermal damage, but they do sport some really good DPS. The biggest thing for energy turrets is the ammo, or rather lack thereof. Unlike all the other guns, energy turrets only need 1 ammo crystal and it will last a long time if not forever. But being energy turrets, they have the heaviest capacitor usage and heaviest powergird usage. While Pulse have the worst close range tracking, beams sport the best, by a large margin, long range tracking. These are probably the most ideal weapon against shield tanks. And would be recommended on a passive buffer ship due to heavy cap usage or with an ASB/ARRPros:Cons:Pros:Cons:

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