
Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.01.30 03:49:00 -
[1]
Lasers: Lasers in general tend to use a lot of cap, and do poor damage on armor (and many ships armor tank). On the flip side, they'll have better range with Pulse than anyone else, so they can just start shooting while the Blaster and AC boats MWD over to targets.
Pulse Lasers: Good tracking, very good damage potential. The best range of any 'short range' turret class, Pulse Armageddons and Abaddons will be able to tear up targets undeterred at 15-20+km (or 45km with Scorch).
Beam Lasers: Best DPS and tracking of any long range turret. The cap use is insane though, and they have the lowest range of any long range turret. Tachyons are very hard to fit, but a sniper Tachyon Abaddon can hit with DPS similar to some short-range turrets. . . at 40km, and then hit at 160+ when it swaps out for Aurora ammo.
Hybrids: Still use cap, but considerably less than lasers do. Kinetic/Thermal damage is useful against almost all targets.
Blasters: Second best tracking in the game, worst range of anything. Best DPS out of any turret, period. Once you actually close the range, blasters will tear apart most targets pretty quickly.
Railguns: Tracking is low-moderate, DPS is low-moderate, range is great. Range on Caldari ships is insane. Rokhs are one of few ships that can consistently hit the 250km sniping range limit.
Projectiles: 0 cap use is a huge benefit. They also have the benefit of some variability in damage types by using different types of ammunition.
AutoCannons: Best tracking in the game on these guns, and frequently very fast RoF. They depend entirely on falloff range, in fact it has been advised that AC users simply pretend that their optimal does not exist. The damage is not that great before ship bonuses are applied, but any Minmatar combat boat will have 1 (and often 2) bonuses to AC damage or RoF.
Artillery: These guns track very poorly, they actually have the game's worst tracking. Their DPS is also subpar before ship bonuses, but they have a very high damage per volley, so their first strike can take a lot out of an opponent. The range is superior to Beam Lasers, but inferior to railguns, particularly the optimal range bonus railguns common on Caldari snipers.
Missiles: These are an entirely different animal. No tracking, no cap, they get penalized based on how big their target is and how fast it is going instead. Their DPS tends to be subpar compared to short-range turrets, but their ranges tend to be better than similar sized weapons on other ships.
Short Range Missiles: Rockets, HAMs, and Torpedos: They will have better DPS than their long range counterparts (usually due to insane RoF). Rockets and HAMs are usually best on T2 Khanid ships, but a few Caldari ships can utilize them well. Torpedoes are the domain of the Raven, which is now a very good gank boat.
Long Range Missiles: Light Missiles, Heavy Missiles and Cruise Missiles: These are the sniper ranged missiles. They actually tend to be poor for sniping due to their flight time, though. The DPS isn't the greatest, but they offer reliable, consistent damage. They also come in FOF variants that require no target lock.
Drones: Flying turrets, effectively. They can move rather fast and track very well, and their damage output is pretty decent, especially at the Cruiser level. Their disadvantage? They can get destroyed, and take time to reach targets. Every pilot should have drone skills, as Battleships require them to deal with small targets, usually.
That enough info for you? -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |