Turrets are the most common weapon in EVE, and come in many different flavors. Not that missile launchers are NOT turrets, they work pretty much entirely differently. Different races and pirate factions generally use different turrets, and have their hulls bonused for them.
There are three main families of turret in EVE, and each of them comes with a short and long range version. Then in turn each of them have tree variants (each of which has a full range of T1, meta T2 etc) for each size. Generally that will be big ones that do more damage but track less well and eat more fittings, small ones that track nicely but have less damage and range, but low fitting requirements and one somewhere in between.
Type | Family | DPS | Accuracy Score | Range | Damage type | Pros | Cons | Used by |
---|---|---|---|---|---|---|---|---|
Autocannons | Projectile | Low | High | Medium | Selectable | Don't use cap, high rate of fire, long falloff, selectable damage types | Shitty DPS, lackluster T2 ammos | Minmatar, Angels |
Blasters | Hybrid | High | Medium | Low | Kinetic/Thermal | Insane damage, amazing T2 ammo | Moderate cap usage, terrible range | Gallente, Serpentis, occasionally Caldari |
Pulse lasers | Energy | Medium | Medium | Medium | EM/Thermal | No need to reload, instant ammo switching, long optimal, good T2 ammo, they are fucking lasers | Massive cap usage, basically zero falloff | Amarr, Sansha's, Blood Raiders, SoE |
Type | Family | DPS | Accuracy Score | Range | Damage type | Pros | Cons | Used by |
---|---|---|---|---|---|---|---|---|
Artillery | Projectile | Low | Low | Medium | Selectable | No cap usage, massive alpha, selectable damage types | Terrible rate of fire, meh T2 ammo | Minmatar, Angels |
Railguns | Hybrid | Medium | Medium | High | Kinetic/Thermal | Huge optimal range, nice T2 ammo | Moderate cap usage, meh DPS, terrible alpha | Caldari, Serpentis, occasionally Gallente |
Beam lasers | Energy | High | Low | High | EM/Thermal | No need to reload, instant ammo switching, they are fucking lasers | Massive cap usage | Amarr, Sansha's, Blood Raiders, SoE |
EVE has a lot of maths behind how turrets work, and it basically boils down to a single formula, which determines your chance to hit. Unfortunately CCP just changed things, and the version of the tracking formula everyone has isn't quite correct any more and I'm far too lazy to go and fix stuff. Fortunately there are only a few things we need to worry about with our chance to hit.
This is how fast your ship and the enemy ship are moving past eachother, which word you use is based on whose perspective things are from. Basically, angular is how fast another ship is moving around you, transversal is how fast you are moving around another ship. Only perpendicular motion matters here, movement towards or away is ignored. It's hard to explain without pictures and I am very lazy, go read this reddit post. Basically a low angular velocity means a high chance to hit
How far away you are from your target. A far off target is easier to track, since their relative speed seems lower, but you also start to suffer from range penalties beyond your optimal range. From 0m out to your optimal you suffer no penalty due to range, from optimal onward you start to get a reduction to your chance to hit. At optimal + 1*falloff your chance to hit is reduced to 40% of it's previous value, at optimal + 2*falloff your chance to hit is less that 10% it's previous value. This means that beyond optimal + 2*falloff your chance to hit is effectively 0.
Signature radius is how “big” a target is. High sig radius means a large target, which means easier to hit. Not a whole lot to be said here.
For the vets among you, this is tracking a resolution rolled into a single stat. To anyone else, this is essentially how good your turret is at hitting things. A higher number means it's better at hitting smaller, faster targets. Larger turrets and long range turrets have lower accuracy.
Whenever you fire a turret the server calculates your chance to hit the server does three things:
If x is higher than your chance to hit, bad luck you missed. If x is lower, then well done, you hit. Now you have a damage modifier applied, of (x+0.49)*chance to hit. This means that your chance to hit sets an upper limit on your maximum damage.
Anything that I say increases accuracy score is actually, behind the scenes, improving tracking speed. However since weapon resolution has been normalized across the board the two are largely interchangeable now.