[00:16] <suitonia> I'm home now.
[00:16] <suitonia> Energy Turrets:
[00:16] <suitonia> + Instant Ammo Swap and No Reload times mean they have higher sustained DPS as they can usually always shoot the optimal ammo type (Can swap to different crystals as target gets to different ranges to keep full DPS on, or swap to higher tracking types in the case of gleam or swapping out of scorch/conflagration as a target gets closer).
[00:16] <suitonia> - Capacitor cost to fire is high, usually requires a ship bonus to bring it down to a manageable level, and struggle to cope with Energy Warfare the most.
[00:16] <suitonia> - Higher Fitting requirements, especially for the higher tier turrets.
[00:16] <suitonia> (Pulse) - Scorch S hits out to heated scram range, Scorch M hits out to disruptor range, Scorch L hits to extended ranges (45km~) . Can out-trade all other racial close range turrets with Scorch at optimal. Pulse lasers have exceptionally worse tracking than AC/Blasters however (usually 30% less roughly)
[00:16] <suitonia> (beam) - Beam Lasers have exceptionally more tracking (usually around 50% better than railgun and artillery) and top of highest DPS potential, but have really high capacitor and fitting requirements.
[00:16] <suitonia> Hybrid Weapons
[00:16] <suitonia> +Tends to have more forgiving fitting requirements all-around than the other races. (Rails are the easiest to fit of the other LR options). Railguns are the only Long Range turret to have 3 fitting tiers at each size, Artillery have just 2, Beams have only 2 on frigate level. Blasters (As well as ACs) have 3 fitting tiers vs the 2 of Pulse on Cruiser/Battleship.
[00:16] <suitonia> +Reduced reload time means swapping out ammo types for an evolving situation is not as punishing as it for missiles/projectiles/drones (which have 10s reload, or travel time)
[00:16] <suitonia> (Blasters) - Highest All-In Potential as has the most damage, the worst range however.
[00:16] <suitonia> (Railguns) - highest optimal range naturally, especially as some caldari hulls have double optimal range bonuses.
[00:16] <suitonia> Projectile Weapons
[00:16] <suitonia> +No capacitor cost for firing
[00:16] <suitonia> +Has the most strategic flexibility with ammo choice since it can use different damage type ammos and other ammo types which offer a tracking bonus
[00:16] <suitonia> -With the 10s reload though, they have the worst tactical flexibility, and can get punished by an evolving battlefield (t2 Amarr ships come in while you have fusion loaded) or change in ranges etc.
[00:16] <suitonia> (Autocannons) - Lowest fitting requirements, this is usually taken advantage of with utility highs like energy neutralisers which can play off from the capless requirements of autocannons to punish other racial weapon types more (They need cap more than you need cap)
[00:17] <suitonia> (Artillery) - Highest alphastrike, usually the hardest fitting requirements for the ships fitting them.
[00:19] <suitonia> Projectiles have the lowest sustained DPS though
[00:21] <suitonia> Also Hail has a worse tracking penalty than the other races
[00:22] <suitonia> Void/Conflagration have 0.75x tracking multipliers (33% worse tracking)
[00:22] <suitonia> Hail has a 0.7x tracking multiplier (approx 42% worse tracking)
[00:23] <suitonia> so its a bit harder to all in with projectiles, although Hail with projectiles will generally out-track conflagration from pulse
[00:23] <suitonia> Void/Conflagration have cap penalties which obviously doesn't effect hail which is probably why they have the harder tracking penalty
[00:24] <suitonia> Conflagration has same range as multi though which is p. nice
[00:28] <titus.tallang> :clap: