List of T1 Weapons by type

Hello. o7. Newish player here. Looking for a list of the T1 weapons and their statistics (base range, power, cpu, etc) that can fit to the Turret or high slot, whatever it’s called. I’m trying to understand the link between weapon and ammo, so I can determine what I need to run with based on how I want to play. any and all help and information is greatly appreciated !@!

The issue comes with the fact that ammo plays a great part in the stats of a weapon. the table is not as simple as you might hope.

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That would explain why I could not find one, anywhere, not Wiki, any fansites, nothing. Guess I’ll have to try and rework the query to include ammo.

All the weapons and their stats are available in game in market browser under: ship equipment → turrets & launchers. You will want to check out Enegy turrets, Hybrid turrets, Projectile turrets.

Generally each weapon type has two main versions.

One for long range, one for higher damage but shorter range.

For example missiles have light missile launchers for range or rockets for damage. Hybrid weapons have railguns for range and blasters for damage. Projectile turrets have artillery for range or autocannons for damage. Lasers have beams and pulses, but as I rarely fly Amarr I never remember which is which.

The short range weapons have better tracking too to make up for the fact that targets tend to have higher angular velocities up close.

Next, each weapon system generally has three sizes for subcapital weapons and one size for capitals. Small for frigates and destroyers, medium for cruisers and battlecruisers, large for battleships.

There are exceptions, like some battlecruisers and bomber frigates use large battleship-size weapons. Or rapid missile launchers which exist in medium, large and capital sizes and fire ammo a size smaller than their module size suggests.

Next, each of these categories can have a few variations like neutron blasters versus electron blasters, where generally the one with the highest fitting requirements also has the best stats like range and damage, but if fitting is tight you could consider an electron blaster instead.

And lastly those modules, like a neutron blaster, have a few ‘meta’ versions as well of which I usually ignore most except for the meta version with the highest damage. The rest may be cheaper, but is also plain worse.

CCP fixed this flawed design of meta modules everywhere else in the game with their ‘tiericide’ project, but never got to fix weapons yet so until that happens we have a bunch of useless meta versions you should only pick if you want to save a little bit of ISK.

But as said above, ammo has a huge impact on the final damage as well as range, tracking and sometimes damage types as well so there’s no straightforward table.

But long story short: just use whatever weapon system your ship is bonused for and pick if you want to fight at a safer range or up close to deal more damage.

A Catalyst for example wants to use small blasters, preferably neutron if that fits. T2 if you have the skills as this allows T2 ammo but if you use T1 I recommend you go through the tabs of the gun in the game, look for the tab with variations and check their stats in the ‘compare’ window to see which meta version is best to use.

Generally T1 is worse than meta and if you can equip T1 you can also equip the meta versions.

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This is a start (from EVE Uni): Weapons - EVE University Wiki

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