Tech II and Faction Missile Launcher

Faction and tech II turrets allow you to use t2 ammo, but they also have large damage multipliers so even if you continue to use faction ammo your damage goes up a lot. Meanwhile tech II missile launchers loaded with faction ammo… just shoot faster. Considering the PG needed in tech II vs tech I, I thought you’d get a bit more for it.

I recall there were more differences.

The main reason to use T2 over T1 launchers is that T2 allows the use of T2 ammo, which is often a good reason to fit T2 even if it takes more PG.

I don’t recall the specifics of faction launchers, only that I prefer to use T2.

I think (but correct me if I’m wrong) that faction launchers are easier to fit, more expensive but don’t scale with the specialization skill, so even though the higher base damage is better for a low skilled pilot it is worse than T2 for a high-skilled pilot.

I like to keep my fits affordable so I prefer T2, or meta if I cannot fit T2 and don’t need T2 ammo.

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That’s correct Sir!

Let’s take Heavy Missile Launcher as example.
@TiberianSun371AlexW here you can see that Faction nor Tech I launchers do not benefit from Heavy Missile Specialization skill, but can use Advanced Heavy Missiles unlike Tech I variant of the launcher. What to use is mostly dependable on fitting room, price and so on and so forth! Some faction modules can also be used by Alpha accounts for e.g. Abyssal Runners can bling their fit with these.

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It should also be noted that in addition to having a faster rate of fire, Faction (as well as Officer and Abyssal) launchers have a higher ammunition capacity - in addition to having better fitting.

The same is not the case with Faction turrets, which when compared to their T2 equivalents have less overall damage and only offer better fitting and sometimes better range. This is why Officer turrets are so insanely expensive - they have significantly more damage (range, etc.) than T2 turrets.

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Interesting to see from that picture that faction launchers take lower heat damage!

Might make them a good option in some setups. T3Cs like overheating a lot.

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0.1524 heat damage per second on the faction
0.15 on the T2
0.1533 on the t1
(dividing heat damage by cycle time)
The T2 actually can heat the longest!

I’ll do dps calculations on PYFA later.

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That’s a good point, faster cycles means more heat too, so T2 pulls ahead.

T2 equipment produce the most rack heat of all equipment, so t2 will overheat the whole rack much farster than t1 or faction.

Overheating - EVE University Wiki this page is boring maths

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