As a Gallente pilot my first love has always been my drones. In the last year I started to see my high slots as something more than drone targeting suggestions. Anyone who has used drones will understand that drones have minds of their own that occasionally give the impression that the pilot is in charge. Guns, however, shoot the person you ask them to shoot.
The different hybrid turret optionsGallente pilots start of with a basic skill set in hybrid turrets. These turrets come in 2 varieties, railguns (medium to long distance, slower recharge, slower tracking) and blasters (short range high damage dealers, faster tracking and higher rate of fire). The turrets come in 3 varieties in each size bracket each using more powergrid and CPU than the previous one but also shooting further and causing more damage.
Small blasters
Small electron blaster (least powergrid, cpu and damage)
Small ion blaster
Small neutron blaster (most powergrid, cpu and damage)
Small railgun
75mm railgun
125mm railgun
150mm railgun
Medium blasters and railguns
…The pattern repeats as the turrets get larger
Though it might look like sense to load up with the biggest guns you quickly reach limits. These limits are usually lack of cpu and powergrid on your ship. However, with improved skills you can improve these limits (electronics and weapon upgrades either improve the cpu of your ship or reduce the turret requirement, engineering and advanced weapon upgrades improves the powergrid output or reduces the turret powergrid requirement).
To further complicate matters improved tech 1 versions of these guns can drop as loot from NPCs or be bought on the market. The basic turrets are rated meta level 0 or 1. Improved versions have meta level 2, 3 and 4. The Meta level 4 turrets are generally more expensive than tech 2 turrets because of their lower skill requirements, rarity and being almost as good as their tech 2 equivilent!
The hybrid turret statsFor those that are new to how damage is dealt with in Eve, check out the following article in eve-wiki (
http://www.eve-wiki.net/index.php?title=Damage_System).
Each hybrid turret comes with a fixed optimal and falloff range, tracking speed, damage modifier and capacitor requirement.
Optimal and fall-offOptimal range is the range within which you have the standard chance of hitting. Beyond optimal range is the fall-off range. As you move away from the ship your chance of hitting diminishes. At optimal + fall-off range you have about 50% chance of hitting. Hybrid blaster turrets have short optimal and fall off ranges, railgun turrets have longer optimal and fall-off ranges. Generally the larger the gun the longer the optimal and fall-off ranges are.
Tracking speedThis is how fast your guns can turn to keep up with enemy ships – remember the x-wing fighters attacking the Death Star? Well, it turns out that the Death Star had poor tracking skills. The tracking on a blaster is superior to that on a railgun. If you want to get up close and orbit fast you need blasters. If you are happy to stand off and be a sniper then railguns would be the better choice.
Damage modifierThe blaster hybrid turret is designed as a short range high damage dealer, whereas the railgun is designed to hit from further out and consequently has a lower damage modifier. For beginning players that learn to play through running missions, railguns are the preferred approach. Warp in, stand off and shoot them as they try to close on your position.
PVP gives the option of getting up close and dirty, orbiting fast with short range blasters and chewing up your opponent.
Capacitor requirementThis has never affected me much while playing. Train up capacitor skills early on and ensure that you always have some capacitor left to warp out when the going gets nasty. At the beginning of your career you will be more concerned about using your capacitor to maintain your tank and using your drones to do damage. For completeness, know that railguns use more capacitor than blasters to shoot but that ammunition that you might load into your turrets change the capacitor required.
The inherent disadvantage of hybrid turretsHybrid weapons cause mixed thermal/ kinetic damage only. If you know you’re going to be facing a Gallente pilot stack the thermal/ kinetic hardeners!
Hybrid ammoThe turrets can be loaded up with different types of ammo that allow tactical flexibility in range selection (antimatter ammo for short range up to iron ammo for long range). Each ammo type causes a fixed amount of thermal and kinetic damage. Each type of ammo also has a range and capacitor usage modifier. The short range ammo (antimatter) causes more damage and uses most cap whereas the long range ammo (iron) causes the least damage and uses less cap.
As well as the standard ammo there is faction ammo (expensive tech 1 sold by NPCs) and tech 2 ammo which only fits into tech 2 guns.
The skills requiredThe following basic gunnery skills improve whatever weapon system you choose to use (hybrid, lasers or projectile guns):
Gunnery (2% increase to rate of fire)
Controlled bursts (5% decease to capacitor use)
Motion prediction (5% bonus to weapon tracking speed)
Rapid firing (4% bonus to rate of fire)
Sharpshooter (5% to weapon turret optimal range)
Surgical Strike (3% bonus to turret damage)
Trajectory Analysis (5% bonus fall-off range)
Weapon upgrades (5% reduction in CPU requirement)
Advanced weapon upgrades (5% reduction in power grid requirement)
Other skills are required to use specific weapon systems, in our case, hybrid turrets. Note that railguns and blasters are both forms of hybrid turrets:
Small hybrid turret (5% damage to small hybrid turret damage)
Medium hybrid turret, large hybrid turrets and I presume larger for capital ships.
Highly specialised skills required to use tech 2 weapon systems. At this level you must choose to improve either railguns or blasters:
Small railgun specialisation (2% increase in damage to tech 2 small railgun turrets)
Small blaster specialisation (2% increase in damage to tech 2 small blaster turrets)
Conclusion
At the start of your career as a Gallente pilot you could do worse than train up your railgun skills as a bonus to your main damage source (drones) on missions. As you progress and perhaps get into shooting other players there is a good chance that you will end up in a Thorax loaded up with blasters. Note that you are not fixed to going down the route of hybrid guns, these are just the turrets for which Gallente players have starting skills and the type of turrets that Gallente ships have bonuses for.Also note that some skills are hybrid turret specific but others give bonuses to all weapon systems. Naturally these skills are good time investments as they will transfer if you take a liking to projectile guns for your Myrmidon J