Difference between revisions of "Projectile ammunition"

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[[Category:Guides]]
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Projectile ammunition is a complex topic because, unlike [[Turrets#Hybrid ammo|hybrid]] or [[Turrets#Frequency crystals|energy]] ammunition, different kinds of projectile ammunition can have not only different optimal [[range]] modifiers, but also different [[tracking]] modifiers and completely different damage types.
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{{tocright}}
== Rules of the Autocannons ==
 
  
==== Pretend your optimal range doesn't exist ====
+
== Tech 1 ammunition==
The only reasons why you should be taking autocannons into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.
+
{| class="wikitable" style="font-size: 90%; margin: 1em auto;"
 +
|+ T1 Ammunition Types
 +
|-  style="background-color :#222222 color: #BFBB7D;;"
 +
! scope="col" style="color: #BFBB7D;" | Name
 +
! scope="col" style="color: #BFBB7D;" | Optimal Range
 +
! scope="col" style="color: #BFBB7D;" | Tracking
 +
! scope="col" style="color: #00BFFF;" | EM
 +
! scope="col" style="color: #FA5858;" | Thermal
 +
! scope="col" style="color: #D8D8D8;" | Kinetic
 +
! scope="col" style="color: #FF8000;" | Explosive
 +
! scope="col" style="color: #BFBB7D;" | Damage
 +
! scope="col" style="color: #BFBB7D;" | Small
 +
! scope="col" style="color: #BFBB7D;" | Medium
 +
! scope="col" style="color: #BFBB7D;" | Large
 +
|-
 +
| EMP || style="color: #FE2E2E;" | -50% || 0% || style="background-color: #0080FF;" | 75% || || 8% || 17% || style="color: #00FF00;" | 150% || N ||  || I
 +
|-
 +
| Fusion || style="color: #FE2E2E;" | -50% || 0% ||  ||  || 17% || style="background-color: #B45F04;" | 83% || style="color: #00FF00;" | 150% || I || I || I
 +
|-
 +
| Phased Plasma || style="color: #FE2E2E;" | -50% || 0% || || style="background-color: #B40404;" | 83% || 17% || || style="color: #00FF00;" | 150% || I ||  || 
 +
|-
 +
| Titanium Sabot || +0% || style="color: #00FF00;" | 20% || || || style="background-color: #6E6E6E;" | 75% || 25% || 100% ||  ||  ||
 +
|-
 +
| Depleted Uranium || +0% || style="color: #00FF00;" | 20% || || style="background-color: #B40404;" | 38% || 25% || style="background-color: #B45F04;" | 38% || 100% || I || I || 
 +
|-
 +
| Proton || style="color: #00FF00;" | +60% || style="color: #E1F5A9;" | 5% || style="background-color: #0080FF;" | 60% || || 40% || || style="color: #FE2E2E;" | 62.5% || I ||  || 
 +
|-
 +
| Nuclear || style="color: #00FF00;" | +60% || style="color: #E1F5A9;" | 5% || || || 20% || style="background-color: #B45F04;" | 80% || style="color: #FE2E2E;" | 62.5% ||  ||  || IN
 +
|-
 +
| Carbonized Lead || style="color: #00FF00;" | +60% || style="color: #E1F5A9;" | 5% || || || style="background-color: #6E6E6E;" | 80% || 20% || style="color: #FE2E2E;" | 62.5% ||  || I || I
 +
|}
  
==== Always use your most damaging ammo ====
+
As you can see from this table, after the Dominion expansion, projectile ammo is divided into three tiers:
Besides Barrage (which gives a bonus so isn't really relevant), all projectile ammo range modifiers apply to your optimal range, not falloff. As we have tiny optimal ranges and huge falloffs, this means we can run about with EMP and not have to worry about losing the range as it stays virtually the same. Barrage does the same damage as EMP and gives a 50% range boost to falloff. It's wonderful, and you should use it.
+
* 3 short-ranged, high-damage types -- EMP, Phased Plasma and Fusion
 +
* 2 medium range, medium damage, high-tracking types -- Titanium Sabot and Depleted Uranium
 +
* 3 long range, low damage types with a minor tracking speed bonus -- Proton, Nuclear and Carbonized Lead
 +
Within each tier the only differences are in the damage type, so EMP, phased plasma and fusion all do identical ''amounts'' of raw (before enemy resists are applied) damage.
  
==== If your ship has a falloff bonus, it's designed to fit autocannons. ====
+
The last 3 columns indicate which non-highsec material is required to build them. an I indicates Isogen and N, nocxium. Blank indicates only the Highsec minerals of Tritanium, Mexallon and Pyerite are required. This may effect the ammo choices of hybrid users who also craft their own ammunition, especially if they mine the materials as well. Capital is not included as if you are flying one of these, you likely have easy access to these materials anyway.
  
Because optimal range bonuses on autocannons are as useful as explosive damage bonuses for lasers.
+
Faction versions of these ammunition types are available, and offer a nice increase in damage for a price. If you can afford it it's good to carry and use one or two loads of faction ammo in PvP; for PvE faction ammo is usually not cost-effective.
  
==== Barrage is your friend ====
+
== Tech 2 ammunition==
 +
{| class="wikitable" style="font-size: 90%; margin: 1em auto;"
 +
|+ Autocannon Ammo
 +
|- style="background-color: #222222;"
 +
! scope="col" style="color: #BFBB7D;" | Name
 +
! scope="col" style="color: #BFBB7D;" | Optimal Range
 +
! scope="col" style="color: #BFBB7D;" | Falloff Range
 +
! scope="col" style="color: #BFBB7D;" | Tracking
 +
! scope="col" style="color: #00BFFF;" | EM
 +
! scope="col" style="color: #FA5858;" | Thermal
 +
! scope="col" style="color: #D8D8D8;" | Kinetic
 +
! scope="col" style="color: #FF8000;" | Explosive
 +
! scope="col" style="color: #BFBB7D;" | Damage
 +
|-
 +
| Hail || style="color: #FE2E2E;" | -50% || style="color: #FE2E2E;" | -25% || style="color: #FE2E2E;" | -25% || || || 21% || style="background-color: #B45F04;" | 79% || style="color: #00FF00;" | 193%
 +
|-
 +
| Barrage || +0% || style="color: #00FF00;" | +50% || style="color: #FE2E2E;" | -25% ||  ||  || 45% || style="background-color: #B45F04;" | 55% || style="color: #00FF00;" | 138%
 +
|}
  
It gives you a 50% boost to falloff and does oodles of explosive damage. The only thing it's a bit useless against are Invul-Field Shield tanks and T2 amarr ships, where EM or Thermal damage are far better.
+
{| class="wikitable" style="font-size: 90%; margin: 1em auto;"
 +
|+ Artillery Ammo
 +
|- style="background-color: #222222;"
 +
! scope="col" style="color: #BFBB7D;" | Name
 +
! scope="col" style="color: #BFBB7D;" | Optimal Range
 +
! scope="col" style="color: #BFBB7D;" | Tracking
 +
! scope="col" style="color: #00BFFF;" | EM
 +
! scope="col" style="color: #FA5858;" | Thermal
 +
! scope="col" style="color: #D8D8D8;" | Kinetic
 +
! scope="col" style="color: #FF8000;" | Explosive
 +
! scope="col" style="color: #BFBB7D;" | Damage
 +
|-
 +
| Quake || style="color: #FE2E2E;" | -75% || style="color: #00FF00;" | +25% || || || 36% || style="background-color: #B45F04;" | 64% || style="color: #00FF00;" | 175%
 +
|-
 +
| Tremor || style="color: #00FF00;" | +80% || style="color: #FE2E2E;" | -75% || ||  || 37% || style="background-color: #B45F04;" | 63% || style="color: #00FF00;" | 138%
 +
|}
  
==== Hail can actually be useful ====
+
== Ammo and autocannon ==
 +
* Your optimal range doesn't exist (or might as well not exist)
 +
Autocannons(AC) have terrible optimal ranges and long falloff (read more about optimal and falloff [[Range|here]]). The only reasons why you should be taking ACs into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.
  
When fighting missile ships or stationary targets, load in some Hail ammo and you will tear them to shreds. Be warned that it does have a speed penalty, which is why you can't fly around with it loaded all the time. It's best used in conjunction with a passive shield tank or a dura-armour tank to offset the cap recharge penalty.
+
* If your ship has a falloff bonus, it's designed to fit ACs
 +
Because optimal range bonuses on ACs are as useful as explosive damage bonuses for lasers.
  
==== Learn to love the low and middle-tier autocannons ====
+
* T1 ammo range bonuses are irrelevant!
 +
All T1 projectile ammo range modifiers apply to your optimal range, not falloff. As ACs have tiny optimal ranges and huge falloff, you can always load EMP, phased plasma or fusion -- your range would barely increase if you load one of the other ammo types.
  
125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm autocannons have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, mwds and cap boosters without gimping your setup. This is because they all have identical falloff ranges, so the only thing you gain from using the next tier above is 4-5% more damage and a slightly reduced ammo consumption.
+
(There are some very minor exceptions to this rule. For example if you're trying to hit a close-orbiting [[Jaguar]] with medium ACs Titanium Sabot not only gives you a tracking bonus, but also hits the Jaguar's weakest resist, kinetic.)
  
==== Fit Top-Tier autocannons when NPCing ====
+
* Do not ignore the low and middle-tier ACs
 +
125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm ACs have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, MWDs and cap boosters without gimping your setup. Using the next tier above means 4-5% more damage, a slightly reduced ammo consumption, and more falloff.
  
The use a lot less ammo, which is very important when npcing with autocannons as they have the highest rate of fire out of all the guns.
+
* Fit top-tier ACs for PvE
 +
They use a lot less ammo, which is very important when shooting rats with ACs as they have the highest rate of fire of all turrets
  
== There are only 3-3.5 different ammos you ever need to carry ==
+
=== Tech 2 autocannon ammo ===
 +
There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long AC range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 ACs can load Tech 2 ammunition.
  
In order of priority:
+
==== Barrage ====
 +
Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. Barrage is often very useful for kiting/skirmishing tactics: it can let small AC reach out towards the further reaches of warp scrambler range, medium AC reach out to the further reaches of warp disruptor range, and large AC reach out very far indeed. It synergizes well with ships with range bonuses such as the [[Stabber]] and [[Vargur]]
  
=== T1 Guns ===
+
Due to the tracking penalty compared to normal short-range ammunition, you must consider whether or not you'll be able to keep your target's angular velocity low, and what countermeasures you will take--potentially including loading different ammunition--if a target closes in.
  
# EMP for general use & shield tankers
+
Barrage can struggle against ships with invulnerability-field shield tanks and Tech 2 Amarr ships, which both have very high explosive resists and are weaker to EM or thermal damage.
# Fusion for armour tankers
 
# Phased plasma for Amarr T2 resists
 
  
=== T2 Guns ===
+
==== Hail ====
 +
Hail does a lot of damage, on paper. It also cuts your tracking speed by 25%, optimal range by 50% and falloff by 25%. It can be an excellent high-damage option against targets which are easier to hit (e.g. they have been webbed or target-painted) and/or are one or more size classes larger than your guns (e.g. firing on cruisers or battleships with small AC, or on battleships with medium AC).
  
# Barrage for general use
+
=== Ammo selection ===
# EMP for shield tankers
+
So, what ammo should you actually pack? You don't need to carry a load of every type.
# Phased Plasma for T2 Amarr resistances
 
# Hail, if you're feeling lucky
 
  
For Npc's (ratting)
+
==== PvP: Tech 1 autocannon ====
 +
# Phased Plasma for general use (thermal is a decent all-round damage type)
 +
# Fusion to hit armor tanks
 +
# EMP to hit shield tanks
  
 +
==== PvP: Tech 2 autocannon ====
 +
# Barrage for general use, unless you plan to fight at close range
 +
# Hail for close-ranged, easily-hit targets
 +
# Fusion to hit armor tanks at close range
 +
# EMP to hit Barrage-resistant shield tanks
 +
# Phased Plasma to hit T2 Amarr ships or for general use at close range
  
Most people assume that since, for example Serpentis ships lowest resist is to kinetic damage Titanium Sabot is the best ammo to kill them. This is incorrect. The higher damage of Phased Plasma makes up for the slightly worse resists.
+
On ships with an inherent falloff bonus and one or more Tracking Enhancers fitted (such as the [[Vagabond]]), falloff can get so long that you can kite while using short-ranged, high-damage ammo rather than Barrage, for more DPS.
  
The resists on smaller ships such as cruisers and frigates are low across the board. Some dont exceed 30 in any type. For these the higher damage ammo such as EMP and Phased plasma are even better. The most effective ammo against Angel friagtes for example is EMP.
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==== PvE ====
 +
The rule of thumb for PvE is to hit the weakest resists of the rat type you're fighting, as detailed [[NPC damage types|here]].
  
EMP also does significantly higher damage against stucture so you might notice EMP killing some of the weaker Angel BS faster than Fusion.
+
However, remember the tiering by damage. Some assume that since, for example, Guristas' lowest resist is to kinetic damage, titanium sabot is the best ammo to kill them. Actually, the higher damage of phased plasma makes up for the slightly worse resists.
  
The ammo you should use per rat type:
+
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto;"
Best / 2nd best
+
|- style="background-color: #222222;
 +
! scope="col" style="color: #BFBB7D;" | Pirate Faction
 +
! scope="col" style="color: #BFBB7D;" | Best Damage
 +
! scope="col" style="color: #BFBB7D;" | Second Best
 +
|-
 +
| Angel Cartel || Fusion || Titanium Sabot
 +
|-
 +
| Blood Raiders || EMP || Phased Plasma
 +
|-
 +
| Guristas || Phased Plasma || Titanium Sabot
 +
|-
 +
| Serpentis || Phased Plasma || Titanium Sabot
 +
|-
 +
| Sansha || EMP || Phased Plasma
 +
|-
 +
| Mercenaries || Phased Plasma || Titanium Sabot
 +
|-
 +
| Mordu's Legion || Phased Plasma || Titanium Sabot
 +
|-
 +
| Rogue Drones || EMP || Phased Plasma
 +
|-
 +
| Amarr Empire || EMP || Phased Plasma
 +
|-
 +
| Caldari State || Phased Plasma || Titanium Sabot
 +
|-
 +
| Gallente Federation || Phased Plasma || Titanium Sabot
 +
|-
 +
| Minmatar Republic || Fusion || Titanium Sabot
 +
|}
  
Angel
+
== Ammo and artillery ==
Fusion / EMP
+
* Meaningful optimal ranges!
 +
Unlike autocannon, artillery do have a noticeable optimal range, though they also have plenty of falloff too. This means that the range bonuses from the T1 ammo types do actually let you reach further away.
  
Blood Raiders
+
* But . . .
EMP / Phased
+
Unless your tank really cannot survive at the range you have with EMP, phased plasma or fusion, you're generally best sticking to the short-ranged types to get the best DPS. Although the longer-ranged ammo types could be used for sniping, they're outclassed by Tremor, the long-range T2 artillery ammo.
  
Guristas
+
* Alpha
Phased / Titanium
+
Artillery pieces do low DPS but high [[Alpha Strike|alpha]] -- they deal a lot of damage in one hit. This is a further incentive to use the high-damage, short range ammo, to maximise your alpha strike. In certain PvP situations you can destroy a target in one hit, rendering DPS pretty irrelevant.
  
Serpentis
+
=== Tech 2 artillery ammo ===
Phased / Titanium
+
There are two types of Tech 2 artillery ammo, Tremor and Quake. Tremor is a good sniping ammunition, while Quake helps against targets that are too close for comfort. Both Tremor and Quake do a mixture of explosive and kinetic damage, more explosive than kinetic.
  
Sansha
+
==== Tremor ====
EMP / Phased
+
Tremor comes with a whopping 80% range bonus, and a 75% tracking speed penalty. It's dedicated sniping ammo. If your targets ever get close enough that they achieve meaningful angular velocity, then artillery, which have slow tracking speeds at the best of times, will really struggle to hit them.
  
Generally EMP or Phased Plasma are the best to rat with, since ACs fire LOTS of ammo you are going to want to use the cheapest one if possilble.
+
==== Quake ====
 +
Quake is the polar opposite of Tremor, replacing the range bonus with a 75% range penalty and the tracking penalty with a 25% tracking speed bonus. It is designed to be a last resort against targets that are too close and have too high of a transversal to hit with other ammo types.
  
You'd think EMP is the most expensive, thats not always true. When you consider the materials required to produce the various ammos you get odd prices.
+
=== Ammo selection ===
 +
With artillery you are usually either
 +
* using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE
 +
* or PvP sniping with Tremor at long, long range
 +
So ammo selection follows a fairly similar logic to that for autocannons.
  
Small Ammo
+
==== PvP: Tech 1 artillery ====
Phased is the most expensive, Fusion costs about 10% less and EMP is the cheapest being around 30% cheaper than Phased.
+
# Phased Plasma for general use (thermal is a decent all-round damage type)
 +
# Fusion to hit armor tanks
 +
# EMP to hit shield tanks
 +
# Maybe one of Nuclear/Proton/Carbonized Lead to use if you find you cannot bring the enemy into range of the short-range ammo types
  
Medium
+
==== PvP: Tech 2 artillery ====
Phased again is the most costly, EMP is half as much and Fusion is 1/3 the cost.
+
* If sniping, Tremor, with some short-ranged ammo for emergencies in the hold
 +
* If not sniping, the same selection as for T1 artillery, with Tremor replacing Nuclear/Proton/Carbonized Lead
  
Large
+
==== PvE ====
EMP is the most expensive, Phased is 10% cheaper and Fusion is 60% cheaper.
+
As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to.
 +
 
 +
== See also ==
 +
* [[Turrets]], for a more general overview of all three kinds of turret and their associated ammunition
 +
 
 +
[[Category:Weapons]]

Latest revision as of 09:45, 16 March 2024

Projectile ammunition is a complex topic because, unlike hybrid or energy ammunition, different kinds of projectile ammunition can have not only different optimal range modifiers, but also different tracking modifiers and completely different damage types.

Tech 1 ammunition

T1 Ammunition Types
Name Optimal Range Tracking EM Thermal Kinetic Explosive Damage Small Medium Large
EMP -50% 0% 75% 8% 17% 150% N I
Fusion -50% 0% 17% 83% 150% I I I
Phased Plasma -50% 0% 83% 17% 150% I
Titanium Sabot +0% 20% 75% 25% 100%
Depleted Uranium +0% 20% 38% 25% 38% 100% I I
Proton +60% 5% 60% 40% 62.5% I
Nuclear +60% 5% 20% 80% 62.5% IN
Carbonized Lead +60% 5% 80% 20% 62.5% I I

As you can see from this table, after the Dominion expansion, projectile ammo is divided into three tiers:

  • 3 short-ranged, high-damage types -- EMP, Phased Plasma and Fusion
  • 2 medium range, medium damage, high-tracking types -- Titanium Sabot and Depleted Uranium
  • 3 long range, low damage types with a minor tracking speed bonus -- Proton, Nuclear and Carbonized Lead

Within each tier the only differences are in the damage type, so EMP, phased plasma and fusion all do identical amounts of raw (before enemy resists are applied) damage.

The last 3 columns indicate which non-highsec material is required to build them. an I indicates Isogen and N, nocxium. Blank indicates only the Highsec minerals of Tritanium, Mexallon and Pyerite are required. This may effect the ammo choices of hybrid users who also craft their own ammunition, especially if they mine the materials as well. Capital is not included as if you are flying one of these, you likely have easy access to these materials anyway.

Faction versions of these ammunition types are available, and offer a nice increase in damage for a price. If you can afford it it's good to carry and use one or two loads of faction ammo in PvP; for PvE faction ammo is usually not cost-effective.

Tech 2 ammunition

Autocannon Ammo
Name Optimal Range Falloff Range Tracking EM Thermal Kinetic Explosive Damage
Hail -50% -25% -25% 21% 79% 193%
Barrage +0% +50% -25% 45% 55% 138%
Artillery Ammo
Name Optimal Range Tracking EM Thermal Kinetic Explosive Damage
Quake -75% +25% 36% 64% 175%
Tremor +80% -75% 37% 63% 138%

Ammo and autocannon

  • Your optimal range doesn't exist (or might as well not exist)

Autocannons(AC) have terrible optimal ranges and long falloff (read more about optimal and falloff here). The only reasons why you should be taking ACs into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.

  • If your ship has a falloff bonus, it's designed to fit ACs

Because optimal range bonuses on ACs are as useful as explosive damage bonuses for lasers.

  • T1 ammo range bonuses are irrelevant!

All T1 projectile ammo range modifiers apply to your optimal range, not falloff. As ACs have tiny optimal ranges and huge falloff, you can always load EMP, phased plasma or fusion -- your range would barely increase if you load one of the other ammo types.

(There are some very minor exceptions to this rule. For example if you're trying to hit a close-orbiting Jaguar with medium ACs Titanium Sabot not only gives you a tracking bonus, but also hits the Jaguar's weakest resist, kinetic.)

  • Do not ignore the low and middle-tier ACs

125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm ACs have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, MWDs and cap boosters without gimping your setup. Using the next tier above means 4-5% more damage, a slightly reduced ammo consumption, and more falloff.

  • Fit top-tier ACs for PvE

They use a lot less ammo, which is very important when shooting rats with ACs as they have the highest rate of fire of all turrets

Tech 2 autocannon ammo

There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long AC range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 ACs can load Tech 2 ammunition.

Barrage

Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. Barrage is often very useful for kiting/skirmishing tactics: it can let small AC reach out towards the further reaches of warp scrambler range, medium AC reach out to the further reaches of warp disruptor range, and large AC reach out very far indeed. It synergizes well with ships with range bonuses such as the Stabber and Vargur

Due to the tracking penalty compared to normal short-range ammunition, you must consider whether or not you'll be able to keep your target's angular velocity low, and what countermeasures you will take--potentially including loading different ammunition--if a target closes in.

Barrage can struggle against ships with invulnerability-field shield tanks and Tech 2 Amarr ships, which both have very high explosive resists and are weaker to EM or thermal damage.

Hail

Hail does a lot of damage, on paper. It also cuts your tracking speed by 25%, optimal range by 50% and falloff by 25%. It can be an excellent high-damage option against targets which are easier to hit (e.g. they have been webbed or target-painted) and/or are one or more size classes larger than your guns (e.g. firing on cruisers or battleships with small AC, or on battleships with medium AC).

Ammo selection

So, what ammo should you actually pack? You don't need to carry a load of every type.

PvP: Tech 1 autocannon

  1. Phased Plasma for general use (thermal is a decent all-round damage type)
  2. Fusion to hit armor tanks
  3. EMP to hit shield tanks

PvP: Tech 2 autocannon

  1. Barrage for general use, unless you plan to fight at close range
  2. Hail for close-ranged, easily-hit targets
  3. Fusion to hit armor tanks at close range
  4. EMP to hit Barrage-resistant shield tanks
  5. Phased Plasma to hit T2 Amarr ships or for general use at close range

On ships with an inherent falloff bonus and one or more Tracking Enhancers fitted (such as the Vagabond), falloff can get so long that you can kite while using short-ranged, high-damage ammo rather than Barrage, for more DPS.

PvE

The rule of thumb for PvE is to hit the weakest resists of the rat type you're fighting, as detailed here.

However, remember the tiering by damage. Some assume that since, for example, Guristas' lowest resist is to kinetic damage, titanium sabot is the best ammo to kill them. Actually, the higher damage of phased plasma makes up for the slightly worse resists.

Pirate Faction Best Damage Second Best
Angel Cartel Fusion Titanium Sabot
Blood Raiders EMP Phased Plasma
Guristas Phased Plasma Titanium Sabot
Serpentis Phased Plasma Titanium Sabot
Sansha EMP Phased Plasma
Mercenaries Phased Plasma Titanium Sabot
Mordu's Legion Phased Plasma Titanium Sabot
Rogue Drones EMP Phased Plasma
Amarr Empire EMP Phased Plasma
Caldari State Phased Plasma Titanium Sabot
Gallente Federation Phased Plasma Titanium Sabot
Minmatar Republic Fusion Titanium Sabot

Ammo and artillery

  • Meaningful optimal ranges!

Unlike autocannon, artillery do have a noticeable optimal range, though they also have plenty of falloff too. This means that the range bonuses from the T1 ammo types do actually let you reach further away.

  • But . . .

Unless your tank really cannot survive at the range you have with EMP, phased plasma or fusion, you're generally best sticking to the short-ranged types to get the best DPS. Although the longer-ranged ammo types could be used for sniping, they're outclassed by Tremor, the long-range T2 artillery ammo.

  • Alpha

Artillery pieces do low DPS but high alpha -- they deal a lot of damage in one hit. This is a further incentive to use the high-damage, short range ammo, to maximise your alpha strike. In certain PvP situations you can destroy a target in one hit, rendering DPS pretty irrelevant.

Tech 2 artillery ammo

There are two types of Tech 2 artillery ammo, Tremor and Quake. Tremor is a good sniping ammunition, while Quake helps against targets that are too close for comfort. Both Tremor and Quake do a mixture of explosive and kinetic damage, more explosive than kinetic.

Tremor

Tremor comes with a whopping 80% range bonus, and a 75% tracking speed penalty. It's dedicated sniping ammo. If your targets ever get close enough that they achieve meaningful angular velocity, then artillery, which have slow tracking speeds at the best of times, will really struggle to hit them.

Quake

Quake is the polar opposite of Tremor, replacing the range bonus with a 75% range penalty and the tracking penalty with a 25% tracking speed bonus. It is designed to be a last resort against targets that are too close and have too high of a transversal to hit with other ammo types.

Ammo selection

With artillery you are usually either

  • using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE
  • or PvP sniping with Tremor at long, long range

So ammo selection follows a fairly similar logic to that for autocannons.

PvP: Tech 1 artillery

  1. Phased Plasma for general use (thermal is a decent all-round damage type)
  2. Fusion to hit armor tanks
  3. EMP to hit shield tanks
  4. Maybe one of Nuclear/Proton/Carbonized Lead to use if you find you cannot bring the enemy into range of the short-range ammo types

PvP: Tech 2 artillery

  • If sniping, Tremor, with some short-ranged ammo for emergencies in the hold
  • If not sniping, the same selection as for T1 artillery, with Tremor replacing Nuclear/Proton/Carbonized Lead

PvE

As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to.

See also

  • Turrets, for a more general overview of all three kinds of turret and their associated ammunition