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Projectile ammunition is a complex topic because, unlike [[Turrets#Hybrid_Ammo|hybrid]] or [[Turrets#Laser_Crystals|energy]] ammunition, different kinds of projectile ammunition can have not only different optimal [[Gunnery_Guide#Range|range]] modifiers, but also different [[Gunnery_Guide#Tracking|tracking]] modifiers and completely different damage types. This page attempts to explain projectile ammunition in detail. | Projectile ammunition is a complex topic because, unlike [[Turrets#Hybrid_Ammo|hybrid]] or [[Turrets#Laser_Crystals|energy]] ammunition, different kinds of projectile ammunition can have not only different optimal [[Gunnery_Guide#Range|range]] modifiers, but also different [[Gunnery_Guide#Tracking|tracking]] modifiers and completely different damage types. This page attempts to explain projectile ammunition in detail. | ||
== T1 Ammunition | == T1 Ammunition== | ||
{| | {| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;" | ||
! Name ! | |+ T1 Ammunition Types | ||
! scope="col" style="background-color:#222222;" | <span style="color:#bfbb7d">Name</span> | |||
! scope="col" style="background-color:#222222;" | <span style="color:#bfbb7d">Range Mod.</span> | |||
! scope="col" style="background-color:#222222;" | <span style="color:#bfbb7d">Tracking Mod.</span> | |||
! scope="col" style="background-color:#222222;" | <span style="color:#bfbb7d">Damage Types</span> | |||
! scope="col" style="background-color:#222222;" | <span style="color:#bfbb7d">Damage</span> | |||
|- | |- | ||
||EMP || -50% || 0% || EM (75%)/exp (16%)/kin || High | ||EMP || -50% || 0% || EM (75%)/exp (16%)/kin || High | ||