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== | == Tech 1 ammunition== | ||
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;" | {| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;" | ||
|+ T1 Ammunition Types | |+ T1 Ammunition Types | ||
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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. | 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== | ||
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;" | {| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;" | ||
|+ Autocannon Ammo | |+ Autocannon Ammo | ||
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|} | |} | ||
== Ammo and | == Ammo and autocannon == | ||
* Your optimal range doesn't exist (or might as well not exist) | * Your optimal range doesn't exist (or might as well not exist) | ||
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They use a lot less ammo, which is very important when shooting rats with autocannons as they have the highest rate of fire of all turrets | They use a lot less ammo, which is very important when shooting rats with autocannons 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 autocannon range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 autocannon can load Tech 2 ammunition. | There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long autocannon range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 autocannon can load Tech 2 ammunition. | ||
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So, what ammo should you actually pack? You don't need to carry a load of every type. | So, what ammo should you actually pack? You don't need to carry a load of every type. | ||
==== PvP: | ==== PvP: Tech 1 autocannon ==== | ||
# Phased Plasma for general use (thermal is a decent all-round damage type) | # Phased Plasma for general use (thermal is a decent all-round damage type) | ||
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# EMP to hit shield tanks | # EMP to hit shield tanks | ||
==== PvP: | ==== PvP: Tech 2 autocannon ==== | ||
# Barrage for general use, unless you plan to fight at close range | # Barrage for general use, unless you plan to fight at close range | ||
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|} | |} | ||
== Ammo and | == Ammo and artillery == | ||
* Meaningful optimal ranges! | * 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. | 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. | ||
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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. | 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 | 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 ==== | ||
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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. | 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 | === Ammo selection === | ||
With artillery you are usually either | With artillery you are usually either | ||
* using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE | * using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE | ||
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So ammo selection follows a fairly similar logic to that for autocannons. | So ammo selection follows a fairly similar logic to that for autocannons. | ||
==== PvP: | ==== PvP: Tech 1 artillery ==== | ||
# Phased Plasma for general use (thermal is a decent all-round damage type) | # Phased Plasma for general use (thermal is a decent all-round damage type) | ||
# Fusion to hit armour tanks | # Fusion to hit armour tanks | ||
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# 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 | # 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: | ==== PvP: Tech 2 artillery ==== | ||
* If sniping, Tremor, with some short-ranged ammo for emergencies in the hold | * 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 | * If not sniping, the same selection as for T1 artillery, with Tremor replacing Nuclear/Proton/Carbonized Lead | ||