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m →Tech 1 Hybrid Turret Comparison: Corrected typo in LEB's falloff (1,5000 -> 1,500) |
→Hybrid Ammo: Updated information for T2 ammo to reflect current patches. |
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The two Tech 2 ammunition types for blasters are Null and Void (har har) | The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table: | ||
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range | {| border = "1" | ||
|- | |||
! Name | |||
! Optimal | |||
! Falloff | |||
! Tracking | |||
! Cap. Need | |||
|- | |||
| Null | |||
| +40% | |||
| +40% | |||
| -25% | |||
| 0% | |||
|- | |||
| Void | |||
| -25% | |||
| -50% | |||
| -25% | |||
| +25% | |||
|} | |||
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. | |||
{| border = "1" | |||
|- | |||
! Name | |||
! Optimal | |||
! Falloff | |||
! Tracking | |||
! Cap. Need | |||
|- | |||
| Spike | |||
| +80% | |||
| 0% | |||
| -75% | |||
| 0% | |||
|- | |||
| Javelin | |||
| -75% | |||
| 0% | |||
| 25% | |||
| 0% | |||
|} | |||
== Projectile Turrets == | == Projectile Turrets == | ||