→14px|text-topFaction: removed extra column |
incorporated {{TotalDamageHeader}} template |
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|- style="background-color: #391313; vertical-align: bottom;" | |- style="background-color: #391313; vertical-align: bottom;" | ||
| rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type | | style="width:8%;" rowspan=2 | {{icon|isis projectiles}}<br />Ammunition<br />Type | ||
| rowspan=2 | | | style="width:6%;" rowspan=2 | Category | ||
| colspan=2 | Modifiers | |||
| colspan=4 | Total Damage | | colspan=4 | Total Damage | ||
| colspan=4 | Damage Profile | | colspan=4 | Damage Profile | ||
| rowspan=2 | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant | | rowspan=2 style="width:6%;" | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant | ||
|- style="background-color: #391313;" | |- style="background-color: #391313;" | ||
| | | style="width:6%;" | {{icon|range}}<br />Range | ||
| style="width:6%;" | {{icon|tracking}}<br />Tracking | |||
{{TotalDamageHeader}} | |||
{{DamageProfileHeader}} | |||
|- | |- | ||
| style="text-align:left;" | EMP | | style="text-align:left; padding-left: 10px;" | EMP | ||
| rowspan=3 | Short | | rowspan=3 | Short-<br />Range | ||
| rowspan=3 | -50% | | rowspan=3 style="color: Red;" | -50% | ||
| rowspan=3 | | | rowspan=3 | | ||
{{TotalDamage|12|3}} | |||
| | |||
{{DamageProfile|9|0|1|2}} | |||
| | |||
| | | | ||
| | |- | ||
| style="text-align:left; padding-left: 10px;" | Phased Plasma | |||
- | |||
| | {{DamageProfile|0|10|2|0}} | ||
| | |||
| | |||
| | |||
| | | | ||
|- | |- | ||
| style="text-align:left;" | Fusion | | style="text-align:left; padding-left: 10px;" | Fusion | ||
| | {{DamageProfile|0|0|2|10}} | ||
| | |||
| | |||
| | | | ||
|- style="background-color: #333;" | |- style="background-color: #333;" | ||
| style="text-align:left;" | Titanium Sabot | | style="text-align:left; padding-left: 10px;" | Titanium Sabot | ||
| rowspan=2 | Medium | | rowspan=2 | Medium-<br />Range | ||
| rowspan=2 | | | rowspan=2 | | ||
| rowspan=2 | +20% | | rowspan=2 style="color: LimeGreen;" | +20% | ||
{{TotalDamage|8|2}} | |||
| | |||
| | {{DamageProfile|0|0|6|2}} | ||
| | |||
| | |||
| Quake | | Quake | ||
|- style="background-color: #333;" | |||
| style="text-align:left; padding-left: 10px; padding-right: 10px;" | Depleted Uranium | |||
|- style="background-color: #333" | |||
| style="text-align:left;" | Depleted Uranium | |||
| | {{DamageProfile|0|3|2|3}} | ||
| | |||
| | |||
| Hail | | Hail | ||
|- | |- | ||
| style="text-align:left;" | Proton | | style="text-align:left; padding-left: 10px;" | Proton | ||
| rowspan=3 | Long | | rowspan=3 | Long-<br />Range | ||
| rowspan=3 | +60% | | rowspan=3 style="color: LimeGreen;" | +60% | ||
| rowspan=3 | +5% | | rowspan=3 style="color: LimeGreen;" | +5% | ||
{{TotalDamage|5|3}} | |||
| | |||
{{DamageProfile|3|0|2|0}} | |||
| | |||
| | | | ||
|- | |- | ||
| style="text-align:left" | Nuclear | | style="text-align:left; padding-left: 10px;" | Nuclear | ||
| | {{DamageProfile|0|0|1|4}} | ||
| | |||
| Barrage | | Barrage | ||
|- | |- | ||
| style="text-align:left;" | Carbonized Lead | | style="text-align:left; padding-left: 10px;" | Carbonized Lead | ||
| | {{DamageProfile|0|0|4|1}} | ||
| | |||
| Tremor | | Tremor | ||
|} | |} | ||
</center> | </center> | ||
| Line 188: | Line 114: | ||
== [[File:Icon faction.png|14px|text-top|link=]]Faction == | == [[File:Icon faction.png|14px|text-top|link=]]Faction == | ||
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict | Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below: | ||
<center> | <center> | ||
{| class="wikitable" style="text-align:center; background-color: #222;" | {| class="wikitable" style="text-align:center; background-color: #222;" | ||
|+ Faction | |+ Faction Projectile Ammunition Bonus | ||
|- style="background-color: #391313; vertical-align: bottom;" | |- style="background-color: #391313; vertical-align: bottom;" | ||
| [[File:Icon faction.png|10px|text-top|link=]]Faction | | [[File:Icon faction.png|10px|text-top|link=]]Faction | ||
| Damage | | Damage | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel | | style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel | ||
| +10% | | style="color: LimeGreen;" | +10% | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet | | style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet | ||
| +15% | | style="color: LimeGreen;" | +15% | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination | | style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination | ||
| +20% | | style="color: LimeGreen;" | +20% | ||
|} | |} | ||
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If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective. | If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective. | ||
= Tech Ⅱ = | = [[File:Icon tech2.png|16px|text-top|link=]]Tech Ⅱ = | ||
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type. | |||
<center> | |||
{| class="wikitable" style="text-align:center; background-color: #222;" | |||
|+ Properties of Tech Ⅱ Autocannon Projectile Ammunition | |||
|- style="background-color: #391313; vertical-align: bottom;" | |||
| rowspan=2 style="padding-left: 10px; padding-right: 10px; width:8%;" | {{icon|isis projectiles}}<br />Ammunition<br />Type | |||
| rowspan=2 style="width:6%;" | Turret<br />Type | |||
| colspan=3 | Modifiers | |||
== | | colspan=4 | Total Damage | ||
| colspan=4 | Damage Profile | |||
| style="width:10%;" rowspan=2 | Tech Ⅰ<br />Variant | |||
|- style="background-color: #391313;" | |||
| style="width:6%;" | {{icon|range}}<br />Range | |||
| style="width:6%;" | {{icon|falloff}}<br />Falloff | |||
| style="width:6%;" | {{icon|tracking}}<br />Tracking | |||
{{TotalDamageHeader}} | |||
{{DamageProfileHeader}} | |||
|- | |- | ||
| Barrage | | style="text-align:left; padding-left: 10px;" | Barrage | ||
| | | style="padding: 10px;" rowspan=2 | Autocannon | ||
| | |||
| | | | ||
| style="color: LimeGreen;" | +40% | |||
| style="color: Red;" | -25% | |||
{{TotalDamage|11}} | |||
{{DamageProfile|0|0|5|6}} | |||
| Nuclear | |||
|- | |||
| style="text-align:left; padding-left: 10px;" | Hail | |||
| style="color: Red;" | -50% | |||
| style="color: Red;" | -25% | |||
| style="color: Red;" | -30% | |||
{{TotalDamage|15.4}} | |||
{{DamageProfile|0|0|3.3|12.1}} | |||
| style="padding-left: 10px; padding-right: 10px;" | Depleted Uranium | |||
|- style="background-color: #333;" | |||
| style="text-align:left; padding-left: 10px;" | Quake | |||
| rowspan=2 | Artillery | |||
| style="color: Red;" | -75% | |||
| | | | ||
| | | style="color: LimeGreen;" | +25% | ||
| | |||
| | {{TotalDamage|14}} | ||
| | |||
| - | {{DamageProfile|0|0|5|9}} | ||
| - | |||
| Titanium Sabot | |||
| | |||
| | |- style="background-color: #333;" | ||
| style="text-align:left; padding-left: 10px;" | Tremor | |||
| style="color: LimeGreen;" | +80% | |||
| | | | ||
| 3 | | style="color: Red;" | -75% | ||
| | |||
{{TotalDamage|8}} | |||
{{DamageProfile|0|0|3|5}} | |||
| Carbonized Lead | |||
|} | |} | ||
</center> | |||
== Autocannon == | |||
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the [[Vagabond]], which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as [[Upwell structures|structures]]. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side. | |||
== Artillery == | == Artillery == | ||
The | The Tech Ⅱ ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage. | ||