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Projectile ammunition is a complex topic because, unlike [[Turrets# | 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. | ||
{{tocright}} | {{tocright}} | ||
== Tech 1 ammunition== | == Tech 1 ammunition== | ||
{| class="wikitable | {| class="wikitable" | ||
|+ T1 Ammunition Types | |+ T1 Ammunition Types | ||
|- style="background-color: #222222;;" | |||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Name | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Optimal Range | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Tracking | ||
! scope="col" style=" | ! scope="col" style="color: #00BFFF;" | EM | ||
! scope="col" style=" | ! scope="col" style="color: #FA5858;" | Thermal | ||
! scope="col" style=" | ! scope="col" style="color: #D8D8D8;" | Kinetic | ||
! scope="col" style=" | ! scope="col" style="color: #FF8000;" | Explosive | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Damage | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Small | ||
! scope="col" style=" | ! 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 | |||
|} | |} | ||
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== Tech 2 ammunition== | == Tech 2 ammunition== | ||
{| class="wikitable | {| class="wikitable" | ||
|+ Autocannon Ammo | |+ Autocannon Ammo | ||
|- style="background-color: #222222;" | |||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Name | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Optimal Range | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Falloff Range | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Tracking | ||
! scope="col" style=" | ! scope="col" style="color: #00BFFF;" | EM | ||
! scope="col" style=" | ! scope="col" style="color: #FA5858;" | Thermal | ||
! scope="col" style=" | ! scope="col" style="color: #D8D8D8;" | Kinetic | ||
! scope="col" style=" | ! 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% | |||
|} | |} | ||
{| class="wikitable | {| class="wikitable" | ||
|+ Artillery Ammo | |+ Artillery Ammo | ||
|- style="background-color: #222222;" | |||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Name | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Optimal Range | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Tracking | ||
! scope="col" style=" | ! scope="col" style="color: #00BFFF;" | EM | ||
! scope="col" style=" | ! scope="col" style="color: #FA5858;" | Thermal | ||
! scope="col" style=" | ! scope="col" style="color: #D8D8D8;" | Kinetic | ||
! scope="col" style=" | ! 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% | |||
|} | |} | ||
== Ammo and autocannon == | == 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) | ||
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. | |||
* If your ship has a falloff bonus, it's designed to fit | * If your ship has a falloff bonus, it's designed to fit ACs | ||
Because optimal range bonuses on | Because optimal range bonuses on ACs are as useful as explosive damage bonuses for lasers. | ||
* T1 ammo range bonuses are irrelevant! | * 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. | 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.) | (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 | 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 | * Fit top-tier ACs for PvE | ||
They use a lot less ammo, which is very important when shooting rats with | 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 === | === 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. | |||
There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long | |||
==== Barrage ==== | ==== 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]] | |||
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 | |||
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. | 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 | Barrage can struggle against ships with Multispectrum Shield Hardener tanks and Tech 2 Amarr ships, which both have very high explosive resists and are weaker to EM or thermal damage. | ||
==== Hail ==== | ==== 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). | |||
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 | |||
=== Ammo selection === | === Ammo selection === | ||
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: Tech 1 autocannon ==== | ==== 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) | ||
# Fusion to hit | # Fusion to hit armor tanks | ||
# EMP to hit shield tanks | # EMP to hit shield tanks | ||
==== PvP: Tech 2 autocannon ==== | ==== 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 | ||
# Hail for close-ranged, easily-hit targets | # Hail for close-ranged, easily-hit targets | ||
# Fusion to hit | # Fusion to hit armor tanks at close range | ||
# EMP to hit Barrage-resistant shield tanks | # EMP to hit Barrage-resistant shield tanks | ||
# Phased Plasma to hit T2 Amarr ships or for general use at close range | # Phased Plasma to hit T2 Amarr ships or for general use at close range | ||
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==== PvE ==== | ==== PvE ==== | ||
The rule of thumb for PvE is to hit the weakest resists of the rat type you're fighting, as detailed [[ | 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]]. | ||
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. | 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. | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
! scope="col" style=" | |- style="background-color: #222222; | ||
! scope="col" style=" | ! scope="col" style="color: #BFBB7D;" | Pirate Faction | ||
! scope="col" style=" | ! 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 | |||
|} | |} | ||
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* Alpha | * 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. | 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. | ||
=== Tech 2 artillery ammo === | === Tech 2 artillery ammo === | ||
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==== PvP: Tech 1 artillery ==== | ==== 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 | # Fusion to hit armor tanks | ||
# EMP to hit shield 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 | # 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 | ||
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As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to. | As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to. | ||
==See | == See also == | ||
* [[Turrets]], for a more general overview of all three kinds of turret and their associated ammunition | * [[Turrets]], for a more general overview of all three kinds of turret and their associated ammunition | ||
[[Category:Weapons]] | [[Category:Weapons]] | ||