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Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire. | Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire. | ||
=== | === Frequency crystals === | ||
Although they don't require ammunition, lasers must still be loaded with | Although they don't require normal ammunition, lasers must still be loaded with crystals. Standard Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped instantaneously while the weapon isn't firing, letting pilots alter their guns' range very quickly. | ||
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage. | There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage. | ||