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Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon. | Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon. | ||
== Faction == | == [[File:Icon faction.png|20px]] 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 slightly more damage, as detailed in the table below: | |||
<center> | <center> | ||
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|- style="background-color: #333; vertical-align: bottom;" | |- style="background-color: #333; vertical-align: bottom;" | ||
| colspan=2 | Faction | | colspan=2 | [[File:Icon faction.png|16px]] Faction | ||
| Damage Bonus | | Damage Bonus | ||
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| {{icon|minmatar}} | | {{icon|minmatar}} | ||
| style="text-align: left;" | Republic Fleet | | style="text-align: left;" | Republic Fleet | ||
| + | | +15% | ||
|- | |- | ||
| {{icon|angels}} | | {{icon|angels}} | ||
| style="text-align: left;" | Domination | | style="text-align: left;" | Domination | ||
| + | | +20% | ||
|} | |} | ||