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Projectile ammunition is used with [[Turrets#Projectile_turrets|projectile turrets]]. Unlike [[Turrets#Hybrid_ammo|hybrid]] or [[Turrets#Frequency_crystals|energy]] ammunition, different kinds of projectile ammunition not only have different optimal [[Turret_mechanics#Range|range]] modifiers, but also different [[Turret_mechanics#Tracking|tracking]] bonuses, rather than simply presenting a gradual exchange of damage for range. In addition, like [[Drones|drones]] and [[Missiles|missiles]], projectile ammunition can be tailored to produce every damage type. All of this makes the selection of optimal projectile ammunition a more complicated topic than choosing the appropriate charges for other types of weaponry. | |||
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= Tech Ⅰ = | |||
Tech Ⅰ projectile ammunition can be used with dozens of appropriately-sized Tech Ⅰ projectile turrets, as well as various Faction, Storyline, and Tech Ⅱ turrets. | |||
== Standard == | == Standard == | ||
There are eight kinds of standard projectile ammunition, which can be split into three main tiers: short-range, medium-range, and long-range. All variations within each tier have identical range and tracking modifiers, but the different types offer various damage profiles. In addition, the medium-range tier has a significant tracking speed bonus. For these reasons, it is important to match Tech Ⅰ projectile ammo not only to the resist profile of the intended target, but also to the type of projectile turrets (autocannons or artillery) and the range and speed at which the fighting is planned to occur. | |||
<center> | <center> | ||
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| rowspan=2 | Range<br />Category | | rowspan=2 | Range<br />Category | ||
| rowspan=2 | {{icon|range}}<br />Range<br />Multiplier | | rowspan=2 | {{icon|range}}<br />Range<br />Multiplier | ||
| rowspan=2 | {{icon|tracking}}<br />Tracking<br /> | | rowspan=2 | {{icon|tracking}}<br />Tracking<br />Bonus | ||
| colspan=4 | Total Damage | | colspan=4 | Total Damage | ||
| colspan=4 | Damage Profile | | colspan=4 | Damage Profile | ||
| rowspan=2 | [[File:Icon tech2.png|24px]]<br />Tech Ⅱ<br />Variant | | rowspan=2 | [[File:Icon tech2.png|24px|top]]<br />Tech Ⅱ<br />Variant | ||
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</center> | </center> | ||
Note that the range modifiers associated with these ammo types ''only'' apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that '''autocannons should always be loaded with the most damaging ammo possible''' (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, '''if a particular hull has a falloff bonus, it was probably designed to use autocannons''' rather than artillery. | |||
== [[File:Icon faction.png|14px|text-top]]Faction == | == [[File:Icon faction.png|14px|text-top]]Faction == | ||