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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. | 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|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 slightly more damage, as detailed in the table below: | 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: | ||
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|- style="background-color: #391313; vertical-align: bottom;" | |- style="background-color: #391313; vertical-align: bottom;" | ||
| [[File:Icon faction.png|10px|text-top|link=]]Faction | |||
| Damage Bonus | | Damage Bonus | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Arch Angel | |||
| style="text-align: left;" | Arch Angel | |||
| +10% | | +10% | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_minmatar_republic.png|32px|link=]] Republic Fleet | |||
| style="text-align: left;" | Republic Fleet | |||
| +15% | | +15% | ||
|- | |- | ||
| style="text-align: left;" | [[File:Logo_faction_angel_cartel.png|32px|link=]] Domination | |||
| style="text-align: left;" | Domination | |||
| +20% | | +20% | ||