More actions
m →Hybrid turrets: invisible HTML comment on the file name |
→Projectile turrets: localization weirdness |
||
| Line 213: | Line 213: | ||
*'''Artillery''', which have long ranges, very poor tracking, and deal less DPS. | *'''Artillery''', which have long ranges, very poor tracking, and deal less DPS. | ||
Note that | Note that some of the large and extra-large autocannons (650mm, 800mm, and 2500mm) are named 'repeating cannon' or 'repeating artillery' (depending on localization). These are still classified as autocannons. | ||
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]]. Autocannon, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]]. Autocannon, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | ||