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→Energy turrets: Various clarifications |
→Hybrid turrets: Revised T2 descriptions. Noted FedNavy+CalNavy. |
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! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br />Damage is the raw figures for the 'Small' ammo size;<br />Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. | ! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br />Damage is the raw figures for the 'Small' ammo size;<br />Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. | ||
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As hybrid turrets are used by both the Gallente and Caldari, both Federation Navy and Caldari Navy faction charges exist. The two variations have the same statistics, and differ only in where they are obtained. | |||
'''T2 Blaster Ammo''' | '''T2 Blaster Ammo''' | ||
The two Tech 2 ammunition types for blasters are Null and Void (har har). Void | The two Tech 2 ammunition types for blasters are Null and Void (har har). Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table: | ||
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'''T2 Railgun Ammo''' | '''T2 Railgun Ammo''' | ||
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. | The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate. | ||
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