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Projectile ammunition: Difference between revisions

From EVE University Wiki
T1 Ammunition: Production notes due to shortage phase
Uryence (talk | contribs)
T2 AC Ammo: Edited following Discord discussion.
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They use a lot less ammo, which is very important when shooting rats with autocannons as they have the highest rate of fire of all turrets
They use a lot less ammo, which is very important when shooting rats with autocannons as they have the highest rate of fire of all turrets


=== T2 AC Ammo ===
=== T2 autocannon ammo ===


There are two types of T2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting in deep falloff, and Hail is pretty useless. Note that only T2 autocannons can load T2 ammunition.
There are two types of Tech 2 AC ammo, Barrage and Hail. Barrage is useful if you're fighting at long autocannon range, and Hail is useful to deal extra damage against targets which are easier to hit. Note that only Tech 2 autocannon can load Tech 2 ammunition.


==== Barrage ====
==== Barrage ====


Barrage comes with a 40% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. This is often very useful for kiting/skirmishing setups, as it might push your range enough that your autocannons can fight at the edge of warp disruptor range. Due to the tracking penalty, compared to normal short range ammunition, you would also need to factor in whether you'll be able to keep your angular velocity low or not.
Barrage comes with a 40% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. Barrage is often very useful for kiting/skirmishing tactics: it can let small autocannon reach out towards the further reaches of warp scrambler range, medium autocannon reach out to the further reaches of warp disruptor range, and large autocannon reach out very far indeed. It synergizes well with ships with range bonuses such as the [[Stabber]] and [[Vargur]]


The only things it's a bit useless against are I-field shield tanks and T2 Amarr ships, who have very high explosive resists and are weaker to EM or thermal damage.
Due to the tracking penalty compared to normal short-range ammunition, you must consider whether or not you'll be able to keep your target's angular velocity low, and what countermeasures you will take--potentially including loading different ammunition--if a target closes in.
 
Barrage can struggle against ships with invulnerability-field shield tanks and Tech 2 Amarr ships, which both have very high explosive resists and are weaker to EM or thermal damage.


==== Hail ====
==== Hail ====


Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?)
Hail does a lot of damage, on paper. It also cuts your tracking speed by 30% and both optimal and falloff ranges by 50%. It can be an excellent high-damage option against targets which are easier to hit (e.g. they have been webbed or target-painted) and/or are one or more size classes larger than your guns (e.g. firing on cruisers or battleships with small autocannon, or on battleships with medium autocannon).
 
When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage.


=== Ammo selection ===
=== Ammo selection ===