More actions
→Weapons: note on T2 |
→Ammunition: second pass |
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===Ammunition=== | ===Ammunition=== | ||
Ammunition should be Tech II or Faction due to the increased damage. | Ammunition should be Tech II or Faction due to the increased damage. Pilots with only Tech I weapon systems should use faction ammo. Pilots with Tech II guns should consider Tech II ammo as each type has it's own unique advantages and disadvantages. Remember the most Vanguard NPCs orbit in the 10-20km range, with only Maras orbiting above 60km. Also, Sansha are omni-tanked so damage type does not matter. | ||
====Hybrid Charges==== | |||
The Tech I hybrid charges are the worst for incursions due to the gun options. A pilot should fit whichever charge balances the damage-optimal range tradeoff best for the pilot's skills. Null Tech II ammo is the best given its damage and range. | |||
====Laser Crystals==== | |||
Crystals give laser pilots many options due to quick switching times. It is recommended that a pilot bring an assortment to see which work best. Of particular note, Multifrequency crystals falloff encompasses most orbits and has the highest damage of all the Tech I crystals, hence these are recommended. Scorch crystals are recommended for Tech II pilots to pick off new waves. Conflagration drains the capacitor too fast to be of use. | |||
====Projectile Ammo==== | |||
As the range differences for projectile ammo are not that great, it is recommended that pilots stick to EMP ammo. Neither type of Tech II ammo provides much benefit for the switching times of a Projectile ship and are not recommended. | |||
====Missiles==== | |||
Missile ships should use whichever damage type the hull bonuses, usually Kinetic. Hence Scourge ammo is most popular. For Vanguards Faction Missiles are the best. The high damage Tech II has too large an explosion radius to make up for the increased damage. The precision ammo loses too much flight time and damage for the bonus to explosion radius. | |||
=== Implants === | === Implants === | ||