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Projectile ammunition: Difference between revisions

From EVE University Wiki
m T2 AC Ammo: Corrected barrage bonus and made less of an emphasis on the "greatness" or barrage, as it's still highly situational.
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=== T2 AC Ammo ===
=== T2 AC Ammo ===


There are two types of T2 AC ammo, Barrage and Hail. Barrage is ridiculously useful, and Hail is pretty useless. Note that only T2 autocannons can load T2 ammunition.
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.


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


Barrage comes with a 50% 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 the quintessential kiting/skirmishing ammo type, which lets you fit autocannons and fight at the edge of warp disruptor range.
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.


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.
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.