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== Ammo and Artillery == | == Ammo and Artillery == | ||
* Meaningful optimal ranges! | |||
Unlike autocannon, artillery do have a noticeable optimal range, though they also have plenty of falloff too. This means that the range bonuses from the T1 ammo types do actually let you reach further away. | |||
* But . . . | |||
Unless your tank really cannot survive at the range you have with EMP, phased plasma or fusion, you're generally best sticking to the short-ranged types to get the best DPS. Although the longer-ranged ammo types could be used for sniping, they're outclassed by Tremor, the long-range T2 artillery ammo. | |||
=== T2 Artillery Ammo === | === T2 Artillery Ammo === | ||
There are two types of T2 artillery ammo, Tremor and Quake. Tremor is a good sniping ammunition, and Quake is about as useless than Hail. Both Tremor and Quake do a mixture of explosive and kinetic damage, more explosive than kinetic. | |||
==== Tremor ==== | ==== Tremor ==== | ||
Tremor comes with a whopping 80% range bonus, and a 75% tracking speed penalty. It's dedicated sniping ammo. If your targets ever get close enough that they achieve meaningful angular velocity, then artillery, which have slow tracking speeds at the best of times, will really struggle to hit them. | |||
==== Quake ==== | ==== Quake ==== | ||
Quake does a lot of damage on paper, but it comes with a 75% range penalty, a 25% tracking speed penalty and it also slows your ship down (particularly irritating in a normally-swift Minmatar hull). As with Hail, the drawbacks mean that Quake will rarely outdamage other ammo types, though it may be useful against large stationary targets. | |||
=== Ammo Selection === | === Ammo Selection === | ||
With artillery you are usually either | |||
* using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE | |||
* or PvP sniping with Tremor at long, long range | |||
So ammo selection follows a fairly similar logic to that for autocannons. | |||
==== PvP: T1 Arty ==== | ==== PvP: T1 Arty ==== | ||
# Phased Plasma for general use (thermal is a decent all-round damage type) | |||
# Fusion to hit armour tanks | |||
# EMP to hit shield tanks | |||
# Maybe one of Nuclear/Proton/Carbonized Lead to use if you find you cannot bring the enemy into range of the short-range ammo types | |||
==== PvP: T2 Arty ==== | ==== PvP: T2 Arty ==== | ||
* If sniping, Tremor, with some short-ranged ammo for emergencies in the hold | |||
* If not sniping, the same selection as for T1 artillery, with Tremor replacing Nuclear/Proton/Carbonized Lead | |||
==== PvE ==== | ==== PvE ==== | ||
As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to. | |||