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| | colspan=4 | Total Damage | | | colspan=4 | Total Damage |
| | | | colspan=4 | Damage Profile |
| | style="color: Cyan;" rowspan=2 | {{icon|em damage}}<br />EM<br />Damage | |
| | style="color: OrangeRed;" rowspan=2 | {{icon|th damage}}<br />Thermal<br />Damage
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| | style="color: Silver;" rowspan=2 | {{icon|ki damage}}<br />Kinetic<br />Damage
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| | style="color: Orange;" rowspan=2 | {{icon|ex damage}}<br />Explosive<br />Damage
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| |- style="background-color: #333;" | | |- style="background-color: #333;" |
| | {{icon|isis small}} || {{icon|isis medium}} || {{icon|isis large}} || {{icon|isis xl}} | | | {{icon|isis small}} || {{icon|isis medium}} || {{icon|isis large}} || {{icon|isis xl}} |
| | |
| | | style="color: Cyan;" | {{icon|em damage}}<br />EM |
| | | style="color: OrangeRed;" | {{icon|th damage}}<br />Thermal |
| | | style="color: Silver;" | {{icon|ki damage}}<br />Kinetic |
| | | style="color: Orange;" | {{icon|ex damage}}<br />Explosive |
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| |} | | |} |
| </center> | | </center> |
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| Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.
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| == [[File:Icon faction.png|20px]] Faction == | | == [[File:Icon faction.png|20px]] Faction == |