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Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus. | Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus. | ||
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. | |||
== Standard == | == Standard == | ||