Difference between revisions of "User:Rothbard leviathan/Projectile ammunition"
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− | Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict | + | Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below: |
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Revision as of 07:13, 7 November 2018
Projectile ammunition is used with projectile turrets. Unlike hybrid or energy ammunition, different kinds of projectile ammunition not only have different optimal range modifiers, but also different tracking bonuses, rather than simply presenting a gradual exchange of damage for range. In addition, like drones and missiles, projectile ammunition can be tailored to produce every damage type. All of this makes the selection of optimal projectile ammunition a more complicated topic than choosing the appropriate charges for other types of weaponry.
Tech Ⅰ
Tech Ⅰ projectile ammunition can be used with dozens of appropriately-sized Tech Ⅰ projectile turrets, as well as various Faction, Storyline, and Tech Ⅱ turrets.
Standard
There are eight kinds of standard projectile ammunition, which can be split into three main tiers: short-range, medium-range, and long-range. All variations within each tier have identical range and tracking modifiers, but the different types offer various damage profiles. In addition, the medium-range tier has a significant tracking speed bonus. For these reasons, it is important to match Tech Ⅰ projectile ammo not only to the resist profile of the intended target, but also to the type of projectile turrets (autocannons or artillery) and the range and speed at which the fighting is planned to occur.
Note that the range modifiers associated with these ammo types only apply to optimal range. When using autocannons—which have tiny optimal ranges but large falloff zones—the ammo's range modifier doesn't matter very much. (It is, however, very important when using artillery.) This means that autocannons should always be loaded with the most damaging ammo possible (taking into account the intended target's resist profile), without regard to optimal range bonuses or penalties. Furthermore, if a particular hull has a falloff bonus, it was probably designed to use autocannons rather than artillery.
Faction
Each of the eight Tech Ⅰ projectile ammunition types has three available faction variants. These faction charges have all the same characteristics as their Tech Ⅰ counterparts, but inflict more damage, as detailed in the table below:
Faction | Damage |
Arch Angel | +10% |
Republic Fleet | +15% |
Domination | +20% |
If you can afford to, it's good to carry some faction ammo for PvP. However, for PvE, faction ammo is usually not cost-effective.
Tech Ⅱ
In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with a specific type of projectile turret. There are two autocannon and two artillery charges. All four deal a combination of explosive and kinetic damage only. Tech Ⅱ projectile ammunition may only be loaded into a properly-sized Tech Ⅱ projectile turret of the appropriate type.
Ammunition Type |
Turret Type |
Modifiers | Total Damage | Damage Profile | Tech Ⅰ Variant | ||||||||||||||
Range |
Falloff |
Tracking |
EM |
Therm. |
Kinetic |
Exp. | |||||||||||||
Barrage | Autocannon | +40% | -25% | 11 | 22 | 44 | 88 |
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Nuclear | |||||||
Hail | -50% | -25% | -30% | 15.4 | 30.8 | 61.6 | 123.2 |
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Depleted Uranium | |||||||
Quake | Artillery | -75% | +25% | 14 | 28 | 56 | 112 |
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Titanium Sabot | |||||||
Tremor | +80% | -75% | 8 | 16 | 32 | 64 |
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Carbonized Lead |
Autocannon
The Tech Ⅱ ammunition types for autocannons are Barrage and Hail. Barrage has a tracking penalty but a falloff bonus, making it popular with ships like the Vagabond, which like to skirmish in falloff range. Hail has penalties to optimal range, falloff range, and tracking, but, when it hits, it deals very high damage. In practice, the range and tracking drawbacks mean that Hail rarely offers more effective DPS, although it can be useful against large, stationary targets, such as structures. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does mostly explosive damage, with a little kinetic on the side.
Artillery
The Tech Ⅱ ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. Tremor has a dramatic range bonus, offset by significant tracking penalty. Both do a mixture of explosive and kinetic damage.