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→Frequency crystals: tip on ammo swapping |
New section: Capital Ship Turrets, briefly discussing capguns vs HAWs |
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! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br /> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes. | ! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Damage is the raw figures for the 'Small' ammo size;<br /> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br /> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes. | ||
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==Capital Ship Turrets== | |||
Capital ship turrets have fewer variations than subcapital turrets, however the distinction between their variations is much more significant. Extra-large guns have two sizes of short range turrets, referred to as 'capital' and 'high-angle'. 'Capital' guns are extremely large short-ranged weapons capable of the highest damage output of any ship-mounted turrets, however their size makes them unable to effectively hit any targets smaller than hostile dreadnoughts. They cannot be used against subcapital ships without significant support (such as Target Painters, and the Stasis Webifiers of a Vindicator). 'High-Angle Weapons' or 'HAW's are visibly (and by name) comprised of multiple battleship-sized guns mounted as a single turret. HAW gun turrets deal only a fraction of the damage of capital guns, however their tracking is high enough that they can reliably hit hostile subcapital ships even without significant support. HAWs are intended for use on [[Dreadnoughts]], as the Siege Module specifically gives them an additional damage bonus. | |||
==Gunnery Skills== | ==Gunnery Skills== | ||