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→Vorton Projectors: link to Missile damage, noted that Wormhole effects don't work, for some reason |
→Projectile turrets: Name confusion of "repeating artillery" has been fixed in game |
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*'''Autocannon''', which have short ranges, good tracking, and deal high DPS; and | *'''Autocannon''', which have short ranges, good tracking, and deal high DPS; and | ||
*'''Artillery''', which have long ranges, very poor tracking, and deal less DPS. | *'''Artillery''', which have long ranges, very poor tracking, and deal less DPS. | ||
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Gunnery Guide#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff. | ||