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This table lists the standard Tech 1 kinds of hybrid ammo, from shortest-ranged to longest. You can also see the different ammunition types' effects on your turrets' cap requirements. The range modifiers in these tables apply to optimal range. The numbers for damage are raw figures for the 'Small' ammo size, Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. | This table lists the standard Tech 1 kinds of hybrid ammo, from shortest-ranged to longest. You can also see the different ammunition types' effects on your turrets' cap requirements. The range modifiers in these tables apply to optimal range. The numbers for damage are raw figures for the 'Small' ammo size, Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater. | ||
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The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table: | The two Tech 2 ammunition types for blasters are Null and Void (har har). Void is rarely used, while Null is sometimes loaded by blaster-equipped pilots who can't get close to their target or who need to skirmish. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table: | ||
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The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. | The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. | ||
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