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Projectile ammunition: Difference between revisions

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== Rules of the Autocannons ==
== Rules of the Autocannons ==


Taken from another board i read:
==== Pretend your optimal range doesn't exist ====
 
#1 Pretend your optimal range doesn't exist
 
The only reasons why you should be taking autocannons into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.
The only reasons why you should be taking autocannons into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.


#2 Always use your most damaging ammo
==== Always use your most damaging ammo ====
 
Besides Barrage (which gives a bonus so isn't really relevant), all projectile ammo range modifiers apply to your optimal range, not falloff. As we have tiny optimal ranges and huge falloffs, this means we can run about with EMP and not have to worry about losing the range as it stays virtually the same. Barrage does the same damage as EMP and gives a 50% range boost to falloff. It's wonderful, and you should use it.
Besides Barrage (which gives a bonus so isn't really relevant), all projectile ammo range modifiers apply to your optimal range, not falloff. As we have tiny optimal ranges and huge falloffs, this means we can run about with EMP and not have to worry about losing the range as it stays virtually the same. Barrage does the same damage as EMP and gives a 50% range boost to falloff. It's wonderful, and you should use it.


#3 If your ship has a falloff bonus, it's designed to fit autocannons.
==== If your ship has a falloff bonus, it's designed to fit autocannons. ====


Because optimal range bonuses on autocannons are as useful as explosive damage bonuses for lasers.
Because optimal range bonuses on autocannons are as useful as explosive damage bonuses for lasers.


#4 Barrage is your friend
==== Barrage is your friend ====


It gives you a 50% boost to falloff and does oodles of explosive damage. The only thing it's a bit useless against are Invul-Field Shield tanks and T2 amarr ships, where EM or Thermal damage are far better.
It gives you a 50% boost to falloff and does oodles of explosive damage. The only thing it's a bit useless against are Invul-Field Shield tanks and T2 amarr ships, where EM or Thermal damage are far better.


#5 Hail can actually be useful
==== Hail can actually be useful ====


When fighting missile ships or stationary targets, load in some Hail ammo and you will tear them to shreds. Be warned that it does have a speed penalty, which is why you can't fly around with it loaded all the time. It's best used in conjunction with a passive shield tank or a dura-armour tank to offset the cap recharge penalty.
When fighting missile ships or stationary targets, load in some Hail ammo and you will tear them to shreds. Be warned that it does have a speed penalty, which is why you can't fly around with it loaded all the time. It's best used in conjunction with a passive shield tank or a dura-armour tank to offset the cap recharge penalty.


#6 Learn to love the low and middle-tier autocannons
==== Learn to love the low and middle-tier autocannons ====


125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm autocannons have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, mwds and cap boosters without gimping your setup. This is because they all have identical falloff ranges, so the only thing you gain from using the next tier above is 4-5% more damage and a slightly reduced ammo consumption.
125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm autocannons have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, mwds and cap boosters without gimping your setup. This is because they all have identical falloff ranges, so the only thing you gain from using the next tier above is 4-5% more damage and a slightly reduced ammo consumption.


#7 Fit Top-Tier autocannons when NPCing
==== Fit Top-Tier autocannons when NPCing ====


The use a lot less ammo, which is very important when npcing with autocannons as they have the highest rate of fire out of all the guns.
The use a lot less ammo, which is very important when npcing with autocannons as they have the highest rate of fire out of all the guns.


#8 There are only 3-3.5 different ammos you ever need to carry
== There are only 3-3.5 different ammos you ever need to carry ==


In order of priority:
In order of priority:


--- T1 Guns ---
=== T1 Guns ===


1) EMP for general use & shield tankers
# EMP for general use & shield tankers
2) Fusion for armour tankers
# Fusion for armour tankers
3) Phased plasma for Amarr T2 resists
# Phased plasma for Amarr T2 resists


--- T2 Guns ---
=== T2 Guns ===


1) Barrage for general use
# Barrage for general use
2) EMP for shield tankers
# EMP for shield tankers
3) Phased Plasma for T2 Amarr resistances
# Phased Plasma for T2 Amarr resistances
3.5) Hail, if you're feeling lucky
# Hail, if you're feeling lucky


For Npc's (ratting)
For Npc's (ratting)