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Revision as of 01:37, 24 October 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.

Properties of Standard (Tech Ⅰ) Projectile Ammunition
Icon ISIS weapon Projectileturrets.png
Ammunition
Type
Category Modifiers Total Damage Damage Profile Icon tech2.png
Tech Ⅱ
Variant
Most Effective Against
Icon target range.png
Range
Icon tracking.png
Tracking
Icon ISIS size Small.png Icon ISIS size Medium.png Icon ISIS size Large.png Icon ISIS size Xlarge.png Icon damage em.png
EM
Icon damage therm.png
Thermal
Icon damage kin.png
Kinetic
Icon damage exp.png
Explosive
Pirate
Factions
Empire
Factions
EMP Short-
Range
-50% 12 24 48 96 75% 8% 17% Logo faction the blood raider covenant.png Logo faction sanshas nation.png Logo faction rogue drones.png Logo faction khanid kingdom.png Logo faction amarr empire.png
Phased Plasma 83% 17% Mercenaries
Fusion 17% 83% Logo faction angel cartel.png Logo faction minmatar republic.png
Titanium Sabot Medium-
Range
+20% 8 16 32 64 75% 25% Quake EoM Logo faction guristas pirates.png Logo faction mordus legion.png Logo faction serpentis.png Logo faction caldari state.png Logo faction gallente federation.png
Depleted Uranium 38% 25% 38% Hail Sleepers
Proton Long-
Range
+60% +5% 5 10 20 40 60% 40% Logo faction the blood raider covenant.png Logo faction sanshas nation.png Logo faction rogue drones.png Logo faction khanid kingdom.png Logo faction amarr empire.png
Nuclear 20% 80% Barrage Logo faction angel cartel.png Logo faction minmatar republic.png
Carbonized Lead 80% 20% Tremor EoM Logo faction guristas pirates.png Logo faction mordus legion.png Logo faction serpentis.png Logo faction caldari state.png Logo faction gallente federation.png

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.

Icon faction.pngFaction

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 slightly more damage, as detailed in the table below:

Faction (Tech Ⅰ) Projectile Ammunition Bonus
Icon faction.pngFaction Damage
Logo faction angel cartel.png Arch Angel +10%
Logo faction minmatar republic.png Republic Fleet +15%
Logo faction angel cartel.png 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.

Icon tech2.pngTech Ⅱ

In contrast to Tech Ⅰ projectile ammunition, the Tech Ⅱ variants may each only be used with 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.

Properties of Tech Ⅱ Autocannon Projectile Ammunition
Icon ISIS weapon Projectileturrets.png
Ammunition
Type
Turret
Type
Modifiers Total Damage Damage Profile Tech Ⅰ
Variant
Icon target range.png
Range
Icon falloff mod.png
Falloff
Icon tracking.png
Tracking
Icon ISIS size Small.png Icon ISIS size Medium.png Icon ISIS size Large.png Icon ISIS size Xlarge.png Icon damage em.png
EM
Icon damage therm.png
Thermal
Icon damage kin.png
Kinetic
Icon damage exp.png
Explosive
Barrage Autocannon +40% -25% 11 22 44 88 45% 55% Nuclear
Hail -50% -25% -30% 15.4 30.8 61.6 123.2 21% 79% Depleted Uranium
Quake Artillery -75% +25% 14 28 56 112 36% 64% Titanium Sabot
Tremor +80% -75% 8 16 32 64 38% 63% 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.