Projectile Weapons
Overview
| Autocannons | Artillery |
| | |
DPS | + | - |
Alpha Damage | - | + |
Tracking | + | - |
CPU/Powergrid Requirements in general | Higher | Lower |
Range | Low (Long falloff) | Extreme range for sniping |
Note: Tracking isn't an important factor since you'd probably be sniping with the artillery weapons at long range anyway
Ammo Types
Fusion, EMP and Phased Plasma are close range T1 ammo. They pack a humoungus wallop of explosive, em and thermal damage respectively.
Barrage is best T2 ammo (autocannons only) as it does the same damage as fusion but from a longer range.
Tremor is best T2 ammo (artillery only) as it gives a 80% range bonus.
Damage type for each type of ammo is shown below.
Small
Type | EM | Exp | Kin | Therm | Range Mod | Tracking Mod |
Carbonized Lead S | 0 | 1 | 4 | 0 | 60% | 5% |
Nuclear S | 0 | 4 | 1 | 0 | 60% | 5% |
Proton S | 3 | 0 | 2 | 0 | 60% | 5% |
Depleted Uranium S | 0 | 3 | 2 | 3 | 0% | 20% |
Titanium Sabot S | 0 | 2 | 6 | 0 | 0% | 20% |
Fusion S | 0 | 10 | 2 | 0 | -50% | 0% |
Phased Plasma S | 0 | 0 | 2 | 10 | -50% | 0% |
EMP S | 9 | 2 | 1 | 0 | -50% | 0% |
Medium
Type | EM | Exp | Kin | Therm | Range Mod | Tracking Mod |
Carbonized Lead M | 0 | 2 | 8 | 0 | 60% | 5% |
Nuclear M | 0 | 8 | 2 | 0 | 60% | 5% |
Proton M | 6 | 0 | 4 | 0 | 60% | 5% |
Depleted Uranium M | 0 | 6 | 4 | 6 | 0% | 20% |
Titanium Sabot M | 0 | 4 | 12 | 0 | 0% | 20% |
Fusion M | 0 | 20 | 4 | 0 | -50% | 0% |
Phased Plasma M | 0 | 0 | 4 | 20 | -50% | 0% |
EMP M | 18 | 4 | 2 | 0 | -50% | 0% |
Large
Type | EM | Exp | Kin | Therm | Range Mod | Tracking Mod |
Carbonized Lead L | 0 | 4 | 16 | 0 | 60% | 5% |
Nuclear L | 0 | 16 | 4 | 0 | 60% | 5% |
Proton L | 12 | 0 | 8 | 0 | 60% | 5% |
Depleted Uranium L | 0 | 12 | 8 | 12 | 0% | 20% |
Titanium Sabot L | 0 | 8 | 24 | 0 | 0% | 20% |
Fusion L | 0 | 40 | 8 | 0 | -50% | 0% |
Phased Plasma L | 0 | 0 | 8 | 40 | -50% | 0% |
EMP L | 36 | 8 | 4 | 0 | -50% | 0% |
Type | EM | Exp | Kin | Therm | Range Mod | Tracking Mod |
Carbonized Lead XL | 0 | 8 | 32 | 0 | 60% | 5% |
Nuclear XL | 0 | 32 | 8 | 0 | 60% | 5% |
Proton XL | 24 | 0 | 16 | 0 | 60% | 5% |
Depleted Uranium XL | 0 | 24 | 16 | 24 | 0% | 20% |
Titanium Sabot XL | 0 | 16 | 48 | 0 | 0% | 20% |
Fusion XL | 0 | 80 | 16 | 0 | -50% | 0% |
Phased Plasma XL | 0 | 0 | 16 | 80 | -50% | 0% |
EMP XL | 72 | 16 | 8 | 0 | -50% | 0% |
Faction Projectile Ammunition
Faction ammo can offer more damage output, improving upon normal ammunition. As with most faction items, cost and availability are the limiting factor to their use.
Faction Ammo Type | Damage increase over regular ammo |
Arch Angel | +10% |
Republic Fleet | +15% |
Domination | +20% |
Advanced Artillery Charges
These charges can only be loaded onto Tech 2 Artillery Cannons.
Type | Size | Exp | Kin | Range Mod | Tracking Mod |
Tremor | Small | 5 | 3 | 80% | -75% |
Medium | 10 | 6 |
Large | 20 | 12 |
Quake | Small | 9 | 5 | -75% | -25% |
Medium | 18 | 10 |
Large | 36 | 20 |
Advanced Autocannon charges
These charges can only be loaded onto Tech 2 Autocannons.
Type | Size | Exp | Kin | Range Mod | Falloff Mod | Tracking Mod |
Barrage | Small | 6 | 5 | 0% | 50% | -25% |
Medium | 12 | 10 |
Large | 24 | 20 |
Hail | Small | 12.1 | 3.3 | -50% | -50% | -30% |
Medium | 24.2 | 6.6 |
Large | 48.4 | 13.2 |