Zekain Kade
BetaMax.
931
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Posted - 2012.07.02 17:18:00 -
[1] - Quote
I do not claim to be super awesome at tank fitting, so I wont list the CPU/EG due to the fact that i do not know usage amount for the other turrets. how ever, i will list their damage capabilities. Please assume that AUR turrets use less CPU, and EG than their ISK counter part, just like every other AUR thing in the market.
There should be 2 ISK types of Artillery turrets, and 3 AUR turrets.
There are no militia variants.
Heavy Artillery turrets.
ISK artillery
Armor piercing turrets: These Artillery turrets are means to deal massive damage against rivaling enemy armors. They are not built to deal with infantry in any regard.
Standard: 2100 Direct damage: 400 splash damage advanced: 2500 Direct damage: 380 splash damage Logistics: 2800 Direct damage: 350 splash damage.
High explosive artillery: These artillery turrets are built to suppress infantry from a distance, they are not built to deal with enemy armor.
Standard: 400 Direct damage: 1500 splash damage advanced: 500 direct damage: 1700 splash damage logistics: 550 direct damage: 1950 splash damage
AUR artillery
Composite Turret: An upgraded, more efficient anti armor artillery cannon
Standard: 2200 Direct damage: 400 splash damage advanced: 2650 Direct damage: 380 splash damage Logistics: 3000 Direct damage: 350 splash damage.
NOVA turret: An upgraded, more efficient anti infantry artillery cannon
Standard: 400 Direct damage: 1600 splash damage advanced: 520 Direct damage: 1900 splash damage logistics: 570 Direct damage: 2050 splash damage
Carbon fiber turret: an artillery weapon optimized to deal a balanced damage output against Armor and infantry.
Standard: 1900Direct damage: 700 splash damage advanced: 2100 Direct damage: 800 splash damage logistics: 2400 Direct damage: 950 splash damage
When using an artillery vehicle, or installation. it should work similar to how world of tanks artillery works. You press the scope button, and it takes you to a birds eye view of the map. ally and enemy icons appear on the map, which gives you the general area where you should focus your support fire.
in order to get an accurate shot, you must hold your target still in order for it to align properly. Moving your target around will cause the cross hairs you have on the map to widen from the sudden moments that caused it to loose its accuracy. You must predict where the target is going to be, rather then where it currently is. artillery turrets have a ring of fire affect, meaning they cannot hit targets that are too close to them, which gives them a weakness, and a need for team support.
ring of fire this is just an example, Artillery turrets will have a much broader range then what is shown in this picture.
Artillery turrets should be mimintar in design, there's no reason for them not to be. |