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Name | Price | Range | Speed | Damage | DPS | Notes/Effects |
---|---|---|---|---|---|---|
Slot 1 | ||||||
Mining Laser Mk1 | Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup | |||||
Mining Laser Mk2 | ||||||
Heavy Laser Mk1* | Does not use aim assist. Deals 1k hull damage, partially bypassing shields . (50%). | |||||
Slot 2 | ||||||
Pulsed Maser Mk1 | Extreme fire rate but very low DPS. Low heat buildup & low cooldown | |||||
Pulsed Maser Mk2 | ||||||
Pulsed Maser Mk3 | 'Persistent' damage (DoT), continuing over approx 10s after initial hit (Stackingstacking) | |||||
Slot 3 | ||||||
Particle Repeater Mk1 | Fast fire rate, heat buildup & shot speed; fast cooldown | |||||
Particle Repeater Mk2 | ||||||
Particle Repeater Mk3 | ||||||
Slot 4 | ||||||
Plasma Cannon Mk1 | Slow fire rate & shot speed, but heavy damage if it hits | |||||
Plasma Cannon Mk2 | ||||||
Slot 5 | ||||||
Inertial Hammer Mk1 | Shotgun spread - v4 weapon mods allow for more ricochet 'particles'. Be careful if using near friendly NPCs (including stations)! Low range, medium heat & cooldown, high dmg if all ricochets hit 1 target | |||||
Inertial Hammer Mk2 |
Weapon stats affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.
Player Skunk Plasma Cannons have MUCH less range then the capship turret equivalent! (~3km vs ~7km)
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Missile in flight can be destroyed by weapons. Some fighters with V Crushers may damage themself by launching missile and immediately detonating it with own or other weapons fire. Skunk missiles may detonate near skunk Skunk if launched while under enemy fire.
Interesting thing is that missiles can't damage cargo containers (not crates!) and asteroids.
Note that even homing missiles will often miss their target repeatedly, when fired against a skilled pilot, due to extreme fighter maneuverability and their ability to boost.