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Name | Price | DPS | Damage | Fire rate | Bullet | Heat | Cooldown | Notes/Effects | ||||||
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General | Speed | TTL | Range | Angle | Value | Initial | Delay | Rate | Reenable | |||||
Slot 1 | ||||||||||||||
Mining Laser Mk1 | 23000 | 550 | 0.125 | 3600 | 8 | 1800 | 0 | 100 mining multiplier. Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup | ||||||
Mining Laser Mk2 | 210000 | 700 | 0.125 | 3600 | 8 | 1800 | 0 | 100 mining multiplier. | ||||||
Heavy Laser Mk1 1 | 700000 | 10000 | 0.25 | 5000 | 4 | 1500 | 2 | 1250 | 2500 | 1 | 750 | 3000 | 7 mining multiplier. | |
Railgun Mk1 2 | 18000 | 10000 | 500 | 2500 | 500 | 2500 | 2000 hull damage. Charge time: 0.15 (not implemented?) | |||||||
Slot 2 | ||||||||||||||
Pulsed Maser Mk1 | 65000 | 450 | 3 | 3400 | 0.7 | 2380 | 0.15 | 240 | 2 | 1250 | 6250 | Extreme fire rate but very low DPS. Low heat buildup & low cooldown | ||
Pulsed Maser Mk2 | 340000 | 450 | 8 | 3600 | 0.7 | 2520 | 0.15 | 192 | 2 | 1250 | 6250 | |||
Pulsed Maser Mk3 | 640000 | 3500 | 10 | 1500 | 2.0 | 0.05 | 180 | 'Persistent' damage (DoT), continuing over approx 10s after initial hit (stacking) | ||||||
Slot 3 | ||||||||||||||
Particle Repeater Mk1 | 190000 | 140 | 60 | 2200 | 0.6 | 1320 | 0.250 | 72 | 2 | 2500 | 2500 | Fast fire rate, heat buildup & shot speed; fast cooldown | ||
Particle Repeater Mk2 | 710000 | 160 | 60 | 2400 | 0.6 | 1440 | 0.250 | 72 | 2 | 2500 | 2500 | |||
Particle Repeater Mk3 | 1030000 | 225 | 50 | 2800 | 0.8 | 1800 | 0.275 | 86 | 2 | 2500 | 2500 | |||
Slot 4 | ||||||||||||||
Plasma Cannon Mk1 | 92000 | 4000 | 1.4 | 1800 | 1.6 | 2880 | 0.05 | 1592 | 2 | 1675 | 4975 | Slow fire rate & shot speed, but heavy damage if it hits | ||
Plasma Cannon Mk2 | 460000 | 4000 | 1.6 | 1900 | 1.6 | 3040 | 0.05 | 1392 | 2 | 1675 | 4975 | |||
Plasma Cannon Mk3 2 | 160000 | 1000 | 4 | 4000 | 2900 | 500 | 2 | 1000 | 2000 | Charged in 4 seconds | ||||
Slot 5 | ||||||||||||||
Inertial Hammer Mk1 | 150000 | 300 | 2 | 3900 | 0.4 | 1560 | 0.75 | 118 | 2 | 1675 | 4975 | 12 pellets in each shot, amount can be changed with weapon mods. Initial shots can penetrate hulls but not surface elements (useful if killing trapped fighters). | ||
Inertial Hammer Mk2 | 570000 | 350 | 2 | 3900 | 0.4 | 1560 | 0.75 | 118 | 2 | 1675 | 4975 |
Info | ||
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Every weapon has base 10000 heat capacity. Heat applied by each fired bullet (pellet for shotgun). |
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Info | ||
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Blast radius - damage fall-off lineary to 0 from explosion center. |
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