Skunk
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Gun stats
Name | Price | Shots | Bullet | Heat | Cooldown | Notes/Effects | ||||||||
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DPS | Damage | /sec | Range | Speed | TTL | Angle | Value | Initial | Delay | Rate | Reenable | |||
Slot 1 | ||||||||||||||
Mining Laser Mk1 | 23,000 | 550 | - | 1,800 | 3,600 | 8 | 0 | 100 mining multiplier. Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup | ||||||
Mining Laser Mk2 | 210,000 | 700 | - | 1,800 | 3,600 | 8 | 0 | |||||||
Heavy Laser Mk11 | 700,000 | 10,000 | - | 1,500 | 5,000 | 4 | 2 | 1,250 | 2,500 | 1 | 750 | 3,000 | 7x mining multiplier. | |
Railgun Mk12 | 2,147,483 | 18,000 | 18,000 | 1 | 8,000 | 10,000 | 500 | 2,500 | 500 | 2,500 | 2000 hull damage. High heat buildup. | |||
Slot 2 | ||||||||||||||
Pulsed Maser Mk1 | 65,000 | 3,600 | 450 | 3 | 2,380 | 3,400 | 0.7 | 0.15 | 240 | 2 | 1,250 | 6,250 | Extreme fire rate but very low DPS. Low heat buildup & low cooldown | |
Pulsed Maser Mk2 | 340,000 | 4,500 | 450 | 8 | 2,520 | 3,600 | 0.7 | 0.15 | 192 | 2 | 1,250 | 6,250 | ||
Pulsed Maser Mk3 | 640,000 | 10,050 | 3,350 | 3 | 3,000 | 1,500 | 2.0 | 0.05 | 180 | 'Persistent' damage over 10s (DoT) leads to 10,050 DPS. Slow start but low heat built-up. | ||||
Slot 3 | ||||||||||||||
Particle Repeater Mk1 | 190,000 | 8,400 | 140 | 60 | 1,320 | 2,200 | 0.6 | 0.250 | 72 | 2 | 2,500 | 2,500 | Fast fire rate, heat buildup & shot speed; fast cooldown | |
Particle Repeater Mk2 | 710,000 | 9,600 | 160 | 60 | 1,440 | 2,400 | 0.6 | 0.250 | 72 | 2 | 2,500 | 2,500 | ||
Particle Repeater Mk3 | 1,030,000 | 11,250 | 225 | 50 | 1,800 | 2,800 | 0.8 | 0.275 | 86 | 2 | 2,500 | 2,500 | Rare, craftable and improved over Mk2. | |
Slot 4 | ||||||||||||||
Plasma Cannon Mk1 | 92,000 | 5,600 | 4,000 | 1.4 | 2,880 | 1,800 | 1.6 | 0.05 | 1,592 | 2 | 1,675 | 4,975 | Slow fire rate & shot speed, but heavy damage if it hits | |
Plasma Cannon Mk2 | 460,000 | 6,400 | 4,000 | 1.6 | 3,040 | 1,900 | 1.6 | 0.05 | 1,392 | 2 | 1,675 | 4,975 | ||
Plasma Cannon Mk32 | 1,111,111 | - | 160,000 | - | 4,000 | 1,000 | 4 | 2,900 | 500 | 2 | 1,000 | 2,000 | 4s charge for max damage. | |
Slot 5 | ||||||||||||||
Inertial Hammer Mk1 | 150,000 | 7,200 (9,360*) | 3,600 | 2 | 1,560 | 3,900 | 0.4 | 0.75 | 118 | 2 | 1,675 | 4,975 | 12 pellets/shot (adjustable with weapon mods).
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Inertial Hammer Mk2 | 570,000 | 8,400 (10,920*) | 4,200 | 2 | 1,560 | 3,900 | 0.4 | 0.75 | 118 | 2 | 1,675 | 4,975 |
Info | ||
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Every weapon has base 10000 heat capacity. Heat applied by each fired bullet (pellet for shotgun). |
Weapon Gun stats are affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.
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Name | Type | Average Price | Reload rate | Warheads | Damage | Shield Damage | Blast radius | Speed | Acceleration | TTL | Effect |
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V Crushers 1 | D | 1616 | 2.5 | 1 | 6000 | 128 | 0 | 375 | 4 | Skunk launches 2 rockets at once | |
Meteorites 1 | D | 4532 | 1.5 | 1 | 15000 | 128 | 0 | 175 | 6 | Skunk launches 2 rockets at once | |
Starflashes | G | 2098 | 0.8 | 1 | 9000 | 128 | 775 | 270 | 12 | ||
Sunstalkers | G | 4768 | 0.6 | 1 | 18000 | 128 | 550 | 180 | 18 | ||
Hellbusters | G | 10354 | 0.4 | 1 | 36000 | 128 | 325 | 90 | 30 | ||
Astrobees | G | 15964 | 0.3 | 8 | 6000 | 128 | 350 | 350 | 18 | Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target. | |
Tristars | G | 31185 | 0.2 | 3 | 36000 | 128 | 210 | 210 | 36 | Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target. | |
Novadrones | R | 16675 | 0.2 | 1 | 80000 | 256 | 1000 | 50 | 60 | Missile is guided by player via ROV interface | |
Constrictors 2 | D | 12500 | 0.25 | 1 | 12500 | 325 | 90 | 60 | Disable capital ship boosters on hit.* | ||
Kyon Torpedo 3 | R | 160340 | 0.2 | 80000 | 200000 | 256 | 2000 | 50 | 60 | Missile is guided by player via ROV interface, very high shield damage, craftable by player. |
Info | ||
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Blast radius - damage fall-falls off lineary to 0 from explosion center. |
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Missile in flight can be destroyed by other weapons. Some fighters may damage themself by launching missile and immediately detonating it with own or other weapons fire. ; similarly Skunk missiles may detonate near Skunk (damaging it) if launched while under enemy fire.
Interesting thing is that missiles can't damage cargo containers (not crates!) and asteroids.
Note that even homing guided missiles will often miss their target repeatedly , when fired against a skilled pilot, due to extreme fighter maneuverability and their ability to boost.the pilot's ability to boost.
*Constrictor missiles are interesting. They will disable an engine cluster (/not/ all engines in the case of (eg) OL ships) disabling boost for a period of time if they hit, with a visual & audio cue. They will immediately stop a boosting engine cluster (unsure about the whole lot) from boosting if already in boost. This needs testing further to discover limits & timing - Snafu