Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: Some minor edits, mostly spelling/punctuation & minor additions- Snafu

...

Skunk Gun stats

...

360018007000001000050002500Does not use aim assist. Deals 1k hull damage, partially bypassing shields (50%).
Shield bypass ineffective for capship (hull) shields, only for surface elements10000 2500 Charge time: 0.15 (not implemented?)Extreme fire rate but very low DPS. 36001500 'Persistent' damage (DoT), continuing over approx 10s after initial hit (stacking)  1800 2900Charged in 4 seconds
Has areadamage 80000 in macros but damage radius is not specified (not impemented?) in each shot, amount can be changed Be careful if using near friendly NPCs (including stations)!
Low range, medium if all hit 12 pellets in each shot, amount can be changed with weapon mods.
NamePriceDPSDamageFire
rate
ShotsBulletHeatCooldownNotes/Effects
DPSGeneralDamageHull/secMiningRangeSpeedTTLRangeAngleValueInitialDelayRateReenable
Slot 1
Mining Laser Mk12300023,000 550 1000.125-1,8003,60081800 0    100 mining multiplier.
Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup
Mining Laser Mk2210000 210,000700 1000.12536008-1,8003,6008 0     
Heavy Laser Mk11700,00010,000 -100070.251,5005,00041500212501,2502,500175030003,000

7x mining multiplier. 1000 hull damage.
+20% heat instantly applied per key/button press (keep button held down for best efficiency)

Railgun Mk12  180002000  2,147,48318,00018,00018,00010,000  5002,500 5002,50025002000 hull damage.
High heat buildup.
Slot 2
Pulsed Maser Mk165000 65,0003,600450 3 2,38033400,4000.723800.15240 2125062501,2506,250Low heat buildup & low cooldown
Pulsed Maser Mk2340000 340,0004,500450 8 82,5203,6000.725200.15192 2125062501,2506,250 
Pulsed Maser Mk3640000 3500  10640,00010,0503,35033,0001,5002.00.05180    Bullets stick to target and damage for 10s each.
Slow start but low heat built-up and high DPS in the end.
Slot 3
Particle Repeater Mk1190000 190,0008,400140 60 6022001,3202,2000.613200.25072 2250025002,5002,500Fast fire rate, heat buildup & shot speed; fast cooldown
Particle Repeater Mk2710000 710,0009,600160 60 6024001,4402,4000.614400.25072 2250025002,5002,500 
Particle Repeater Mk310300001,030,00011,25022550 5028001,8002,8000.80.27586 2250025002,5002,500Rare, repeatedly craftable and improved over Mk2.
Slot 4
Plasma Cannon Mk192000 4000  92,0005,6004,0001.418002,8801,8001.628800.0515921,592 2167549751,6754,975Slow fire rate & shot speed, but heavy damage if it hits
Plasma Cannon Mk2460000 4000  460,0006,4004,0001.619003,0401,9001.630400.0513921,392 2167549751,6754,975 
Plasma Cannon Mk32  160000 3 100044000 1,111,111-160,000-4,0001,0004 2,9005002100020001,0002,000

4s charge for max damage.
Area damage is intended but not implemented yet.
3x mining multiplier.

Slot 5
Inertial Hammer Mk1150000 300  23900150,0007,200
(9,360*)
3,60021,5603,9000.415600.75118 2167549751,6754,975

12 pellets

/shot (adjustable with weapon mods).

Pellet have 30% ricochet value --> damage to primary or friendly targets!
Shots penetrate hulls (useful if killing trapped fighters).
Medium heat & cooldown, high dmg

with ricochets

on 1o target.
*Average damage over time, assuming ricochets hit.

 

Inertial Hammer Mk2570000 350  23900570,0008,400
(10,920*) 
4,20021,5603,9000.415600.75118 2167549751,6754,975
Info
titleTable legend
  1. The Teladi Outpost content
  2. Home of Light content

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.

...

NameTypeAverage
Price
Reload
rate
WarheadsDamageShield
Damage
Blast
radius
SpeedAccelerationTTLEffect
V Crushers 1D16162.516000 12803754Skunk launches 2 rockets at once
Meteorites 1D45321.5115000 12801756Skunk launches 2 rockets at once
StarflashesG20980.819000 12877527012 
SunstalkersG47680.6118000 12855018018 
HellbustersG103540.4136000 1283259030 
AstrobeesG159640.386000 12835035018Each warhead can track <target> independently;
  when multiple targets are available, some warheads may select a different target.
TristarsG311850.2336000 12821021036Each warhead can track <target> independently;
when multiple targets are available, some warheads may select a different target.
NovadronesNovadroneR166750.2180000 25610005060Missile is guided by player via ROV interface.
ConstrictorsConstrictor 2D125000.25112500  3259060Disable capital ship boosters engine + booster on hit.*
Kyon Torpedo 3R1603400.2 8000020000025620005060Missile is Craftable missile guided by player via ROV interface , that does very high shield damage, craftable by player.
Info
titleTable legend
  1. Ship launches 2 missiles in salvo
  2. The Teladi Outpost content
  3. Home of Light content

Blast radius - damage fall-falls off lineary to 0 from explosion center.
Missile types: D - Dumbfire, G - Selfguided, R - Remote controlled.
All guided missiles have the attribute "retarget". That means : if the current target is destroyed, the missile will start tracking nearest enemy.

 

Missile Missiles in flight can be destroyed (but not targeted) by other weapons. Some fighters may damage themself by launching a missile and immediately detonating it with by their own or other weapons fire. incoming weapon fire; similarly Skunk missiles may detonate near Skunk (damaging it) if launched while under enemy fire. Interesting thing is that missiles can't damage asteroids or cargo containers (not crates!) and asteroids.); however they may destroy the locks on lockboxes, leaving their contents (crates) vulnerable to further missile or other AoE fire [unsure about booby-trapped lockboxes - needs checking - Snafu]

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 manoeuvrability and 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