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Skunk Gun stats
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Name | Price | DPS | Damage | Fire rate | Shots | Bullet | Heat | Cooldown | Notes/Effects | General|||||||||||||||
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DPS | Damage | /sec | Range | Speed | TTLRange | Angle | Value | Initial | Delay | Rate | Reenable | |||||||||||||
Slot 1 | ||||||||||||||||||||||||
Mining Laser Mk1 | 23,00023000 | 550 | 550 | 0.125 | 3600 | 8 | 1800- | 1,800 | 3,600 | 8 | 0 | 100 mining multiplier. Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup | ||||||||||||
Mining Laser Mk2 | 210000210,000 | 700 | 700 | 0.125 | 3600 | 8 | 1800- | 1,800 | 3,600 | 8 | 0 | 100 mining multiplier. | ||||||||||||
Heavy Laser Mk11 | 700000700,000 | 10,000 | 10000 | 0.25 | 5000 | 4 | 1500- | 1,500 | 5,000 | 4 | 2 | 1250 | 25001,250 | 2,500 | 1 | 750 | 30003,000 | 77x mining multiplier. | 1000 hull damage. | |||||
Railgun Mk12 | 18000 | 10000 | 2,147,483 | 18,000 | 18,000 | 1 | 8,000 | 10,000 | 500 | 25002,500 | 500 | 25002,500 | 2000 hull damage. | Charge time: 0.15 (not implemented?)High heat buildup. | ||||||||||
Slot 2 | ||||||||||||||||||||||||
Pulsed Maser Mk1 | 65000 | 65,000 | 3,600 | 450 | 33400 | 2,380 | 3,400 | 0.72380 | 0.15 | 240 | 2 | 1250 | 6250 | Extreme fire rate but very low DPS.1,250 | 6,250 | Low heat buildup & low cooldown | ||||||||
Pulsed Maser Mk2 | 340000 | 340,000 | 4,500 | 450 | 83600 | 2,520 | 3,600 | 0.7 | 2520 | 0.15 | 192 | 2 | 1250 | 62501,250 | 6,250 | |||||||||
Pulsed Maser Mk3 | 640000 | 3500 | 10 | 1500640,000 | 10,050 | 3,350 | 3 | 3,000 | 1,500 | 2.0 | 0.05 | 180 | 'Persistent' damage (DoT), continuing over approx 10s after initial hit (stacking) | 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 Mk1 | 190000 | 190,000 | 8,400 | 140 | 602200 | 1,320 | 2,200 | 0.6 | 1320 | 0.250 | 72 | 2 | 2500 | 25002,500 | 2,500 | Fast fire rate, heat buildup & shot speed; fast cooldown | ||||||||
Particle Repeater Mk2 | 710000 | 710,000 | 9,600 | 160 | 602400 | 1,440 | 2,400 | 0.61440 | 0.250 | 72 | 2 | 2500 | 25002,500 | 2,500 | ||||||||||
Particle Repeater Mk3 | 1030000 | 1,030,000 | 11,250 | 225 | 50 | 28001,800 | 2,800 | 0.8 | 18000.275 | 86 | 2 | 2500 | 2500 | 2,500 | 2,500 | Rare, repeatedly craftable and improved over Mk2. | ||||||||
Slot 4 | ||||||||||||||||||||||||
Plasma Cannon Mk1 | 92000 | 400092,000 | 5,600 | 4,000 | 1.41800 | 2,880 | 1,800 | 1.62880 | 0.05 | 15921,592 | 2 | 1675 | 49751,675 | 4,975 | Slow fire rate & shot speed, but heavy damage if it hits | |||||||||
Plasma Cannon Mk2 | 460000 | 4000460,000 | 6,400 | 4,000 | 1.61900 | 3,040 | 1,900 | 1.63040 | 0.05 | 13921,392 | 2 | 1675 | 49751,675 | 4,975 | ||||||||||
Plasma Cannon Mk32 | 160000 | 1000 | 4 | 4000 | 2900 | 1,111,111 | - | 160,000 | - | 4,000 | 1,000 | 4 | 2,900 | 500 | 2 | 1000 | 2000 | Charged in 4 seconds1,000 | 2,000 | 4s charge for max damage. | ||||
Slot 5 | ||||||||||||||||||||||||
Inertial Hammer Mk1 | 150000 | 300 | 2 | 3900150,000 | 7,200 (9,360*) | 3,600 | 2 | 1,560 | 3,900 | 0.4 | 1560 | 0.75 | 118 | 2 | 1675 | 49751,675 | 4,975 | 12 pellets | in each shot, amount can be changed /shot (adjustable with weapon mods). | Be careful if using near friendly NPCs (including stations)!Pellet have 30% ricochet value --> damage to primary or friendly targets! | if all with ricochets | hit on 1o target.
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Inertial Hammer Mk2 | 570000 | 350 | 2 | 3900570,000 | 8,400 (10,920*) | 4,200 | 2 | 1,560 | 3,900 | 0.4 | 1560 | 0.75 | 118 | 2 | 1675 | 4975 | 12 pellets in each shot, amount can be changed with weapon mods.1,675 | 4,975 |
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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. | |
NovadronesNovadrone | R | 16675 | 0.2 | 1 | 80000 | 256 | 1000 | 50 | 60 | Missile is guided by player via ROV interface. | |
ConstrictorsConstrictor 2 | D | 12500 | 0.25 | 1 | 12500 | 325 | 90 | 60 | Disable capital ship boosters engine + booster on hit.* | ||
Kyon Torpedo 3 | R | 160340 | 0.2 | 80000 | 200000 | 256 | 2000 | 50 | 60 | Missile is Craftable missile guided by player via ROV interface , that does very high shield damage, craftable by player. |
Info | ||
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Blast radius - damage fall-falls off lineary to 0 from explosion center. |
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 ability to boost.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