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Skunk Gun stats
Name | Price | RangeShots | SpeedBullet | DamageHeat | DPSCooldown | 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 | Does not use aim assist. Deals 1k hull damage, partially bypassing shields. | - | 1,500 | 5,000 | 4 | 2 | 1,250 | 2,500 | 1 | 750 | 3,000 | 7x mining multiplier. 1000 hull damage. | /per | shot/ (ie per key/button press (keep button held down for best efficiency) | |||||
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 | Extreme fire rate but very low DPS. | 1,250 | 6,250 | 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, continuing over approx 5s after initial hit | 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 | 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, repeatedly 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 | Shotgun spread - v4 weapon mods allow for more ricochet 'particles'. | 1,675 | 4,975 | 12 pellets/shot (adjustable with weapon mods). | if all with ricochets | hit on 1o target.
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Inertial Hammer Mk2 | 570,000 | 8,400 (10,920*) |
Missiles
Name | Price | Reload4,200 | 2 | 1,560 | 3,900 | 0.4 | 0.75 | 118 | 2 | 1,675 | 4,975 |
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Info | ||
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Every weapon has base 10000 heat capacity. Heat applied by each fired bullet (pellet for shotgun). |
Gun stats are affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.
Missiles
Name | Type | Average Price | Reload rate | Warheads | Damage | Shield Damage | Blast radius | Speed | Acceleration | TTL | Effect | ||
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V Crushers | (DF)1 | D | 1616 | 2.5 | 1 | 6'000 | 506000 | 128 | 0 | 375 | 4 | Skunk launches 2 rockets at once | |
Meteorites (DF) | 1 | D | 4532 | 1.5 | 1 | 15'000 | 5015000 | 128 | 0 | 175 | 6 | Skunk launches 2 rockets at once | |
Starflashes | G | 2098 | 0.8 | 1 | 9'000 | 509000 | 128 | 775 | 270 | 12 | |||
Sunstalkers | G | 4768 | 0.6 | 1 | 18'000 | 5018000 | 128 | 550 | 180 | 18 | |||
Hellbusters | G | 10354 | 0.4 | 1 | 36'000 | 5036000 | 128 | 325 | 90 | 30 | |||
Astrobees | G | 15964 | 0.3 | 8 | 6'000 | 506000 | 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 | 36'000 | 50128 | 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 | 80'000 | 256 | 1000 | 50 | 60 | Missile is guided by player via ROV interface | Constrictors* | . |
Constrictor 2 | D | 12500 | 0.25 | 1 | 1250012'500 | 50 | 325 | 90 | 60 | Disable capital ship boosters engine + booster on hit.* | |||
Kyon Torpedo 3 | R | 160340 | 0. |
* Teladi Outpost content
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2 | 80000 | 200000 | 256 | 2000 | 50 | 60 | Craftable missile guided by ROV interface that does very high shield damage. |
Info | ||
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Blast radius - damage falls off lineary to 0 from explosion center. |
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: if the current target is destroyed, the missile will start tracking nearest enemy. |
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 by their own or 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!); 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 guided missiles will often miss their target repeatedly when fired against a skilled pilot, due to extreme fighter 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