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Weapons (base stats)

NamePriceDPSDamageFire
rate
BulletHeatCooldownNotes/Effects
GeneralHullMiningSpeedTTLRangeAngleValueInitialDelayRateReenable
Slot 1
Mining Laser Mk123000 550 1000.125360081800 0    Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup
Mining Laser Mk2210000 700 1000.125360081800 0     
Heavy Laser Mk1 1700000 10000100070.2550004150021250250017503000

Does not use aim assist. Deals 1k hull damage, partially bypassing shields (50%).
Shield bypass ineffective for capship (hull) shields, only for surface elements.
+20% heat instantly applied per key/button press (keep held down for best efficiency)

Railgun Mk1 2  180002000  10000   5002500 5002500Charge time: 0.15 (not implemented?)
Slot 2
Pulsed Maser Mk165000 450  334000.723800.15240 212506250Extreme fire rate but very low DPS. Low heat buildup & low cooldown
Pulsed Maser Mk2340000 450  836000.725200.15192 212506250 
Pulsed Maser Mk3640000 3500  1015002.0 0.05180    'Persistent' damage (DoT), continuing over approx 10s after initial hit (stacking)
Slot 3
Particle Repeater Mk1190000 140  6022000.613200.25072 225002500Fast fire rate, heat buildup & shot speed; fast cooldown
Particle Repeater Mk2710000 160  6024000.614400.25072 225002500 
Particle Repeater Mk31030000 225  5028000.818000.27586 225002500 
Slot 4
Plasma Cannon Mk192000 4000  1.418001.628800.051592 216754975Slow fire rate & shot speed, but heavy damage if it hits
Plasma Cannon Mk2460000 4000  1.619001.630400.051392 216754975 
Plasma Cannon Mk3 2  160000 3 100044000 2900500210002000Charged in 4 seconds
Has areadamage 80000 in macros but damage radius is not specified (not impemented?).
Slot 5
Inertial Hammer Mk1150000 300  239000.415600.75118 21675497512 pellets in each shot, amount can be changed with weapon mods.
Be careful if using near friendly NPCs (including stations)!
Low range, medium heat & cooldown, high dmg if all ricochets hit 1 target
Inertial Hammer Mk2570000 350  239000.415600.75118 21675497512 pellets in each shot, amount can be changed with weapon mods.

Table legend

  1. 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 stats affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.

Missiles

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.
NovadronesR166750.2180000 25610005060Missile is guided by player via ROV interface
Constrictors 2D125000.25112500  3259060Disable capital ship boosters on hit.
Kyon Torpedo 3R1603400.2 8000020000025620005060Missile is guided by player via ROV interface, very high shield damage, craftable by player.

Table legend

  1. Ship launches 2 missiles in salvo
  2. Teladi Outpost content
  3. Home of Light content

Blast radius - damage fall-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 in flight can be destroyed by weapons. Some fighters may damage themself by launching missile and immediately detonating it with own or other weapons fire. Skunk missiles may detonate near Skunk if launched while under enemy fire.

Interesting thing is that missiles can't damage cargo containers (not crates!) and asteroids.

Note that even homing missiles will often miss their target repeatedly, when fired against a skilled pilot, due to extreme fighter maneuverability and their ability to boost.

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