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Weapons (base stats)

NamePriceDPSDamageFire
rate
BulletHeatCooldownNotes/Effects
GeneralSpeedTTLRangeAngleValueInitialDelayRateReenable
Slot 1
Mining Laser Mk123000 5500.125360081800 0    100 mining multiplier.
Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup
Mining Laser Mk2210000 7000.125360081800 0    100 mining multiplier.
Heavy Laser Mk1 1700000 100000.2550004150021250250017503000

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

Railgun Mk1 2  18000 10000   5002500 50025002000 hull damage.
Charge time: 0.15 (not implemented?)
Slot 2
Pulsed Maser Mk165000 450334000.723800.15240 212506250Extreme fire rate but very low DPS. Low heat buildup & low cooldown
Pulsed Maser Mk2340000 450836000.725200.15192 212506250 
Pulsed Maser Mk3640000 35001015002.0 0.05180    'Persistent' damage (DoT), continuing over approx 10s after initial hit (stacking)
Slot 3
Particle Repeater Mk1190000 1406022000.613200.25072 225002500Fast fire rate, heat buildup & shot speed; fast cooldown
Particle Repeater Mk2710000 1606024000.614400.25072 225002500 
Particle Repeater Mk31030000 2255028000.818000.27586 225002500 
Slot 4
Plasma Cannon Mk192000 40001.418001.628800.051592 216754975Slow fire rate & shot speed, but heavy damage if it hits
Plasma Cannon Mk2460000 40001.619001.630400.051392 216754975 
Plasma Cannon Mk3 2  160000 100044000 2900500210002000

Charged in 4 seconds
Has areadamage 80000 in macros but damage radius is not specified
3 mining multiplier.

Slot 5
Inertial Hammer Mk1150000 300239000.415600.75118 216754975

12 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.

Initial shots can penetrate hulls but not surface elements (useful if killing trapped fighters).

Inertial Hammer Mk2570000 350239000.415600.75118 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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