Main weapon: Difference between revisions

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__NOTOC__
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{| width = "100%"
The '''main weapon''' of the ship are the guns mounted in the mobile turrets (stationary for the bow ones).
|
*[[Interceptors]] have 2 guns each.
The main weapon of the ship are the guns mounted in the mobile turrets (stationary for the bow ones).
*[[Fighters]] have 4 guns each.
* On the [[Interceptors]] 2 guns are installed.
*[[Frigates]] have 4 guns each (except for Long Range Frigates - 6 guns and [[Object NY18]] - 8 guns).
* On the [[Fighters]] 4 guns are installed.
*[[Destroyers]] have 12 guns each (fires a maximum of 8).
* On the [[Frigates]] 4 guns are installed (with the exception of Long-Range Frigates - 6 guns and [[Object NY18]] - 8 guns).
* On the [[Destroyers]] 12 guns are installed  (shoot maximum 8).
Depending on the type of [[damage]], the weapons are:
Depending on the type of [[damage]], the weapons are:
* Kinetic. Do kinetic damage. Especially dangerous for the hull of the ship.
*Kinetic. Deal kinetic damage. Especially dangerous for the hull of the ship.
* Electromagnetic. EM damage is dealt. Especially dangerous for the shield of the ship.
*Electromagnetic. EM damage is dealt. Especially dangerous for the shield of the ship.
* Thermal. Causes thermal damage. They damage equally well the shield and the hull of the ship. Many thermal weapons are lasers - they do not require advance when shooting.
*Thermal. Deal thermal damage. They damage equally well the shield and the hull of the ship. Many thermal weapons are lasers - they do not require lead marker when shooting.
Each gun of the ship shoots independently. Thus, the maximum cumulative damage inflicted by the weapons of a ship is obtained by multiplying the damage of a single gun by the total number of guns of the ship.
Some weapons deal explosive damage, i.e. depending on the size of the target:
*15% on so-called small objects (destroyer parts, some drones);
*66% on interceptors;
*100% on fighters;
*125% on frigates;
*175% on destroyers.
There are also weapons with damage that depends on the size of the target, but is not explosive. For example, the [[Singularity Cannon]]. Such weapons are not affected by the Neurocontroller
"Armadillo" implant (1b) in terms of explosion damage reduction.


If the weapon fires from each gun consistently, then the damage per second and the rate of fire will vary in proportion to the number of firing guns, and the damage per shot of such weapon will not depend on their number.
===Parameters of weapons===
 
Some weapons may have unique parameters.
If the weapon shoots all the guns at the same time, then the damage per second and per shot will depend on the number of guns, and their rate of fire will not affect.
*'''Damage per shot''' - the amount of strength taken from a target with zero resistance to a given weapon's damage type when hit by a projectile from that gun.
|}
*'''Rate of fire''' - the frequency at which the weapon is fired. For laser weapons, it characterizes the frequency of damage dealing.
*'''Damage per second (DPS)''' - the product of the weapon's damage per shot by its rate of fire per second (rate of fire per minute / 60).
**If a weapon fires each turret in succession, its damage per second and rate of fire will vary in proportion to the number of turrets firing, and its damage per shot will be independent of the number of turrets.
**If a weapon fires all turrets at once, the damage per second and damage per shot will depend on the number of turrets firing, and the rate of fire will not be affected by the number of turrets firing.
*'''Projectile size''' - the larger the size of the projectile, the easier it is to hit targets.
*'''Beam width''' - the width of the damage zone of some laser weapons.
*'''Trigger radius''' (explosive damage weapons only) - the distance from the target at which the weapon's projectile will explode.
*'''Explosion radius''' (explosive damage weapons only) - the radius of the sphere in which the weapon's projectile explodes, dealing damage.
*'''Critical chance''' - the chance that a shot will be critical. It is important to realize that the chance of a shot becoming critical does not depend on whether the previous shot was critical or not.
*'''Critical damage bonus''' - characterizes how much stronger a critical shot is than a normal shot. For example, a 50% bonus means that a critical shot will do 1.5 times more damage. For charged guns, the critical damage of a charged shot is counted from an uncharged shot (critical damage of a charged shot = damage of a charged shot + damage of an uncharged shot * critical damage bonus / 100%).
*'''Projectile speed''' - the distance a projectile travels in one second.
*'''Maneuvering speed''' - the angular velocity of the projectiles of homing weapons.
*'''Optimum firing range''' - the range at which the weapon deals 100% damage (then the damage decreases). It is 75% of the maximum range.
*'''Maximum firing range''' - the maximum range at which the weapon can fire. It is one-third more than the optimal range.
*'''Spread''' - the maximum angle of deviation of the shot path from the axis of aim. When firing weapons with spread, the shot will not hit the aiming point, but some area around it. The probability of a shot hitting a particular point within the spread region is determined by a normal distribution.
*'''Full overheating time''' - is a parameter that limits the firing time.
*'''Cooling time''' - the time from overheating until firing can be resumed.
*'''Penalty for complete overheating''' - if some weapons are completely overheated, they will take noticeably longer to cool down.
*'''Energy consumption''' - most weapons have zero energy consumption. But some use up the energy stored in the ship's capacitor.
*'''Ally ship repairs''' - some engineering frigates' weapons can regenerate the strength of allies, sometimes at the cost of energy.


===Aiming===
===Aiming===
The player performs aiming with a sight marker, which moves around the screen with the mouse. Since any ship has several guns, they all aim at one point, called the “aiming point”. The distance from the ship to the aiming point is determined as follows:
The player performs aiming with a crosshairs marker, which moves around the screen with the mouse. Since any ship has several weapons, they all aim at one point, called the “aiming point”. The distance from the ship to the aiming point is determined as follows:
* If there are no objects under the gun, then the aiming point is at a great distance.
*If there are no objects at crosshairs, then the aiming point is at a great distance.
* If at the sight there is any object of the scene (ship, asteroid, etc.), then the aiming point is placed on the surface of the object.
*If there is any object of the scene (ship, asteroid, etc.) at crosshairs, then the aiming point is placed on the surface of the object.
* If the object of the scene is not at gunpoint, but near, then the aiming point is placed next to this object.
*If the object of the scene is not at crosshairs, but near, then the aiming point is placed next to this object.
 
=== Shooting ===
Shooting is carried out by pressing the appropriate button. When shooting, the shot hits not the aiming point, but in some area around it - there is a scatter. The magnitude of the spread is set as the maximum angle of deflection of the shot from the axis of aiming. The probability of hitting a shot at a specific point within the spread region is determined by the normal distribution.


The fire does not consume the energy stored in the capacitor of the ship (except for some unique guns). The firing time is limited by the parameter ''Overheating'', the time from overheating to the possibility of resuming firing is indicated by the parameter ''Cooling''.
===Shooting===
Shooting is performed by pressing the appropriate button (LMB).<br>
If you shoot at an enemy without locking him in the crosshairs, he will take 10% less damage.<br>
To effectively hit the enemy and deal full damage to him, he must be taken in the crosshairs by pressing a button (R/MMB by default) or automatically when shooting at him and the Auto-lock setting is enabled.<br>
After that, the lead marker of the enemy will change its appearance.<br>
In order to hit the enemy, you must align the crosshairs with the lead marker.


===List of weapons===
===List of weapons===
'''Common''' weapons are available for installation on all ships of the appropriate class and role.  
'''Common''' weapons are available for installation on all ships of the appropriate class and role. <br>
 
Weapons being '''unique and for premium ships of the same role''' can only be installed on certain ships purchased for {{CR}}, and on all premium ships of the same role of a suitable rank. <br>
Weapons being '''unique and for premium ships of the same role (experimental)''' can only be installed on certain ships purchased for {{CR}}, and on all premium ships of the same role of a suitable rank.
'''Unique''' weapons can be installed only on the ship for which they were created. <br>
 
'''Unique''' weapons can be installed only on the ship for which they were created.
 
Weapons by ''''[[Ellydium]]'''' technologies can be installed on alien ships, and some - on human ships of suitable role.
Weapons by ''''[[Ellydium]]'''' technologies can be installed on alien ships, and some - on human ships of suitable role.


<!--'''Thermal'''-->
<!--'''Thermal'''-->
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[[File:Pulse Laser 14.jpg|link=Pulse Laser|Pulse Laser 14|80px]]
[[File:Pulse Laser 14.jpg|link=Pulse Laser|Pulse Laser 14|80px]]
[[File:Laser_Economic_Icon.png |link=Pulse Laser|Pulse Laser 17|80px]]
[[File:Laser_Economic_Icon.png |link=Pulse Laser|Pulse Laser 17|80px]]
[[File:Pirate Pulse Laser 17.jpg|link=Pulse Laser|Pirate Pulse Laser 17|80px]]
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[[File:Ion Emitter 13.jpg|link=Ion Emitter|Ion Emitter 13|80px]]
[[File:Ion Emitter 13.jpg|link=Ion Emitter|Ion Emitter 13|80px]]
[[File:Laser_Heavy_Icon.png |link=Ion Emitter|Ion Emitter 17|80px]]
[[File:Laser_Heavy_Icon.png |link=Ion Emitter|Ion Emitter 17|80px]]
[[File:Pirate Ion Emitter 17.jpg|link=Ion Emitter|Pirate Ion Emitter 17|80px]]
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[[File:Heavy Blaster 9.jpg|link=Heavy Blaster|Heavy Blaster 9|80px]]
[[File:Heavy Blaster 9.jpg|link=Heavy Blaster|Heavy Blaster 9|80px]]
[[File:Heavy Blaster 13.jpg|link=Heavy Blaster|Heavy Blaster 13|80px]]
[[File:Heavy Blaster 13.jpg|link=Heavy Blaster|Heavy Blaster 13|80px]]
[[File:Laser_Sniper_Icon.png |link=Heavy Blaster|Heavy Blaster 17|80px]]
[[File:Laser_Sniper_Icon.png |link=Heavy Blaster|Heavy Blaster 17 / Pirate Heavy Blaster 17|80px]]
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[[File:Meson Cannon 11.jpg|link=Meson Cannon|Meson Cannon 11|80px]]
[[File:Meson Cannon 11.jpg|link=Meson Cannon|Meson Cannon 11|80px]]
[[File:Meson Cannon 14.jpg|link=Meson Cannon|Meson Cannon 14|80px]]
[[File:Meson Cannon 14.jpg|link=Meson Cannon|Meson Cannon 14|80px]]
[[File:Meson cannon icon.png|link=Meson Cannon|Meson Cannon 17|80px]]
[[File:Meson cannon icon.png|link=Meson Cannon|Meson Cannon 17 / Pirate Meson cannon 17|80px]]
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[[File:Breach Laser.jpg|link=Breach Laser|80px]]
[[File:Breach Laser.jpg|link=Breach Laser|Breach Laser 12|80px]]
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[[File:Le Claire cannon.jpg|link=Le Claire cannon|80px]]
[[File:Le Claire cannon.jpg|link=Le Claire cannon|80px]]
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[[File:Emitter ML-V2.jpg|link=Emitter ML-V2|80px]]
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[[File:Thermo-launcher TL-5.jpg|link=Thermo-launcher TL-5|80px]]
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[[File:Breach Laser.jpg|link=Breach Laser|Breach Laser 17|80px]]
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[[File:Minelayer 'Sower'.jpg|link=Minelayer 'Sower'|80px]]
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[[File:Blaster weapon 'Barred owl'.jpg|link=Blaster weapon 'Barred owl'|80px]]
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[[File:IFG-4622.jpg|link=IFG-4622|80px]]
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[[File:Weapon 'Sonex spear'.jpg|link=Weapon 'Sonex spear'|80px]]
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[[File:Laser “Apotheosis-4”.jpg|link=Laser 'Apotheosis-4'|80px]]
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[[File:Thermal energy burner.jpg|link=Thermal energy burner 'МZ-42'|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:'Dead heart' laser.jpg|link='Dead heart' laser|80px]]
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[[File:Shrapnel Cannon 12.jpg|link=Shrapnel Cannon|Shrapnel Cannon 12|80px]]
[[File:Shrapnel Cannon 12.jpg|link=Shrapnel Cannon|Shrapnel Cannon 12|80px]]
[[File:Railgun_Autofire_Icon.png|link=Shrapnel Cannon|Shrapnel Cannon 17|80px]]
[[File:Railgun_Autofire_Icon.png|link=Shrapnel Cannon|Shrapnel Cannon 17|80px]]
[[File:Pirate Shrapnel Cannon 17.jpg|link=Shrapnel Cannon|Pirate Shrapnel Cannon 17|80px]]
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[[File:Coil Mortar 12.jpg|link=Coil Mortar|Coil Mortar 12|80px]]
[[File:Coil Mortar 12.jpg|link=Coil Mortar|Coil Mortar 12|80px]]
[[File:Railgun_Heavy_Icon.png|link=Coil Mortar|Coil Mortar 17|80px]]
[[File:Railgun_Heavy_Icon.png|link=Coil Mortar|Coil Mortar 17|80px]]
[[File:Boarding Coil Mortar 17.jpg|link=Coil Mortar|Boarding Coil Mortar 17|80px]]
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[[File:Gauss Cannon 13.jpg|link=Gauss Cannon|Gauss Cannon 13|80px]]
[[File:Gauss Cannon 13.jpg|link=Gauss Cannon|Gauss Cannon 13|80px]]
[[File:Railgun_Snaiper_Icon.png |link=Gauss Cannon|Gauss Cannon 17|80px]]
[[File:Railgun_Snaiper_Icon.png |link=Gauss Cannon|Gauss Cannon 17|80px]]
[[File:Pirate Gauss Cannon 17.jpg|link=Gauss Cannon|Pirate Gauss Cannon 17|80px]]
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[[File:Coilgun 11.jpg|link=Coilgun|Coilgun 11|80px]]
[[File:Coilgun 11.jpg|link=Coilgun|Coilgun 11|80px]]
[[File:Coilgun 14.jpg|link=Coilgun|Coilgun 14|80px]]
[[File:Coilgun 14.jpg|link=Coilgun|Coilgun 14|80px]]
[[File:Coil gun icon.png|link=Coilgun|Coilgun 17|80px]]
[[File:Coil gun icon.png|link=Coilgun|Coilgun 17 / Pirate Coilgun 17|80px]]
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[[File:“Thanatos” railgun.jpg|link=“Thanatos” railgun|80px]]
[[File:“Thanatos” railgun.jpg|link='Thanatos' railgun|80px]]
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[[File:Drone operator "RepK-2".jpg|link=Drone operator 'RepK-2'|80px]]
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[[File:Heavy Gauss-cannon G2.jpg|link=Heavy Gauss-cannon G2|80px]]
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[[File:Omega-B missile launcher.jpg|link=Omega-B missile launcher|80px]]
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[[File:Hand of Helheim.jpg|link=Hand of Helheim|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:'Thunderbolt' launcher.jpg|link='Thunderbolt' launcher|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:Shrapnel cannon 'Punisher'.jpg|link=Shrapnel cannon 'Punisher'|80px]]
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[[File:Kinetic weapon 'Ripper'.jpg|link=Kinetic weapon 'Ripper'|80px]]
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[[File:Kinetic Supercharger 12.jpg|link=Improved kinetic supercharger|80px]]
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[[File:Weapon “S-5607 Tide”.jpg|link=Weapon 'S-5607 Tide'|80px]]
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[[File:Missile module 'Trinity'.jpg|link=Missile module 'Trinity'|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:'CFER-24' nailgun.jpg|link='CFER-24' nailgun|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:Drone operator "RepK-2".jpg|link=Drone operator "RepK-2"|80px]]
[[File:Autocannon 2M-84.jpg|link=Autocannon 2M-84|80px]]
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[[File:"Kai" fission launcher.jpg|link="Kai" fission launcher|80px]]
[[File:"Kai" fission launcher.jpg|link='Kai' fission launcher|80px]]
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[[File:Yith'Kin launcher.jpg|link=Yith'Kin launcher|80px]]
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[[File:RF Blaster 9.jpg|link=RF Blaster|RF Blaster 9|80px]]
[[File:RF Blaster 9.jpg|link=RF Blaster|RF Blaster 9|80px]]
[[File:RF Blaster 13.jpg|link=RF Blaster|RF Blaster 13|80px]]
[[File:RF Blaster 13.jpg|link=RF Blaster|RF Blaster 13|80px]]
[[File:Plasmagun_Autofire_Icon.png|link=RF Blaster|RF Blaster 17|80px]]
[[File:Plasmagun_Autofire_Icon.png|link=RF Blaster|RF Blaster 17 / Pirate RF Blaster 17|80px]]
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[[File:Positron Cannon 14.jpg|link=Positron Cannon|Positron Cannon 14|80px]]
[[File:Positron Cannon 14.jpg|link=Positron Cannon|Positron Cannon 14|80px]]
[[File:Plasmagun_Sniper_Icon.png|link=Positron Cannon|Positron Cannon 17|80px]]
[[File:Plasmagun_Sniper_Icon.png|link=Positron Cannon|Positron Cannon 17|80px]]
[[File:Pirate Positron Cannon 14.jpg|link=Positron Cannon|Pirate Positron Cannon 17|80px]]
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[[File:Singularity Cannon 11.jpg|link=Singularity Cannon|Singularity Cannon 11|80px]]
[[File:Singularity Cannon 11.jpg|link=Singularity Cannon|Singularity Cannon 11|80px]]
[[File:Singularity Cannon 14.jpg|link=Singularity Cannon|Singularity Cannon 14|80px]]
[[File:Singularity Cannon 14.jpg|link=Singularity Cannon|Singularity Cannon 14|80px]]
[[File:Plasmagun_Heavy_Icon.png|link=Singularity Cannon|Singularity Cannon 17|80px]]
[[File:Plasmagun_Heavy_Icon.png|link=Singularity Cannon|Singularity Cannon 17 / Pirate Singularity Cannon 17|80px]]
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<div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;">
[[File:'Eclipse' Launcher 12.jpg|link=Eclipse Launcher|'Eclipse' Launcher 12|80px]]
[[File:'Eclipse' Launcher 12.jpg|link=Eclipse Launcher|'Eclipse' Launcher 12|80px]]
[[File:Plasmagun_Special_Icon.png|link=Eclipse Launcher|'Eclipse' Launcher 17|80px]]
[[File:Plasmagun_Special_Icon.png|link=Eclipse Launcher|'Eclipse' Launcher 17 / 'Dawn' launcher 17|80px]]
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[[File:Halo Launcher 11.png|link=Halo Launcher|'Halo' Launcher 11|80px]]
[[File:Halo Launcher 11.png|link=Halo Launcher|'Halo' Launcher 11|80px]]
[[File:Halo Launcher 14.jpg|link=Halo Launcher|'Halo' Launcher 14|80px]]
[[File:Halo Launcher 14.jpg|link=Halo Launcher|'Halo' Launcher 14|80px]]
[[File:Halo launcher icon.png|link=Halo Launcher|'Halo' Launcher 17|80px]]
[[File:Halo launcher icon.png|link=Halo Launcher|'Halo' Launcher 17 / Pirate 'Halo' launcher 17|80px]]
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[[File:Plasmer.jpg|link=Plasmer|80px]]
[[File:Plasmer.jpg|Plasmer 11|link=Plasmer|80px]]
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[[Category:Main]]
[[Category:Weapons]]
[[Category:Weapons]]

Revision as of 12:29, 13 May 2024

The main weapon of the ship are the guns mounted in the mobile turrets (stationary for the bow ones).

Depending on the type of damage, the weapons are:

  • Kinetic. Deal kinetic damage. Especially dangerous for the hull of the ship.
  • Electromagnetic. EM damage is dealt. Especially dangerous for the shield of the ship.
  • Thermal. Deal thermal damage. They damage equally well the shield and the hull of the ship. Many thermal weapons are lasers - they do not require lead marker when shooting.

Some weapons deal explosive damage, i.e. depending on the size of the target:

  • 15% on so-called small objects (destroyer parts, some drones);
  • 66% on interceptors;
  • 100% on fighters;
  • 125% on frigates;
  • 175% on destroyers.

There are also weapons with damage that depends on the size of the target, but is not explosive. For example, the Singularity Cannon. Such weapons are not affected by the Neurocontroller "Armadillo" implant (1b) in terms of explosion damage reduction.

Parameters of weapons

Some weapons may have unique parameters.

  • Damage per shot - the amount of strength taken from a target with zero resistance to a given weapon's damage type when hit by a projectile from that gun.
  • Rate of fire - the frequency at which the weapon is fired. For laser weapons, it characterizes the frequency of damage dealing.
  • Damage per second (DPS) - the product of the weapon's damage per shot by its rate of fire per second (rate of fire per minute / 60).
    • If a weapon fires each turret in succession, its damage per second and rate of fire will vary in proportion to the number of turrets firing, and its damage per shot will be independent of the number of turrets.
    • If a weapon fires all turrets at once, the damage per second and damage per shot will depend on the number of turrets firing, and the rate of fire will not be affected by the number of turrets firing.
  • Projectile size - the larger the size of the projectile, the easier it is to hit targets.
  • Beam width - the width of the damage zone of some laser weapons.
  • Trigger radius (explosive damage weapons only) - the distance from the target at which the weapon's projectile will explode.
  • Explosion radius (explosive damage weapons only) - the radius of the sphere in which the weapon's projectile explodes, dealing damage.
  • Critical chance - the chance that a shot will be critical. It is important to realize that the chance of a shot becoming critical does not depend on whether the previous shot was critical or not.
  • Critical damage bonus - characterizes how much stronger a critical shot is than a normal shot. For example, a 50% bonus means that a critical shot will do 1.5 times more damage. For charged guns, the critical damage of a charged shot is counted from an uncharged shot (critical damage of a charged shot = damage of a charged shot + damage of an uncharged shot * critical damage bonus / 100%).
  • Projectile speed - the distance a projectile travels in one second.
  • Maneuvering speed - the angular velocity of the projectiles of homing weapons.
  • Optimum firing range - the range at which the weapon deals 100% damage (then the damage decreases). It is 75% of the maximum range.
  • Maximum firing range - the maximum range at which the weapon can fire. It is one-third more than the optimal range.
  • Spread - the maximum angle of deviation of the shot path from the axis of aim. When firing weapons with spread, the shot will not hit the aiming point, but some area around it. The probability of a shot hitting a particular point within the spread region is determined by a normal distribution.
  • Full overheating time - is a parameter that limits the firing time.
  • Cooling time - the time from overheating until firing can be resumed.
  • Penalty for complete overheating - if some weapons are completely overheated, they will take noticeably longer to cool down.
  • Energy consumption - most weapons have zero energy consumption. But some use up the energy stored in the ship's capacitor.
  • Ally ship repairs - some engineering frigates' weapons can regenerate the strength of allies, sometimes at the cost of energy.

Aiming

The player performs aiming with a crosshairs marker, which moves around the screen with the mouse. Since any ship has several weapons, they all aim at one point, called the “aiming point”. The distance from the ship to the aiming point is determined as follows:

  • If there are no objects at crosshairs, then the aiming point is at a great distance.
  • If there is any object of the scene (ship, asteroid, etc.) at crosshairs, then the aiming point is placed on the surface of the object.
  • If the object of the scene is not at crosshairs, but near, then the aiming point is placed next to this object.

Shooting

Shooting is performed by pressing the appropriate button (LMB).
If you shoot at an enemy without locking him in the crosshairs, he will take 10% less damage.
To effectively hit the enemy and deal full damage to him, he must be taken in the crosshairs by pressing a button (R/MMB by default) or automatically when shooting at him and the Auto-lock setting is enabled.
After that, the lead marker of the enemy will change its appearance.
In order to hit the enemy, you must align the crosshairs with the lead marker.

List of weapons

Common weapons are available for installation on all ships of the appropriate class and role.
Weapons being unique and for premium ships of the same role can only be installed on certain ships purchased for , and on all premium ships of the same role of a suitable rank.
Unique weapons can be installed only on the ship for which they were created.
Weapons by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.

Thermal
Common

Beam Cannon 5 Beam Cannon 8 Beam Cannon 12 Beam Cannon 17

Pulse Laser 7 Pulse Laser 11 Pulse Laser 14 Pulse Laser 17 Pirate Pulse Laser 17

Ion Emitter 9 Ion Emitter 13 Ion Emitter 17 Pirate Ion Emitter 17

Heavy Blaster 9 Heavy Blaster 13 Heavy Blaster 17 / Pirate Heavy Blaster 17

Phase Suppressor 12 Phase Suppressor 17

Gravi-Beamer 11 Gravi-Beamer 14 Gravi-Beamer 17

Destructor 14 Destructor 17

Meson Cannon 11 Meson Cannon 14 Meson Cannon 17 / Pirate Meson cannon 17

Breach Laser 12

Unique and for premium ships of the same role

Focusing Laser 14

Unique

Focusing Laser 6

Breach Laser 17

Ellydium

Kinetic
Common

Assault Railgun 2 Assault Railgun 5 Assault Railgun 8 Assault Railgun 12 Assault Railgun 17

Shrapnel Cannon 8 Shrapnel Cannon 12 Shrapnel Cannon 17 Pirate Shrapnel Cannon 17

Coil Mortar 8 Coil Mortar 12 Coil Mortar 17 Boarding Coil Mortar 17

Gauss Cannon 6 Gauss Cannon 9 Gauss Cannon 13 Gauss Cannon 17 Pirate Gauss Cannon 17

Mass Driver 11 Mass Driver 14 Mass Driver 17

Kinetic Supercharger 12 Kinetic Supercharger 17

Coilgun 11 Coilgun 14 Coilgun 17 / Pirate Coilgun 17

Vulcan 6 Vulcan 9 Vulcan 13 Vulcan 17

Unique and for premium ships of the same role

Unique

Ellydium

Waz'Dum 8 Waz'Dum 12 Waz'Dum 17

Th'ak'Len 9 Th'ak'Len 12 Th'ak'Len 17

Electromagnetic
Common

Plasma Gun 5 Plasma Gun 8 Plasma Gun 12 Plasma Gun 17

RF Blaster 9 RF Blaster 13 RF Blaster 17 / Pirate RF Blaster 17

Positron Cannon 7 Positron Cannon 11 Positron Cannon 14 Positron Cannon 17 Pirate Positron Cannon 17

Singularity Cannon 4 Singularity Cannon 7 Singularity Cannon 11 Singularity Cannon 14 Singularity Cannon 17 / Pirate Singularity Cannon 17

Flux Phaser 8 Flux Phaser 12 Flux Phaser 17

Phaser 14 Phaser 17

'Eclipse' Launcher 12 'Eclipse' Launcher 17 / 'Dawn' launcher 17

Scatter Gun 14 Scatter Gun 17

'Halo' Launcher 11 'Halo' Launcher 14 'Halo' Launcher 17 / Pirate 'Halo' launcher 17

Unique and for premium ships of the same role

Plasmer 11

Unique

Plasmer 17

Ellydium