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:
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.
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.
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.
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:
- If there are no objects under the gun, 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 the object of the scene is not at gunpoint, but near, then the aiming point is placed next to this object.
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.
List of weaponsCommon weapons are available for installation on all ships of the appropriate class and role. Brief information about some common weapons you can read here:
The Pulse Laser is a short range instant hit thermal weapon. Unlike other lasers, the Pulse Laser is not very accurate, and has significant spread.
The Shrapnel Cannon is a shotgun-like kinetic weapon. If all of the projectiles hit, it does tremendous burst damage, but it suffers from high spread, especially if fired several times in succession.
Rapid Fire Blaster
The RF Blaster is a short range, fast firing EM weapon.
The Plasma Cannon is the longest range interceptor weapon, but is still only medium range when compared with weapons as a whole. Its main distinguishing feature is that unlike other weapons, it becomes more accurate the longer the fire button is held down, rather than less.
The Kinetic Supercharger is a gun that fires small kinetic projectiles to medium range that detonate in a small explosion. It can only be equipped by ECM interceptors.
The Phase Suppressor is a thermal weapon that reduces the target's hull and shield regeneration.
A short-ranged EM weapon that fires a burst of plasma that homes in on the nearest target aimed at. Recon use only.
The Assault Railgun is a fast firing, medium range, medium damage kinetic weapon. It is a suitable weapon against most targets, though it doesn't excel in any particular situation.
The Gauss Cannon is a long range, slow firing kinetic weapon with fast projectile speed. Its long range makes it a good sniping weapon, and its fast projectile speed makes it effective against interceptors, but its low overall damage will leave it struggling to take down heavily tanked ships like frigates.
The Singularity Cannon is the opposite of the Gauss Cannon. It fires very slow EM projectiles with a short-to-medium range that do high damage, making it effective against frigates and other slow ships, but difficult to use against speedier opponents. Singularity Cannon blasts are rather large and travel through ships, allowing a degree of area effect damage.
The Ion Emitter is an instant-hit laser-like thermal weapon. It lowers the damage resistance of its target while you keep it trained on them. The resistance debuff makes this weapon very deadly against frigates, especially guard frigates.
The Gravi-beam is an instant-hit laser-like thermal weapon that can only be used by Tacklers. It lowers the max speed of its target while you keep it trained on them.
A long-range EM weapon that launches a single Plasma bubble that can follows the player's crosshair.
A duel-firing EM weapon. Pressing the fire button will launch a fast EM charge with a quick reload. Holding the fire button will launch a more damaging, slower-flying energy sphere that takes longer to reload. Hitting a slow sphere with a fast charge causes a large explosion. Command use only.
The Beam Cannon is a medium-to-long range instant hit thermal laser. It is easy to use and effective against most opponents, but its damage is not very high.
The Coil Mortar is a medium range gun that fires kinetic explosives. The explosives' projectile speed is low, but they do area effect damage. Note that this means the coil mortar will damage the user if used against a target at point blank range.
The Positron Cannon fires high speed, long range EM projectiles with a low rate of fire. The positron cannon can be charged, making it more accurate and more damaging.
The Heavy Blaster fire a shotgun-like blast of thermal projectiles. Its fire rate and spread increase dramatically the longer the fire button is held down. This allows it to saturate an arc in front of the frigate, but it lacks accuracy while doing so. If the pilot fires in bursts it can track targets better, but its damage will be low.
The Eclipse Launcher fires projectiles of nanodrones that deal EM damage to enemies they hit and restore hull to friendlies. This weapon can only be equipped on Engineers. Its downside is low damage and quick overheating.
A thermal weapon that damages nearby enemies within 1000m of the target. Guard use only.
A rapid-fire kinetic weapon. Projectile speed increases with sustained fire.
Weapons being unique and for premium ships of the same role (experimental) can only be installed on certain ships purchased for , and on all premium ships of the same role of a suitable rank. About them you can read at forum, in patchnotes 1.5.0-1.5.0f and 1.5.2.
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.
You can visit Russian Wiki for weapons' characteristics.