The main weapon of the ship are the guns mounted in the mobile turrets (stationary for the bow ones).
- Interceptors have 2 guns each.
- Fighters have 4 guns each.
- Frigates have 4 guns each (except for Long Range Frigates - 6 guns and Object NY18 - 8 guns).
- Destroyers have 12 guns each (fires a maximum of 8).
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.
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 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.