Category:Weapons: Difference between revisions
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{{For|personal weapons used by [[commander]]s while [[On Foot]]|Handheld Weapon}} | {{For|personal weapons used by [[commander]]s while [[On Foot]]|Handheld Weapon}} | ||
[[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]] | [[File:WeaponsForSale.png|thumb|280px|Weapons for sale in the outfitting store]] | ||
Each [[ships|ship]] can equip a variety of energy, projectile, and missile-based weapons. Most weapons are available in either fixed, | Each [[ships|ship]] can equip a variety of energy, projectile, and missile-based weapons. Most weapons are available in either fixed, gimballed, or turreted variants. Weapons are organized into classes ranging from 1 to 4 indicating their relative size (the higher the number the bigger the [[hardpoint]] must be to equip the weapon). Only the Cannon, Multi-Cannon, Pulse, Beam Laser, and Plasma Accelerator have class 4 variants whereas most other weapons have class 3 as their largest variant. In the outfitting store, fixed weapons are indicated with a crosshair icon, gimballed weapons with a gyroscope icon, and turreted weapons with a small turret icon. | ||
==Weapons== | ==Weapons== | ||
Weapon damage is divided into four categories: Thermal, Kinetic, Thermal-Kinetic, and Explosive. | Weapon damage is divided into four categories: Thermal, Kinetic, Thermal-Kinetic, and Explosive. | ||
Thermal weapons (lasers) have the benefit of unlimited ammunition, but they also tend to overheat your weapons | Thermal weapons (lasers) have the benefit of unlimited ammunition, but they also tend to overheat your ship and drain your weapons capacitor more rapidly than Kinetic weapons do. Thermal weapons deal increased damage to shields and normal damage to a ship's hull. | ||
Kinetic weapons require ammunition to fire and | Kinetic weapons require ammunition to fire and therefore require reloads when your current magazine runs empty; however, they build heat slower and drains less of the weapons capacitor than Energy weapons. Kinetic weapons deal reduced damage to shields but increased damage to ship hulls. | ||
Thermal Kinetic weapons require ammunition to fire, produce a lot of heat, and require a larger amount of energy to fire. However, Thermal Kinetic weapons are equally effective against shields and hull and tend to have high damage and high penetration. The [[Railgun]] and [[Plasma Accelerator]] deal Thermal kinetic damage. | Thermal Kinetic weapons require ammunition to fire, produce a lot of heat, and require a larger amount of energy to fire. However, Thermal Kinetic weapons are equally effective against shields and hull and tend to have high damage and high penetration. The [[Railgun]] and [[Plasma Accelerator]] deal Thermal kinetic damage. | ||
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Thermal weapons are effective at stripping shields. | Thermal weapons are effective at stripping shields. | ||
* [[Beam Laser]] | * [[Beam Laser]] | ||
** [[Retributor]] (Powerplay module) | |||
* [[Burst Laser]] | |||
** [[Cytoscrambler]] (Powerplay module) | |||
* [[Pulse Laser]] | * [[Pulse Laser]] | ||
* | ** [[Pulse Disruptor]] (Powerplay module) | ||
* [[Pulse Disruptor]] (Powerplay | |||
=== Kinetic Weapons === | === Kinetic Weapons === | ||
Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts. Kinetic weapons are good against hull, but are not as effective against shields. | Kinetic-based weapons require ammunition to fire but generate less heat and consume less power as a result. Ammunition can be replenished at most stations or outposts. Kinetic weapons are good against hull, but are not as effective against shields. | ||
* [[Cannon]] | * [[Cannon]] | ||
** [[Concord cannon]] (Powerplay module) | |||
* [[Multi-cannon]] | * [[Multi-cannon]] | ||
** [[Enforcer Cannon]] (Powerplay module) | |||
* [[Fragment Cannon]] | * [[Fragment Cannon]] | ||
* | ** [[Pacifier Frag-Cannon]] (Powerplay module) | ||
* [[Pacifier Frag-Cannon]] (Powerplay | |||
* [[Shock Cannon]] (Experimental) | * [[Shock Cannon]] (Experimental) | ||
* [[Remote Release Flechette Launcher]] (Experimental) | * [[Remote Release Flechette Launcher]] (Experimental) | ||
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Thermal-Kinetic Weapons require ammunition to fire, generate a large amount of heat, and consume a large amount of energy. However, they deal very high damage and are equally effective against Shields and Hull. | Thermal-Kinetic Weapons require ammunition to fire, generate a large amount of heat, and consume a large amount of energy. However, they deal very high damage and are equally effective against Shields and Hull. | ||
* [[Railgun]] | * [[Railgun]] | ||
** [[Imperial Hammer]] (Powerplay module) | |||
* [[Plasma Accelerator]] | * [[Plasma Accelerator]] | ||
* | ** [[Advanced Plasma Accelerator]] (Powerplay module) | ||
* [[Advanced Plasma Accelerator]] (Powerplay | |||
=== Explosive Weapons === | === Explosive Weapons === | ||
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* [[Missile Rack]] | * [[Missile Rack]] | ||
* [[Seeker Missile Rack]] | * [[Seeker Missile Rack]] | ||
** [[Pack-Hound Missile Rack]] (Powerplay module) | |||
* [[Torpedo Pylon]] | * [[Torpedo Pylon]] | ||
* [[Mine Launcher]] | * [[Mine Launcher]] | ||
* [[Shock Mine Launcher]] | * [[Shock Mine Launcher]] | ||
* [[Enzyme Missile Rack]] (Experimental) | * [[Enzyme Missile Rack]] (Experimental) | ||
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Mining Tools are a subset of weapons designed primarily for [[Miner|mining]] [[asteroids]], and are consequently ineffective in ship-to-ship combat. Like weapons, however, they must be installed in a ship's hardpoints. | Mining Tools are a subset of weapons designed primarily for [[Miner|mining]] [[asteroids]], and are consequently ineffective in ship-to-ship combat. Like weapons, however, they must be installed in a ship's hardpoints. | ||
* [[Abrasion Blaster]] | * [[Abrasion Blaster]] | ||
* [[Mining Laser]] | * [[Mining Laser]] | ||
** [[Mining Lance]] (Powerplay module) | |||
* [[Mining Volley Repeater]] | |||
* [[Sub-surface Displacement Missile]] | * [[Sub-surface Displacement Missile]] | ||
* [[Seismic Charge Launcher]] | * [[Seismic Charge Launcher]] | ||
==Weapon Mounts== | ==Weapon Mounts== | ||
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=== Gimbal === | === Gimbal === | ||
[[File:Gimballed weapon icon.png|thumb|80px]] | [[File:Gimballed weapon icon.png|thumb|80px]] | ||
[[wikipedia:Gimbal|Gimballed]] weapons are mounted within a semi-flexible assembly which allows for limited pitch, yaw | [[wikipedia:Gimbal|Gimballed]] weapons are mounted within a semi-flexible assembly which allows for limited pitch, and yaw of the weapon within certain arcs limited by both the position of the mount and the actual assembly itself. Though they are not as flexible as Turrets, gimbal-mounted weapons can keep track of targets within a decently-sized cone directly in front of the mounting, making them easier to use than Fixed mounts. In exchange, gimballed weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon's ability to track the target. | ||
When fired without a locked target, a Gimballed weapon will act as a Fixed mount instead, firing directly ahead. This can be used to partially bypass the scrambling effect of chaff; unlock the target and track/lead manually until the chaff effect ends. | When fired without a locked target, a Gimballed weapon will act as a Fixed mount instead, firing directly ahead. This can be used to partially bypass the scrambling effect of chaff; unlock the target and track/lead manually until the chaff effect ends. | ||
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Note: You can select one of three "Turret Weapon Modes" from the Functions tab of the Systems menu; it applies to all equipped turrets at once. The modes are; | Note: You can select one of three "Turret Weapon Modes" from the Functions tab of the Systems menu; it applies to all equipped turrets at once. The modes are; | ||
# Forward Fire - Your turrets will act as fixed weapons and will be fired manually; pull the trigger to fire once, hold down the trigger for continuous firing. This mode removes all the advantages that turrets have, as they will operate as a much lower damage version of their fixed weapon counterpart, but prevents them from being affected by chaff. | # Forward Fire - Your turrets will act as fixed weapons and will be fired manually; pull the trigger to fire once, hold down the trigger for continuous firing. This mode removes all the advantages that turrets have, as they will operate as a much lower damage version of their fixed weapon counterpart, but prevents them from being affected by chaff. | ||
# Target Only - The turrets will automatically track and shoot at your manually locked target, so long as it is within their firing arc(s). The turrets start firing autonomously | # Target Only - The turrets will automatically track and shoot at your manually locked target, so long as it is within their firing arc(s). The turrets start firing autonomously if you pull the trigger once. Turret firing range varies with turret type; Lasers will engage distant targets, whereas Multi-cannons will only fire at closer ranges due to loss of accuracy - despite their greater maximum range compared to most Lasers. | ||
# Fire at Will - The turrets will fire automatically on any hostile target which is firing at you, once you pull the trigger. In this mode 2 turrets can focus on different targets at the same time. Since you cannot fire first at a target, even if the target interdicted you but did not shoot yet, this is rather a defensive setting. | # Fire at Will - The turrets will fire automatically on any hostile target which is firing at you, once you pull the trigger. In this mode 2 turrets can focus on different targets at the same time. Since you cannot fire first at a target, even if the target interdicted you but did not shoot yet, this is rather a defensive setting. | ||
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Im2QGyo.png | Im2QGyo.png | ||
VivPX1e - Imgur.png | VivPX1e - Imgur.png | ||
</gallery> | |||
== Videos == | |||
<gallery> | |||
File:All Ship Weapons Reviewed Pt 2 in Elite Dangerous the fast, quick and easy way tutorial | |||
</gallery> | </gallery> | ||
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[[ru:Вооружение корабля]] | [[ru:Вооружение корабля]] | ||
[[zh:Ship Weapons]] | |||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Technology]] | [[Category:Technology]] | ||
[[Category:Outfitting]] | [[Category:Outfitting]] | ||