Jump to content

Category:Weapons: Difference between revisions

From Elite Dangerous Wiki
Turrets update
m Fixed structure, changed words to British english
Line 1: Line 1:
[[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 ship can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret 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). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.
Each [[ships|ship]] can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret 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). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.


==Weapons==
==Weapons==
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defense such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).
There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defence such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).


====Energy weapons====
====Energy weapons====
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.
These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.


Energy weapons are effective at stripping shields, but less effective at destroying hull armor.
Energy weapons are effective at stripping shields, but less effective at destroying hull armour.
* [[Beam Laser]]
* [[Beam Laser]]
* [[Pulse Laser]]
* [[Pulse Laser]]
Line 17: Line 17:
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-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 armor, but are not as useful against shields.
Kinetic weapons are good against armour, but are not as useful against shields.


The following list is not limited to kinetic weapons.
The following list is not limited to kinetic weapons.
Line 34: Line 34:


===Fixed===
===Fixed===
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon's crosshairs. Because of this, fixed weapons depend heavily on your ship's maneuverability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.
Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon's crosshairs. Because of this, fixed weapons depend heavily on your ship's manoeuvrability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.


The following weapons have fixed variants:
The following weapons have fixed variants:
Line 74: Line 74:
* [[Fragment Cannon]]
* [[Fragment Cannon]]
* [[Multi-cannon]]
* [[Multi-cannon]]
 
Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N
=== Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N ===

Revision as of 12:43, 6 April 2015

File:WeaponsForSale.png
Weapons for sale in the outfitting store

Each ship can equip a variety of energy, projectile and missile based weapons. Most weapons are available in either fixed, gimbal, or turret 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). In the outfitting store fixed weapons are indicated with a crosshair icon, gimbal weapons with a gyroscope icon, and turret weapons with a small turret icon.

Weapons

There are 2 types of weapons; Energy-based and kinetic-based which carry ammunition. In addition there are also weapons used for defence such as the point defence turret. Weapons generate heat, which increases your signature on the radar. When you have more than 100% heat, you will not be able to fire (however, given that you would be overheating, you probably have other problems on your hands).

Energy weapons

These weapons use a charging capacitor and thus do not need ammo, but tend to drain weapon energy quickly and take time to recharge.

Energy weapons are effective at stripping shields, but less effective at destroying hull armour.

Ammunition 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 armour, but are not as useful against shields.

The following list is not limited to kinetic weapons.

Weapon Mounts

Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:

Fixed

Fixed weapons are rather powerful, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking when the target is within the weapon's crosshairs. Because of this, fixed weapons depend heavily on your ship's manoeuvrability; however, they are cheap, use little power, are not affected by chaff and every weapon is available in a fixed mount.

The following weapons have fixed variants:


Gimbal

Gimbal means that the weapon is hung in a rotating construction, so it can move independent of the ship's orientation. Gimbal-mounted weapons can keep track of a target even when you're not pointed directly at the target, allowing far more firepower to hit a target. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon's ability to track the target. Also keep in mind that tracking systems track heat; if a target is not generating sufficient heat, gimbals will not lock on and behave much like fixed weapons. Gimbals also have difficulties targeting sub-systems that have been turned off, through the modules management screen, although they still try to get a lock, it is much less precise.

The following weapons have gimbal variants:

Turret

Turrets are fully independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously.

Note: You can select one of three "Turret Weapon Modes" from the Functions tab of the Systems menu

  1. Forward Fire - Your turrets will act as fixed weapons and will be shooting only manually.
  2. Targeted Enemy - The turrets will shoot automatically only wanted targets which you lock manually.
  3. Fire at Will - The turrets will focus automatically on any wanted target which firing at you. In this mod 2 turrets can focus on different targets at the same time.

The following weapons have turret variants:

Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N

Pages in category "Weapons"

The following 5 pages are in this category, out of 5 total.