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==Weapons==
==Weapons==
Weapon damage is divided into two categories, Energy and Kinetic.  Energy weapons have the benefit of unlimited ammunition, but they also tend to overheat your weapons systems more rapidly than Kinetic weapons do. Kinetic weapons require ammunition to fire and also require reloads when your current magazine runs empty; however, they build up heat slower than Energy weapons.  Some weapons, such as the Railgun, deal damage of both types.  There are also "utility" weapons such as Point Defense Turrets, which shoot down incoming missiles.  The heat generation of your weapons also increases your ship's emissions, which make you easier for other pilots to detect you on their radar. When you have more than 100% heat, you will not be able to fire.  Additional pips in the Weapons subsystems will reduce the time it takes your weapons systems to recharge.
Weapon damage is divided into two categories: Energy and Kinetic.  Energy weapons have the benefit of unlimited ammunition, but they also tend to overheat your weapons systems more rapidly than Kinetic weapons do. Kinetic weapons require ammunition to fire and also require reloads when your current magazine runs empty; however, they build up heat slower than Energy weapons.  Some weapons, such as the Railgun, deal damage of both types.  There are also "utility" weapons such as Point Defense Turrets, which shoot down incoming missiles.  The heat generation of your weapons also increases your ship's emissions, which make you easier for other pilots to detect you on their radar. When you have more than 100% heat, you will not be able to fire.  Additional pips in the Weapons subsystems will reduce the time it takes your weapons systems to recharge.


Some high power usage weapon may be unable to fire due to insufficient Weapon power, this most likely occurs on [[Plasma Accelerator]] and [[Railgun]]. However, the in-game description displayed when failed to fire is something like "thermal overload", which is somewhat misleading to players.
Some high power usage weapon may be unable to fire due to insufficient Weapon power, this most likely occurs on [[Plasma Accelerator]] and [[Railgun]]. However, the in-game description displayed when failed to fire is something like "thermal overload", which is somewhat misleading to players.

Revision as of 00:56, 11 October 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

Weapon damage is divided into two categories: Energy and Kinetic.  Energy weapons have the benefit of unlimited ammunition, but they also tend to overheat your weapons systems more rapidly than Kinetic weapons do. Kinetic weapons require ammunition to fire and also require reloads when your current magazine runs empty; however, they build up heat slower than Energy weapons.  Some weapons, such as the Railgun, deal damage of both types.  There are also "utility" weapons such as Point Defense Turrets, which shoot down incoming missiles.  The heat generation of your weapons also increases your ship's emissions, which make you easier for other pilots to detect you on their radar. When you have more than 100% heat, you will not be able to fire.  Additional pips in the Weapons subsystems will reduce the time it takes your weapons systems to recharge.

Some high power usage weapon may be unable to fire due to insufficient Weapon power, this most likely occurs on Plasma Accelerator and Railgun. However, the in-game description displayed when failed to fire is something like "thermal overload", which is somewhat misleading to players.

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.

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 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

File:Turret in action 01.jpg

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 automatically shoot targets which you lock manually within a distance of 3km.[nb 1][citation needed]
  3. Fire at Will - The turrets will focus automatically on any wanted target which is firing at you. In this mode 2 turrets can focus on different targets at the same time.

The following weapons have turret variants:

Weapon Test Results

File:Im2QGyo.png
File:VivPX1e - Imgur.png

See also

Notes

  1. ↑ You need assign the turrets to a fire group and fire once to trigger them

ru:Оружие

Pages in category "Weapons"

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