Category:Weapons: Difference between revisions
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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 systems more rapidly than Kinetic weapons do. Thermal weapons | Thermal weapons (lasers) have the benefit of unlimited ammunition, but they also tend to overheat your weapons systems 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 also require reloads when your current magazine runs empty; however, they build up heat slower than Energy weapons. Kinetic weapons | 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. 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 penetration. The [http://elite-dangerous.wikia.com/wiki/Railgun Railgun] and [http://elite-dangerous.wikia.com/wiki/Plasma_Accelerator 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 [http://elite-dangerous.wikia.com/wiki/Railgun Railgun] and [http://elite-dangerous.wikia.com/wiki/Plasma_Accelerator Plasma Accelerator] deal Thermal kinetic damage. | ||
Explosive weapons, such as missiles, torpedoes, and mines, are extremely ineffective against shields, but can inflict strong damage to a ship's hull. Explosive weapons have small and limited ammunition supplies, and can be shot down by Point-Defense Turrets. They are capable of being fired without adequate weapons energy reserves at the cost of extreme system heat, which can easily overheat your ship and do module and/or hull damage to your own ship. The explosive blast from Explosive type weapons is capable of damaging multiple ships if they are near the detonation point, which can easily cause "friendly-fire" problems if not used carefully. | Explosive weapons, such as missiles, torpedoes, and mines, are extremely ineffective against shields, but can inflict strong damage to a ship's hull. Explosive weapons have small and limited ammunition supplies, and can be shot down by Point-Defense Turrets. They are capable of being fired without adequate weapons energy reserves at the cost of extreme system heat, which can easily overheat your ship and do module and/or hull damage to your own ship. The explosive blast from Explosive type weapons is capable of damaging multiple ships if they are near the detonation point, which can easily cause "friendly-fire" problems if not used carefully. | ||
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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. | ||
Thermal weapons are effective at stripping shields | Thermal weapons are effective at stripping shields. | ||
* [[Beam Laser]] | * [[Beam Laser]] | ||
* [[Pulse Laser]] | * [[Pulse Laser]] | ||
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=== 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 | 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]] | ||
* [[Multi-cannon]] | * [[Multi-cannon]] | ||
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=== Thermal Kinetic Weapons === | === Thermal Kinetic Weapons === | ||
Thermal-Kinetic Weapons require ammunition to fire, generate a large amount of heat, and consume a large amount of energy. However, they 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]] | ||
* [[Plasma Accelerator]] | * [[Plasma Accelerator]] | ||
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=== Explosive Weapons === | === Explosive Weapons === | ||
Explosive Weapons require ammunition to fire. Most explosive weapons can be fired with insufficient energy in the weapons capacitor, but do so at the cost of extreme heat generation that is quite capable of reaching critical heat levels that may cause heat damage to your own modules and/or hull. Explosive Weapons are extremely ineffective against shields, but do | Explosive Weapons require ammunition to fire. Most explosive weapons can be fired with insufficient energy in the weapons capacitor, but do so at the cost of extreme heat generation that is quite capable of reaching critical heat levels that may cause heat damage to your own modules and/or hull. Explosive Weapons are extremely ineffective against shields, but do greatly increased damage to hull. | ||
* [[Missile Rack]] | * [[Missile Rack]] | ||
* [[Torpedo Pylon]] | * [[Torpedo Pylon]] | ||