Plasma Accelerator: Difference between revisions
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* 3 shots will take out a [[Type-9]] shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits. | * 3 shots will take out a [[Type-9]] shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits. | ||
* Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can't fire the Plasma Accelerators. | * Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can't fire the Plasma Accelerators. | ||
* Hard to hit very | * Hard to hit very manoeuvrable ships; especially smaller ones. | ||
{{WeaponNavbox}} | {{WeaponNavbox}} | ||
[[Category:Weapons]] | [[Category:Weapons]] | ||
Revision as of 12:48, 29 November 2015
Plasma Accelerators are mounted on one of your ship's hardpoints and need assigning to a fire group before they can be used. They are very large and powerful weapons. After firing, they take a few seconds to recharge. unlike its cannon counterpart the plasma accelerator is always fixed and doesn't have a gimbaled variant.
Military battleships, cruisers and also space stations are often equipped with this weapon. They're also fitted to large trading ships and passenger liners operating in the more dangerous regions of space.
Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometers, and will deafen anyone unprotected in the vicinity.
Munitions
Spent ammunition must be replenished once used. Any station that is equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Ammunition costs 200 CR per unit.
Specifications
| Class | Rating | Mass (T) |
Integrity | Power Draw |
Weapon Mode |
Damage Type |
Damage | Armor Pen |
ROF | DPS | Thermal Load |
Ammo Clip Size |
Ammo Maximum |
Value (CR) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | C | 4.00 | A | 1.430 | Fixed | Thermic | 7 | A | 0.3 /s | 4 | 6 | 5 | 100 | 834,200 |
| 3 | B | 8.00 | A | 1.970 | Fixed | Thermic | 9 | A | 0.3 /s | 4 | 8 | 5 | 100 | 3,051,200 |
| 4 | A | 16.00 | A | 2.630 | Fixed | Thermic | 10 | A | 0.3 /s | 5 | 10 | 5 | 100 | 13,793,600 |
- Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.
Its coming
Notes
- The plasma Accelerator fires a ball of plasma every 3 or 4 seconds, and is only good for direct fire.
- 3 shots will take out a Type-9 shield and another 3 shots for the hull. Damage per shot is upwards of 35% to 14% depending how it hits.
- Main problem is overheating after just 3 or 4 shots, best used with a few projectile weapons as if you use lasers the ship heats up too fast and then you can't fire the Plasma Accelerators.
- Hard to hit very manoeuvrable ships; especially smaller ones.