Category:Weapons: Difference between revisions
Turrets update |
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[[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 | 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 | Energy weapons are effective at stripping shields, but less effective at destroying hull armour. | ||
* [[Beam Laser]] | * [[Beam Laser]] | ||
* [[Pulse Laser]] | * [[Pulse Laser]] | ||
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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 | 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. | ||
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===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 | 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: | ||
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* [[Fragment Cannon]] | * [[Fragment Cannon]] | ||
* [[Multi-cannon]] | * [[Multi-cannon]] | ||
Gimbal and turret weapons dead zone: http://imgur.com/CDi0I1N | |||