Category:Weapons: Difference between revisions
Added information on Thermal weapons and damage. |
updated weapon lists for damage type categories, corrected and clarified weapon damage types |
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==Weapons== | ==Weapons== | ||
Weapon damage is divided into | 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 inflict more damage to shields than they inflict 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 inflict more damage to a ship's hull than they do to its shield. | ||
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. | |||
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, 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. | |||
Most weapons with the exception of several explosive weapons, will be unable to fire if there is insufficient energy in the Weapons Energy Capacitor. Increasing the number of pips to the Weapons Energy Capacitor will increase the recharge rate on the Weapons Energy Capacitor, allowing weapons to be fired more frequently. When there is insufficient energy to fire a weapon, a "Thermal Overload" Message will be displayed next to the Weapon's name on the HUD. | |||
=== Thermal 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. | ||
Thermal weapons are effective at stripping shields, but less effective at destroying hull. | |||
* [[Beam Laser]] | * [[Beam Laser]] | ||
* [[Pulse Laser]] | * [[Pulse Laser]] | ||
* [[Burst Laser]] | * [[Burst Laser]] | ||
* [http://elite-dangerous.wikia.com/wiki/Cytoscrambler CytoScrambler] (Powerplay faction locked) | |||
* [[Pulse Disruptor]] (Powerplay faction locked) | |||
* [[Retributor]] (Powerplay faction locked) | |||
=== Kinetic | === 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-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 useful against shields. | ||
Kinetic weapons are good against | |||
* [[Cannon]] | * [[Cannon]] | ||
* [[Multi-cannon]] | * [[Multi-cannon]] | ||
* [[Fragment Cannon]] | |||
* [[Enforcer Cannon]] (Powerplay faction locked) | |||
* [[Pacifier Frag-Cannon]] (Powerplay faction locked) | |||
=== 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. | |||
* [[Railgun]] | * [[Railgun]] | ||
* [[Plasma Accelerator]] | * [[Plasma Accelerator]] | ||
* [[Imperial Hammer]] (Powerplay faction locked) | |||
* [[Advanced Plasma Accelerator]] (Powerplay faction locked) | |||
=== 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 respectable damage to hull. | |||
* [[Missile Rack]] | * [[Missile Rack]] | ||
* [[Torpedo Pylon]] | * [[Torpedo Pylon]] | ||
* [[Mine Launcher]] | * [[Mine Launcher]] | ||
* [[Pack-hound Rack]] (Powerplay faction locked) | |||
=== Defensive Weapons === | |||
Defensive weapons do not engage Enemy ships or vehicles. They solely fire at incoming explosive weapons. | |||
* [[Point Defence Turret]] | * [[Point Defence Turret]] | ||
* [[ | |||
=== Mining Lasers === | |||
Mining lasers are a Thermal damage type weapon that while capable of inflicting damage against an Enemy, are ill-suited for use as a combat weapon. They are used to mine fragments from asteroids, and are mostly used in combat as a last resort. | |||
* [[Mining Laser]] | |||
* [[Mining Lance]] (Powerplay faction locked) | |||
==Weapon Mounts== | ==Weapon Mounts== | ||