Category:Weapons: Difference between revisions

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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 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.
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.


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.
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.