Category:Weapons: Difference between revisions

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==Weapon Mounts==
==Weapon Mounts==
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:
Regardless of type, all weapons are placed in different mounts which determine how they aim at targets:
[[File:Fixed weapon icon.png|left|thumb|26x26px]]


===Fixed ===
===Fixed===
[[File:Fixed weapon icon.png|thumb|80px]]
Fixed weapons are the most powerful of the three types, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking of a few degrees (enough to converge on a target at most ranges) when the target is within the weapon's crosshairs. Because of this, fixed weapons depend heavily on your ship's manoeuvrability and your own aiming skills, but compared to other weapon mount types, they are cheaper, use less power, generate less heat, are not affected by chaff, and every weapon is available in a fixed mount.
Fixed weapons are the most powerful of the three types, but have very little tracking ability - they shoot straight ahead, and can only do minor tracking of a few degrees (enough to converge on a target at most ranges) when the target is within the weapon's crosshairs. Because of this, fixed weapons depend heavily on your ship's manoeuvrability and your own aiming skills, but compared to other weapon mount types, they are cheaper, use less power, generate less heat, are not affected by chaff, and every weapon is available in a fixed mount.


Certain heavy weapons are ''only'' available in fixed mounts.
Certain heavy weapons are only available in fixed mounts.


Every weapon in the game is available in a fixed mount, including standard, Powerplay faction locked, experimental, and mining tool weapons.
Every weapon in the game is available in a fixed mount, including standard, Powerplay faction locked, experimental, and mining tool weapons.
[[File:Gimballed weapon icon.png|left|thumb|26x26px]]


=== Gimbal ===
=== Gimbal ===
[[File:Gimballed weapon icon.png|thumb|80px]]
[[wikipedia:Gimbal|Gimballed]] weapons are mounted within a semi-flexible assembly which allows for limited pitch, yaw, and roll of the weapon within certain arcs limited by both the position of the mount and the actual assembly itself. Though they are not as flexible as Turrets, gimbal-mounted weapons can keep track of targets within a decently-sized cone directly in front of the mounting, making them a little easier to use than Fixed mounts. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon's ability to track the target.
[[wikipedia:Gimbal|Gimballed]] weapons are mounted within a semi-flexible assembly which allows for limited pitch, yaw, and roll of the weapon within certain arcs limited by both the position of the mount and the actual assembly itself. Though they are not as flexible as Turrets, gimbal-mounted weapons can keep track of targets within a decently-sized cone directly in front of the mounting, making them a little easier to use than Fixed mounts. In exchange, gimbal weapons are usually weaker than their fixed counterparts and are vulnerable to chaff as it disrupts the weapon's ability to track the target.


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* [[Multi-cannon]]
* [[Multi-cannon]]
* [[Shock Cannon]] (Experimental)
* [[Shock Cannon]] (Experimental)
[[File:Turret weapon icon.png|left|thumb|31x31px]]


=== Turret ===
=== Turret ===
[[File:Turret in action 01.jpg|right|306px]]
[[File:Turret weapon icon.png|thumb|80px]]
Turrets are semi-independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously, and do not require the hiring of an NPC crewman to act as a gunner. They must be part of the currently active weapon group in order to operate in either the Forward Fire or Targeted Enemy modes, otherwise they will not engage targets, even if they were previously activated.
Turrets are semi-independent auto-firing weapons that have a 360 degree range of fire. Standard turrets generally act autonomously, and do not require the hiring of an NPC crewman to act as a gunner. They must be part of the currently active weapon group in order to operate in either the Forward Fire or Targeted Enemy modes, otherwise they will not engage targets, even if they were previously activated.


Compared to Fixed and Gimballed weapons, Turrets are typically far more expensive (usually at least twice as expensive), turrets are in the middle of power consumption from all three weapon types, fixed being the least, and gimballed being the highest, however they have the lowest damage output. They can also be manually controlled by a human/player Gunner when using [[Multicrew]] functionality; the Gunner will take control of all Turreted weapons and select targets independent of the Helm, allowing ships to engage multiple seperate hostiles.
Compared to Fixed and Gimballed weapons, Turrets are typically far more expensive (usually at least twice as expensive), turrets are in the middle of power consumption from all three weapon types, fixed being the least, and gimballed being the highest, however they have the lowest damage output. They can also be manually controlled by a human/player Gunner when using [[Multicrew]] functionality; the Gunner will take control of all Turreted weapons and select targets independent of the Helm, allowing ships to engage multiple seperate hostiles.


[[File:Turret in action 01.jpg|right|250px]]
Note: You can select one of three "Turret Weapon Modes" from the Functions tab of the Systems menu; it applies to all equipped turrets at once. The modes are;
Note: You can select one of three "Turret Weapon Modes" from the Functions tab of the Systems menu; it applies to all equipped turrets at once. The modes are;
# Forward Fire - Your turrets will act as fixed weapons and will be fired manually; pull the trigger to fire once, hold down the trigger for continuous firing. This mode removes all the advantages that turrets have, as they will operate as a much lower damage version of their fixed weapon counterpart, but prevents them from being affected by chaff.
# Forward Fire - Your turrets will act as fixed weapons and will be fired manually; pull the trigger to fire once, hold down the trigger for continuous firing. This mode removes all the advantages that turrets have, as they will operate as a much lower damage version of their fixed weapon counterpart, but prevents them from being affected by chaff.