Category:Weapons: Difference between revisions
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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 deal reduced damage to shields but increased damage to ship hulls. | 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 deal reduced damage to shields but increased damage to ship hulls. | ||
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 damage and high penetration. The [ | 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 damage and high penetration. The [[Railgun]] and [[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, 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. | 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. | ||