Weapons
Skunk Gun stats
Name | Price | Shots | Bullet | Heat | Cooldown | Notes/Effects | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DPS | Damage | /sec | Range | Speed | TTL | Angle | Value | Initial | Delay | Rate | Reenable | |||
Slot 1 | ||||||||||||||
Mining Laser Mk1 | 23,000 | 550 |
| - | 1,800 | 3,600 | 8 |
| 0 |
|
|
|
| 100 mining multiplier. |
Mining Laser Mk2 | 210,000 | 700 |
| - | 1,800 | 3,600 | 8 |
| 0 |
|
|
|
| |
Heavy Laser Mk11 | 700,000 | 10,000 |
| - | 1,500 | 5,000 | 4 | 2 | 1,250 | 2,500 | 1 | 750 | 3,000 | 7x mining multiplier. 1000 hull damage. |
Railgun Mk12 | 2,147,483 | 18,000 | 18,000 | 1 | 8,000 | 10,000 |
|
| 500 | 2,500 |
| 500 | 2,500 | 2000 hull damage. |
Slot 2 | ||||||||||||||
Pulsed Maser Mk1 | 65,000 | 3,600 | 450 | 3 | 2,380 | 3,400 | 0.7 | 0.15 | 240 |
| 2 | 1,250 | 6,250 | Low heat buildup & low cooldown |
Pulsed Maser Mk2 | 340,000 | 4,500 | 450 | 8 | 2,520 | 3,600 | 0.7 | 0.15 | 192 |
| 2 | 1,250 | 6,250 |
|
Pulsed Maser Mk3 | 640,000 | 10,050 | 3,350 | 3 | 3,000 | 1,500 | 2.0 | 0.05 | 180 |
|
|
|
| Bullets stick to target and damage for 10s each. |
Slot 3 | ||||||||||||||
Particle Repeater Mk1 | 190,000 | 8,400 | 140 | 60 | 1,320 | 2,200 | 0.6 | 0.250 | 72 |
| 2 | 2,500 | 2,500 | Fast fire rate, heat buildup & shot speed; fast cooldown |
Particle Repeater Mk2 | 710,000 | 9,600 | 160 | 60 | 1,440 | 2,400 | 0.6 | 0.250 | 72 |
| 2 | 2,500 | 2,500 |
|
Particle Repeater Mk3 | 1,030,000 | 11,250 | 225 | 50 | 1,800 | 2,800 | 0.8 | 0.275 | 86 |
| 2 | 2,500 | 2,500 | Rare, repeatedly craftable and improved over Mk2. |
Slot 4 | ||||||||||||||
Plasma Cannon Mk1 | 92,000 | 5,600 | 4,000 | 1.4 | 2,880 | 1,800 | 1.6 | 0.05 | 1,592 |
| 2 | 1,675 | 4,975 | Slow fire rate & shot speed, but heavy damage if it hits |
Plasma Cannon Mk2 | 460,000 | 6,400 | 4,000 | 1.6 | 3,040 | 1,900 | 1.6 | 0.05 | 1,392 |
| 2 | 1,675 | 4,975 |
|
Plasma Cannon Mk32 | 1,111,111 | - | 160,000 | - | 4,000 | 1,000 | 4 |
| 2,900 | 500 | 2 | 1,000 | 2,000 | 4s charge for max damage. |
Slot 5 | ||||||||||||||
Inertial Hammer Mk1 | 150,000 | 7,200 | 3,600 | 2 | 1,560 | 3,900 | 0.4 | 0.75 | 118 |
| 2 | 1,675 | 4,975 | 12 pellets/shot (adjustable with weapon mods).
|
Inertial Hammer Mk2 | 570,000 | 8,400 | 4,200 | 2 | 1,560 | 3,900 | 0.4 | 0.75 | 118 |
| 2 | 1,675 | 4,975 |
Gun stats are affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.
Missiles
Name | Type | Average | Reload | Warheads | Damage | Shield | Blast | Speed | Acceleration | TTL | Effect |
---|---|---|---|---|---|---|---|---|---|---|---|
V Crushers 1 | D | 1616 | 2.5 | 1 | 6000 |
| 128 | 0 | 375 | 4 | Skunk launches 2 rockets at once |
Meteorites 1 | D | 4532 | 1.5 | 1 | 15000 |
| 128 | 0 | 175 | 6 | Skunk launches 2 rockets at once |
Starflashes | G | 2098 | 0.8 | 1 | 9000 |
| 128 | 775 | 270 | 12 |
|
Sunstalkers | G | 4768 | 0.6 | 1 | 18000 |
| 128 | 550 | 180 | 18 |
|
Hellbusters | G | 10354 | 0.4 | 1 | 36000 |
| 128 | 325 | 90 | 30 |
|
Astrobees | G | 15964 | 0.3 | 8 | 6000 |
| 128 | 350 | 350 | 18 | Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target. |
Tristars | G | 31185 | 0.2 | 3 | 36000 |
| 128 | 210 | 210 | 36 | Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target. |
Novadrone | R | 16675 | 0.2 | 1 | 80000 |
| 256 | 1000 | 50 | 60 | Missile is guided by ROV interface. |
Constrictor 2 | D | 12500 | 0.25 | 1 | 12500 |
|
| 325 | 90 | 60 | Disable capital ship engine + booster on hit.* |
Kyon Torpedo 3 | R | 160340 | 0.2 |
| 80000 | 200000 | 256 | 2000 | 50 | 60 | Craftable missile guided by ROV interface that does very high shield damage. |
Missiles in flight can be destroyed (but not targeted) by other weapons. Some fighters may damage themself by launching a missile and immediately detonating it by their own or incoming weapon fire; similarly Skunk missiles may detonate near Skunk (damaging it) if launched while under enemy fire. Interesting thing is that missiles can't damage asteroids or cargo containers (not crates!); however they may destroy the locks on lockboxes, leaving their contents (crates) vulnerable to further missile or other AoE fire [unsure about booby-trapped lockboxes - needs checking - Snafu]
Note that even guided missiles will often miss their target repeatedly when fired against a skilled pilot, due to extreme fighter manoeuvrability and the pilot's ability to boost.
*Constrictor missiles are interesting. They will disable an engine cluster (/not/ all engines in the case of (eg) OL ships) disabling boost for a period of time if they hit, with a visual & audio cue. They will immediately stop a boosting engine cluster (unsure about the whole lot) from boosting if already in boost. This needs testing further to discover limits & timing - Snafu