Weapons

Last modified by Ketraar on 2023/08/15 17:15

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.
Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup

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.
+20% heat instantly applied per key/button press (keep button held down for best efficiency)

Railgun Mk12

2,147,483

18,000

18,000

1

8,000

10,000

 

 

500

2,500

 

500

2,500

2000 hull damage.
High heat buildup.

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.
Slow start but low heat built-up and high DPS in the end.

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.
Area damage is intended but not implemented yet.
3x mining multiplier.

Slot 5

Inertial Hammer Mk1

150,000

7,200
(9,360*)

3,600

2

1,560

3,900

0.4

0.75

118

 

2

1,675

4,975

12 pellets/shot (adjustable with weapon mods).
Pellet have 30% ricochet value --> damage to primary or friendly targets!
Shots penetrate hulls (useful if killing trapped fighters).
Medium heat & cooldown, high dmg with ricochets on 1o target.
*Average damage over time, assuming ricochets hit.

 

Inertial Hammer Mk2

570,000

8,400
(10,920*) 

4,200

2

1,560

3,900

0.4

0.75

118

 

2

1,675

4,975

Table legend
  1. The Teladi Outpost content
  2. Home of Light content

Every weapon has base 10000 heat capacity. Heat applied by each fired bullet (pellet for shotgun).

Gun stats are affected by difficulty level. Weapon stats can be altered by installing Weapon modifications.

Missiles

Name

Type

Average
Price

Reload
rate

Warheads

Damage

Shield
Damage

Blast
radius

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.

Table legend
  1. Ship launches 2 missiles in salvo
  2. The Teladi Outpost content
  3. Home of Light content

Blast radius - damage falls off lineary to 0 from explosion center.
Missile types: D - Dumbfire, G - Selfguided, R - Remote controlled.
All guided missiles have the attribute "retarget": if the current target is destroyed, the missile will start tracking nearest enemy.

 

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