Main Battery - Asgard
Main Battery - Asgard | |
---|---|
Type | Main Gun |
Available From | TER |
Fitted To | Asgard |
Role | Siege |
Required License | Capital License (+20) |
In-game Description
When he first proposed the concept of a fusion beam cannon for the Asgard XL Main Battery, Dr Diego Kinjo was told he was insane. Even within the extreme militaristic chambers of the ATF, the idea of a station obliterating "supergun" was considered laughable, largely due to the cost of one prototype being sufficient to build and equip a fleet of destroyers.
Kinjo's disappearance was thought to be the end of the matter until, some years later, the prototype and blueprints were delivered to ATF HQ. While it is obvious that a mysterious benefactor took on the responsibility of funding Dr Kinjo's work, to date, no-one has claimed responsibility for this.
Neither has Kinjo been seen again. Speculation persists that his knowledge was just too valuable to fall into the hands of an enemy. It is likely that the visionary engineer was kept confined thereafter, or met with an unfortunate end.
Tactical Overview
Say "Hello" to the most powerful gun in the game, And the most powerful gun ever to be put into the hands of the Players in the history of X. (Except the Phased Shockwave Generator, maybe)
There isn't too much to say about the gun. I know why you are looking at this page. You want to see the big damage numbers. With almost a million damage per shot, the Fusion Beam Cannon can destroy nearly every ship in the game in a single shot. The only exceptions are the Xenon I Battleship, which will survive with a sliver of health left, and the Boron Shark, which will survive with about half its hull left intact.
It still takes four shots to destroy a Xenon Station Module, though.
This is the ultimate siege weapon. With a 14 km range, it outranges any weapon that can be placed on a station. Against non-Xenon stations, a well-controlled shot can destroy multiple modules.
It will make all your capital ship and station problems simply...disappear.
However, this weapon is extremely late-game and very expensive to acquire because you can't just buy it- or rather, the Asgard that carries the Fusion Beam Cannon. You need to purchase the blueprints for the ship, the gun, engines, thrusters, and the XL Fabrication module and build it yourself, which will easily set you back over a billion credits.
But a bold individual may be able to convince the captain of an Asgard to hand over their ship—either one belonging to the Intervention Corps Fleets or one defending humanity's home, Earth.
Advantages:
- Perfect accuracy
- Longest range of all guns in the game
- Stupidly high damage per shot. Can destroy all but two ships in a single shot.
- Extremely high DPS despite the long reload
Disadvantages:
- No tracking, the entire ship has to be moved to aim
- Extremely long cooldown time
- Extremely expensive to obtain
Specifications
Xtra Large Mk1 | |
Damage Per Second | 12242 |
Damage Per Shot | 954931 |
Time For Full Firing Cycle | 78s |
Beam Damage Per Second | 330426 |
Beam Duration | 2.89s |
Maximum Range | 14000m |
Heat Generation Per Second | 3460/s |
Heat Generation Per Shot | 10000 |
Heat Dissipation Per Second | 133/s |
Cooldown Delay When Overheating | 0.13s |
Reactivates At After Overheating | 2000 |
Hull Strength | 10000 |
Construction Cost
Terran Build Method
Xtra Large Mk1 | |
Credits | 7.888.918 - 9.642.011 |
Energy Cells | 1000 |
Metallic Microlattice | 1862 |
Silicon Carbide | 322 |
Computronic Substrate | 373 |