Tau Accelerator
Tau Accelerator | |
---|---|
Type | Main Gun |
Available From | ZYA FRF CUB |
Fitted To | Small and Medium ships |
Role | Assassination, Anti-Medium, Anti-capital |
Required License | Military License (+10) |
In-game Description
The Tau Accelerator combines the raw destructive power of a spaceship-based shotgun with intimidation through rapid weapons fire; a trademark of Split military culture. Even though it is the result of an entirely different branch of research, it may be considered as the Split specialist version of the Shard Battery. In comparison to this more readily available weapon, the Tau Accelerator offers a greater energy output and a lower spread, while its effective range, and the number and speed of its projectiles, are somewhat reduced. For Split bounty hunters, the profession in which the use of this weapon remains the most prevalent, these apparent drawbacks are entirely immaterial. In fact, a true Split will eagerly accept any excuse to get close to their target and unload their weapons at full blast until they overheat.
The Mk2 variant improves projectile speed and rate of fire, while miraculously maintaining the original heat accumulation rate.
Tactical Overview
Everyone likes shotguns. Every game has one. The Split turned the concept up to 11.
The Tau Accelerator is a straight upgrade over the Shard Battery and easily the most powerful gun in the Split arsenal.
Compared to the Shard Battery, the Tau Accelerator provides slightly higher damage output but slightly worse heat efficiency.
The main difference is that it only fires three bullets per shot but at a much faster rate. This gives the pilot more control over the heat generation.
Otherwise, it is the same as the Shard Battery and is employed similarly.
You speed in, blast a target apart with insane damage output, and then boost away again to cool down and prepare for the next attack.
Avoid extended dogfights as the heat generation is too high for that.
Advantages:
- Very high damage output
- Mk2 variants can threaten capital ships
- Fast projectiles
Disadvantages:
- Extreme heat generation
- Very high dispersion, only effective at close range
- Low total damage per heat cycle
Specifications
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Damage Per Second | 270 | 524 | 414 | 810 |
Sustained Damage Per Second | 146 | 287 | 226 | 446 |
Damage Per Shot | 3x 30 | 3x 50 | 3x 69 | 3x 108 |
Shots Per Second | 3/s | 3.5/s | 2/s | 2.5/s |
Projectile Speed | 2592 m/s | 31110 m/s | 3266 m/s | 3919 m/s |
Maximum Range | 2074m | 2074m | 2939m | 2939m |
Dispersion | 1.25° | 1.00° | 1.25° | 1.00° |
Rotation Speed | 107°/s | 107°/s | 71°/s | 71°/s |
Heat Generation Per Second | 1350/s | 1344/s | 1296/s | 1297/s |
Heat Generation Per Shot | 450 | 384 | 648 | 519 |
Heat Dissipation Per Second | 2000/s | 2000/s | 2000/s | 2000/s |
Maximum Damage Until Overheat | 2070 | 4050 | 3312 | 6480 |
Cooldown Delay When Overheating | 1.13s | 1.13s | 1.13s | 1.13s |
Reactivates At After Overheating | 9500 | 9500 | 9500 | 9500 |
Construction Cost
Universal Build Method
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Credits | 15.675 - 34.394 | 78.369 - 169.045 | 19.688 - 43.742 | 101.905 - 212.348 |
Energy Cells | 33 | 40 | 35 | 44 |
Weapon Components | 10 | 49 | 14 | 48 |
Advanced Electronics | 1 | 7 | 1 | 13 |