They compare favorably to other energy weapons unlocked with T2 technology, but are mostly outclassed by the next tier of tech. ![]() They are highly effective against hull and armor but are ineffective against shields. Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency to create lasers strong enough to allow them to mine asteroids, or mine ships, destroying them. Mining Lasers, Launchers and Matter Disintegrators belong to this category. Lances are unique as unlike most long-range weapons, they do not have a minimum range.Įnergy weapons that are specialized in dealing damage to a ship's hull. Essentially a hybrid between lasers and plasma launchers, they are extremely effective against armor and very effective against hull but are ineffective against shields. Lances are heavy energy weapons that fire large, focused beams of highly energized particles and cause massive damage. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. Plasma launchers launch balls of highly energized and destructive plasma. Can fit into Small, Medium and Large slotsĪncient Cavitation Collapser Īvailable only with the Ancient Relics DLC enabled.Compared to other weapons, they trade strength for versatility, sporting an average range with no minimum, no extreme strengths or crippling weaknesses, and average damage output. ![]() They are effective against armor and hull but are ineffective against shields. They fire focused beams of super-concentrated light at targets, causing damage through the generation of intense heat. ![]() Lasers, Plasma launchers and Lances belong to this category. Standard energy weapons are effective against armor, moderately effective against hull and ineffective against shields. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.Įnergy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, evasive ships.īased on Physics technology, energy weapons use energy-based attacks and are generally effective against armor and hull but ineffective against shields. As a rule of thumb, larger sizes usually have lower tracking, but greater weapons range, damage per hit and damage per day, while smaller sizes conversely have higher tracking but lesser weapons range and damage output. Damage modifiers: How effective the weapon is against a given type of defense.Average Damage: How much damage the weapon will deal per in-game day, assuming the target has no evasion.A target must be within this firing range in order for a weapon to be able to engage it. Range: The maximum and minimum distance the weapon can be used at.If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. Tracking: How much of the target's evasion the weapon will ignore when firing at its target.Certain weapons are easier to aim than others. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion.Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again.Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency.Type: What category of weapons this particular weapon belongs to.Power Usage: How much power the weapon will consume when installed.Cost: How many resources the weapon requires in order to be built and operated. ![]() In-game, a weapon has the following stats: 4.2 Ancient Nano-Missile Cloud Launcher.
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