User:Mathchamp/Equipment Quick Guide
This is currently a quick guide to equipment in Community Core, the most popular core in the game (as of April 2012). All numbers are from cc_14, but notable changes from cc_13c are indicated as cc_14 is unavailable on planet2. cc_15 changes will be added once it starts seeing playtime; if you are playing cc_15, please check the core changelog to make sure you don't try anything that has been rendered obsolete. It will not explain absolutely everything, but it will give a quick overview of the different items you can load onto your ship, their stats, and in which situations they are used for. If you are a veteran player, feel free to add your own tips or correct existing tips.
This is a "quick" guide as for each item it just gives a paragraph for a quick description, some bullet points for uses and tips, and a table with the more important numbers. It is not a complete tutorial or guide to using each item, the way the Cadet I Nanning Guide is for the nanite gun, but it should explain when, where, and how to use various equipment. Note that not all tips may be accurate, nor are they necessarily correct for all situations. I'm just a voob after all.
Damage Modifiers and Armour Classes
Every projectile and missile has a damage modifier, and every ship, station, probe, or any object (including minefields) except floating parts/cash/powerups and bullets has an armour class. All shields also have an armour class. The damage modifier determines how much weapon damage is multiplied by against a certain armour class. Unused armour classes and damage modifiers are omitted from the table. A chart of the damage modifiers and armour classes can be found here (however it is out of date).
In short, the damage modifiers determine what kind of targets different weapons are most effective against. For example, the gattling gun is most effective against light targets, while the disruptor is most effective against shields and capital ships, and the anti-base missile is most effective against stations.
Damage modifiers are normalized so that the damage multiplier versus Light armour is 1. Therefore, a weapon that has a higher base Damage Per Second deals more DPS to lightly armoured targets. Weapons that only damage shields are normalized so that their damage to Light shields is 1.
Weapons
Weapons (guns) are generally your main tool for attacking. Nearly all ships can mount some type of weapon. All ships can equip 0-4 forward-firing weapons, controlled by the pilot, and 0-4 turret weapons, each controlled by a turret gunner who is another player on your team. The number of each type of weapon mount depends on the ship, and which types of weapons can be equipped to which mounts also depends on the ship. Note that the number and type of weapon mounts can vary between factions, even for the same ship. For example, Belters ships tend to mount a larger variety of weapons than other factions' ships, some Omicron ships have an extra turret mount, and so on.
Small Ship Weapons
Scout Weapons
While the scout can mount the same weapons the fighter can, the scout only gets one weapon mount, whereas fighters get 2-3. However, the scout has its own unique "weapon".
ER Nanite
i.e. "nan"
This is probably the most important "weapon" in the game. Note the quotation marks; this isn't really a weapon, but a tool for repairing nearby friendly ships, drones, and stations. You fire it the same way you would fire an ordinary weapon, except that you target a friendly unit instead of an enemy. It fires bright blue rings containing nanites, which instantly repair any target they hit. As a scout pilot you will want to always carry this with you, either mounted or in cargo, as it is EXTREMELY effective at saving the life of a friendly miner or constructor from enemy attack. Note that the nanite gun is ineffective against shields, so do not fire until the target is damaged or about to take armour damage. The nanite gun drains the scout's energy rapidly and you will fire very slowly if your energy runs out. For a guide on using ER Nanite, go to this Cadet I article.
- Nan friendly miners when they come under attack to reverse the damage done by enemy ships. Even one nanite-equipped scout can save a miner's life.
- Follow friendly constructors and nan them when they come under attack to keep them alive long enough to build.
- Escort your team's bomber and nan it so that it can destroy the enemy base.
- If your team's station is damaged, use the nanite gun to repair it. The station can repair itself, but very slowly, and repairing it fully will allow the shields to charge, which is much more rapid.
- While capital ships can be repaired, it is rather inefficient and you will generally be more useful as a gunner. However, if your team is too poor to afford additional capships, feel free to nan the ones you have. It's better than doing nothing.
- Belters can mount the nanite gun on nearly all of its small ships, including all levels of fighter, stealth fighter, and the heavy interceptor. You should always carry one in cargo unless you absolutely need the space for extra ammo/missiles/fuel.
- Often, the enemy will begin to ignore the target you are repairing and attack you instead. Be prepared to evade enemy fire. You can also repair other nanite-equipped scouts (xnanning) as they come under attack.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| ER Nanite 1 | Repair (DM10) | -90.0 | 4.0 | 0.01 | 5% | 400 | 400 | 120.0 | None | |
| ER Nanite 2 | Repair (DM10) | -120.0 | 4.0 | 0.01 | 5% | 400 | 400 | 120.0 | Starbase, or Treasure |
Fighter Weapons
PW Gattling Gun
The gattling gun is one of the most commonly used weapons in the game. It is mounted on the fighter and scout, as well as being the forward-firing gun for the bomber, however in this scenario it is rarely fired. The gattling gun is an ammo-consuming weapon with moderate damage and range, and does decent damage versus almost everything except stations. In particular, the gattling gun is most effective on lightly to moderately armoured targets. Therefore, it is the default weapon you will mount on your fighter, and you will almost always be using it except when the situation calls for a more specialized weapon.
- Use it when dogfighting against other fighters and interceptors, however you will generally lose a one-on-one dogfight against an interceptor.
- Use it against enemy scouts to get rid of the enemy's eyes.
- Use it against enemy stealth fighters who stray too close to your ship.
- Use it to destroy enemy bombers, transports, and other threats.
- Use it to destroy enemy miners and constructors. The gattling guns don't do great damage to utility hull, but so do nearly all other weapons in the game. A fighter with gattling guns and dumbfire missiles can kill an undefended miner rather quickly.
- Do not use it against capital ships (except for the unpiloted carrier drone) unless you have no choice, as the EW Disruptor is much more effective against them.
- The gattling gun is also your primary damage-dealing gun on scouts (as the nanite is only useful for repairing friendlies, and is useless when you are out alone).
- Use it to clean up any enemy probes you find.
- Use it to harass enemy miners early in the game. You probably won't kill one unless the enemy team is careless, but you are likely to slow down their mining somewhat.
- You can dogfight with the scout's gattling gun, but only as a last resort. You are not meant to dogfight in a (non-Technoflux) scout, and will always lose to a fighter or interceptor. Resist the urge to use that gat and run.
- On the other hand, if you run into a stealth, your gattling gun will kill it quickly. Just watch out for their own guns and missiles, and remember that they have low agility.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Gat Gun 1 | Light (DM02) | 32.0 | 10.0 | 0.005 | 200% | 600 | 600 | 10.0 | None | |
| PW Gat Gun 2 | Light (DM02) | 40.0 | 10.0 | 0.005 | 200% | 600 | 600 | 10.0 | Supremacy | |
| PW Gat Gun 3 | Light (DM02) | 50.0 | 10.0 | 0.005 | 200% | 600 | 660 | 10.0 | Adv. Supremacy |
EW Disruptor
The disruptor cannon can be mounted on any weapon mount that can take a gattling gun, however it is not used as frequently. The high projectile speed and lack of ammo consumption may be attractive to new players, but the very low damage output means that you're much better off with the gattling gun, even if your aim is mediocre. The main use of this weapon comes from its damage modifier: The disruptor is most effective against heavily armoured targets, such as capital ships and light stations, and should only be used against those targets. The disruptor is also very effective against shields compared to the gattling gun, however most targets do not have enough shields to merit using a disruptor over a gattling gun.
- While disruptors will quickly lower the shields of the target, it will take forever to chew through the hull of even a scout with this weapon. Do not use this against small or medium ships unless you have absolutely no choice.
- Disruptor's main use is against capital ships, as disruptors do bonus damage against capital ship hull and shields, while gattling gun is poor against both. Note that you will need a group of players in fighters, all carrying dis, to destroy a capital ship.
- Do not use disruptor against the carrier drone. The carrier drone has no pilot, no weapons, no shield, and utility-class armour, which takes negligible damage from disruptors. The attack carrier, on the other hand, has a pilot, turrets, shields, and takes bonus damage from disruptor, but is a very rarely seen ship.
- Disruptor's other main use is against the light stations of Gigacorp, or the light tele-refineries of Omicron, or the light He3 refineries (as of cc_14) of Dreghklar Empire. Again, you will need several fighters, preferably enhanced at least, and preferably with Disruptor 2 at least. Disruptors drain energy rapidly and it takes a lot of disruptor fire to destroy a light station.
- If you are playing on the Dark Nebulae core, which is Community Core's predecessor, the Phoenix faction can mount medium assault shields on their bombers and transports, since their ships can't be nanned. In this case you may want to use disruptor on their bombers and transports as most of their HP is in shields.
- Again, scouts can also mount the disruptor gun. Since the scout can only carry one disruptor, it drains energy just as fast as the scout's energy regenerates, therefore you can fire indefinitely.
- This does not mean you should take one, however. The damage is even worse considering you only have one, and once you drop the target's shields you do about 0 damage.
- If you find Disruptor 2 floating in space at the beginning of the game, however, feel free to grab it. It's a nice tool for harassing miners. Drop their shields, make their AI start running home, and retreat. You will never kill a miner with disruptor alone, though, even if the enemy team is stupid.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Disruptor 1 | Heavy (DM03) | 12.8 | 8.0 | 0 | 200% | 1250 | 625 | 60.0 | None | |
| EW Disruptor 2 | Heavy (DM03) | 16.0 | 8.0 | 0 | 200% | 1250 | 625 | 60.0 | Supremacy | |
| EW Disruptor 3 | Heavy (DM03) | 20.0 | 8.0 | 0 | 200% | 1250 | 625 | 60.0 | Adv. Supremacy |
EW Galvonic Blaster
The galvonic blaster is one of the more advanced technologies in the game, and just like the disruptor, it is a specialized weapon. It can only be mounted on the Advanced Fighter, and only on its first gunmount. It is extremely effective against capital ships, even moreso than Disruptor. A swarm of fighters with galvonics + disruptors can tear apart a fleet of capital ships. However, its more common use is against minor stations. A group of fighters will frequently engage in what is called a "galv run" where a pack of fighters carrying galvonic blaster swarm an enemy minor station (teleport receiver, refinery, or outpost) and destroy it.
- While this weapon eats through shields, again it is mostly useless against small or medium targets, though significantly better than the disruptor.
- Use it in any situation where you would use disruptors. Simply replace your first disruptor with the galvonic blaster.
- Use the galvonic blaster against minor stations to damage or destroy them. It takes a while to eat through the shields but the hull goes down rather quickly to galvonics.
- Attack minor stations in groups. While you will probably not run out of energy firing your galvonic blaster, even minor stations have a lot of HP (especially outposts, which have a lot of shields), and a solo galver will usually be podded before they do much damage.
- If the enemy is building a new minor station, rush it with galvonics. When a station is brand new it has no shields and galvonics tear through minor station hull much more quickly than shields.
- Press 1 on your keyboard (not on the numpad, but on the main keyboard above the letters) to disable your other guns, allowing you to just fire your galvonic blaster and save energy/ammo. When you want to fire your other weapons, just press 1 again.
- The galvonic blaster is quite heavy and will weigh down your fighter quite a bit, decreasing your acceleration. If you have no plans to use it, it is best not to take it.
- Iron Coalition's minor stations are Heavy, meaning they have major base hull and shield armour classes. Therefore, the galvonic blaster is completely ineffective and utterly useless against their stations.
- This also means if you are Iron Coalition and the other team captures one of your minor stations, you can't galv it. On the flip side, if they are Iron Coalition, you are not, and they capture one of your minor stations, you can galv it.
- You can even galv asteroids, however it takes a pack of fighters and some time to destroy an asteroid with galvonics. The main use of this strategy is to galv tech rocks the enemy may use for a backup techbase or to replace a techbase your team has recently destroyed.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Galvonic Blstr | Medium-heavy (DM07) | 28.0 | 8.0 | 0 | 200% | 1250 | 937.5 | 96.0 | Adv. Supremacy + Dis2 |
Interceptor Weapons
PW Mini-Gun
A favoured weapon of many pilots, this is the primary (and often the only) weapon of the interceptor. The minigun is a rapidly-firing weapon with high damage output but poor range, therefore you must get close to the target in order to hit. It is most effective against lightly-armoured targets, and fares very poorly against capital ships. It is also quite weak against utility armour, however, the high damage output of the weapon more than makes up for this shortfall, and interceptors can kill miners rather quickly (although not as quickly as fighters with equivalent level technology).
- Use it for dogfighting. That's what this weapon is designed for. Kill fighters. Kill scouts. Kill stealths. Kill other interceptors.
- Use it for defense. Kill bombers. Kill transports. Kill teleport probes. A group of Heavy Interceptors with Minigun 3 (even Minigun 2 sometimes) can usually deal so much DPS that it overwhelms the nanites, killing the bomber or transport despite nanite support. Listen to the commander or a veteran player coordinating your team's defenses. They will usually tell you whether to attack the bomber or transport directly or to kill nans first.
- Use it against enemy drones. Miniguns might not be very efficient, but the sheer damage output combined with the high speed, agility, and toughness of interceptors more than compensates. A pack of interceptors can kill a miner quickly, or failing that, kill all the defenders, then kill the undefended miner.
- If your team pursues pure Expansion, this will usually be your best choice against capital ships. Expansion doesn't fare too well against Shipyard, however a coordinated defense with a large number of Interceptors can take down capital ships. The combined damage output will be quite high while the capital ship will take a long time to destroy all of the interceptors.
- If the enemy has light stations (Gigacorp, or Omicron and their telerefineries), a large pack of Minigun 3 Heavy Interceptors can destroy light stations. However, it is much less efficient than Supremacy's disruptors, so this strategy will fail in a small game.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Mini-Gun 1 | Very light (DM05) | 50.0 | 12.5 | 0.01 | 200% | 500 | 400 | 12.5 | None | |
| PW Mini-Gun 2 | Very light (DM05) | 64.1 | 12.8 | 0.01 | 200% | 500 | 400 | 12.8 | Expansion | |
| PW Mini-Gun 3 | Very light (DM05) | 76.2 | 12.2 | 0.01 | 200% | 500 | 400 | 12.2 | Adv. Expansion |
PW EMP Cannon
This is the interceptor's secondary weapon, which can be used instead of miniguns. In cc_14, the Troop Transport can also mount four of these. It is not available by default and much be researched or found first. It is a very specialized weapon, dealing damage only to shields. It will wreck the shields of capital ships and light bases much more rapidly than miniguns will, and can also drop the shields from minor bases (i.e. any base that can be damaged by the Galvonic Blaster). However, it does zero damage against all types of armour. Exactly zero. Therefore you can't kill anything with it. This doesn't mean this weapon is entirely useless, though, however it is rarely researched, so if you want to use it, find it in space and secure it.
- You can use this to destroy capital ship shields very quickly, especially against smaller capital ships, as corvettes and battleships have exactly the same amount of shields. However, once the shields are down, you won't be able to do anything to the hull, and only those interceptors armed with miniguns will be able to damage it. Miniguns aren't too bad against shields and therefore are preferred in most cases.
- Use EMP Cannon to drop the shields of a light base to prepare it for destruction via miniguns. Note that the shields will recharge if you leave the base with full health so it is best to EMP down the shields immediately before your team assaults the base. Only one (possibly two) EMP interceptors should be necessary.
- Use EMP Cannon on outposts in order to capture with a regular Troop Transport if your team has yet to research the Heavy Troop Transport. However, this usage is rare as regular Troop Transports are fairly weak and quite easy to defend against compared to Heavy Troop Transports.
- Due to its area damage, you can use EMP Cannon to dispel minefields. This is usually reserved for caltrops as other types of minefields expire relatively quickly.
- While you can carry both a set of miniguns and a set of EMP cannons with you, this takes a lot of space, leaving very little room for fuel or ammo, both of which interceptors eat up rapidly.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW EMP Can 1 | Light shields (DM13) | 36.0 + 36.0 x 10m | 4.0 | 0.01 | 200% | 500 | 600 | 8.0 | Expansion | |
| PW EMP Can 2 | Light shields (DM13) | 45.0 + 45.0 x 10m | 4.0 | 0.01 | 200% | 500 | 600 | 8.0 | Adv. Expansion |
Stealth Fighter Weapons
EW Utility Cannon
This is the best weapon against utility armour (i.e. miners, constructors, and carrier drones) and the only weapon that deals bonus damage to utility armour. It can damage other types of armour and shields as well, but is not very effective. This weapon comes default on all stealth fighters. The energy consumption is very high, and the amount of signature increase when firing is also very high, therefore a stealth fighter will usually be forced to reveal itself when firing its weapons. Therefore, this weapon is used for the assassination of undefended or poorly-defended miners and constructors. While the stealth fighter will reveal itself while attacking the drone, by the time the defense can close in on it, the drone will already be dead and the stealth fighter will have faded into the darkness once again. Multiple stealth fighters can often assassinate a drone despite defenses if the defenders can't pod the stealth fighters in time.
- Use this weapon against enemy miners, constructors, and carrier drones to eliminate them swiftly. You can usually out-damage a nanite-equipped scout, however in this case it is recommended to work with a buddy.
- Stay hidden until you are in range to fire your utility cannons.
- Watch your energy. Your cloaking device also drains energy, and if you don't leave enough for your cannons you will run out before you can kill the drone.
- You can use this weapon against enemy ships, but only if your team doesn't have snipers or you don't have time to switch.
- While the utility cannon is super-effective against utility hull, it is not so against the medium shields that miners and constructors carry. Use your long-ranged hunter missiles to drop the target's shields so your utility cannons can be used to their maximum effectiveness.
- Decloak when firing utility cannons. It is futile to stay hidden while firing them and your cloak wastes energy you need for your guns.
- To destroy defended targets, you must co-ordinate with your team. Strike with several stealth fighters at once, perhaps picking off some defenders with missiles before closing in with your utility cannons.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Utl Can 1 | Utility (DM01) | 27.5 | 6.0 | 0 | 200% | 1000 | 750 | 119.8 | None | |
| EW Utl Can 2 | Utility (DM01) | 31.1 | 6.0 | 0 | 200% | 1000 | 850 | 119.8 | Tactical | |
| EW Utl Can 3 | Utility (DM01) | 38.9 | 6.0 | 0 | 200% | 1000 | 850 | 119.8 | Adv. Tactical |
EW Sniper Rifle
This is what stealth fighters use to attack anything other than an AI-controlled ship. It deals good damage to everything except utility (and stations, obviously). It also has long range, doesn't consume energy quite as fast, and is very quiet, not raising your signature by much. This means that you can remain cloaked and fire at enemy ships without being spotted. However, you must still watch your energy, as if you run out you'll be unable to fire and probably revealed. The main use for this weapon is to quickly take out small to medium-sized ships before they can retaliate, as if you get spotted they will destroy you much more quickly than you can destroy them, since stealth fighters are fragile and not very agile.
- Shoot enemy ships from outside their range. If they get in range they will kill you very quickly.
- You can cloak while shooting to make it very difficult for other ships to spot you. However they can still chase the source of your projectiles (i.e. you) and eye you if they get close enough. You must also watch your energy or else you will be killed.
- If you run into a miner or constructor you can still kill it, albeit much more slowly. This means that you will probably fail if there is any defense at all. In this case, pick off the defenders first! That's what sniper is good at. If there is a lot of defense or their base is in the same sector, it is extremely unlikely that you will kill the drone. Call your teammates in, and harass defenders if you can.
- It's possible to use snipers to defend against bomb runs, and it's a necessity if your faction lacks Hunters. However this is very risky and you can get eyed (and podded shortly thereafter) if you're not careful. Get behind the bomb run (not directly behind to avoid prox) and pick off nans. If you do get eyed, stop firing and perhaps unmount your hunters to lose eye, pull back, remount hunters and use those. If your energy is starting to run low, pull back and keep using your hunters.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Sniper 1 | Light-medium (DM04) | 28.0 | 8.0 | 0 | 40% | 1500 | 1050 | 80.0 | Tactical | |
| EW Sniper 2 | Light-medium (DM04) | 35.0 | 8.0 | 0 | 40% | 1500 | 1050 | 80.0 | Adv. Tactical |
Turret Weapons
These are the weapons that are frequently found as turret weapons on ships of all sizes. Note that the larger ships may mount these as forward-facing guns, however they usually have turrets as well which are much stronger.
PW Mini-AutoCannon
This is the small version of the autocannon. It is found on the turret of the Heavy Scout and a few other ships, and as a forward-facing weapon on the Gunship and some capital ships. Upgrading the autocannon also upgrades the mini-AC. The mini-AC is almost identical to the autocannon, but deals less damage and has less range, and has less spread and faster projectiles.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Mini-AC 1 | Very light (DM11) | 90.4 | 12.0 | 0.005 | 200% | 2000 | 1000 | 12.0 | None | |
| PW Mini-AC 2 | Very light (DM11) | 99.4 | 12.0 | 0.005 | 200% | 2000 | 1000 | 12.0 | Supremacy | |
| PW Mini-AC 3 | Very light (DM11) | 109.3 | 12.0 | 0.005 | 200% | 2000 | 1000 | 12.0 | Adv. Supremacy |
PW AutoCannon
This is the full-sized autocannon turret weapon. Its most common usage is as a turret weapon for bombers. It is also found as a turret weapon on gunships and capital ships, however these ships have better alternatives that can be used as turret weapons. It is also found on the forward-firing mount of some capital ships, such as the Frigate and Destroyer, however it is not the main weapon for these ships. The autocannon turret has a good range and deals a large amount of damage, optimized against light armour. This weapon is not very effective against capital ships (considering you will usually use this only on bombers) and there are usually better alternatives available if your team is fighting against capital ships. This weapon has a lot of spread and most shots fired against small ships at the weapon's maximum range will miss.
- If you are a turret gunner for a bomber, do not fire if the bomber is uneyed, even if a target is in range. Firing any weapon raises signature, which could cause the bomber to be revealed prematurely and allow the enemy to set up a defense.
- Avoid firing at targets that are out of range. Note that if your faction or team has improved PW Range that the target may be in range before your reticle appears.
- Due to the high spread of the weapon, you will not get many hits on small targets that are far away. If you have a choice, fire at a target that is closer to your ship. On the flip side, the spread helps you land hits even if you have poor aim or high latency.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW AutoCan 1 | Very light (DM11) | 118.0 | 12.0 | 0.01 | 200% | 1000 | 1500 | 12.0 | None | |
| PW AutoCan 2 | Very light (DM11) | 149.3 | 12.0 | 0.01 | 200% | 1000 | 1500 | 12.0 | Supremacy | |
| PW AutoCan 3 | Very light (DM11) | 186.6 | 12.0 | 0.01 | 200% | 1000 | 1500 | 12.0 | Adv. Supremacy |
PW SkyCap
This turret is seen less commonly, as it only appears on gunships and capital ships. It is also found as a forward-firing weapon on some of the larger capital ships, however this mount is rarely fired (except against other capital ships) as capital ships are extremely inagile. Similarly to the autocannon, it is optimised for dealing damage to light targets. On the other hand, it is significantly more useful against capital ships since you will usually be in a capital ship yourself, facing an enemy capital ship with the same weapons in its own turrets. While the skycap doesn't do much more damage than the autocannon, it has a longer range and greater accuracy that allows it to pick off small targets quickly before they can get in range to fire their own guns.
- If you are a turret gunner for a capital ship, do not fire if the ship is uneyed, even if a target is in range. An uneyed capship run is extremely deadly, while an eyed capship run can be destroyed quickly with a proper defense.
- Unlike the autocannon, the skycap will hit more reliably at long range. It has the same spread, but faster projectile speed and area damage. It is still recommended to fire at nearby targets if there are any.
- Use skycaps in your capital ship to fight other capital ships. While the DPS versus capitals is not very high, it is still significant and most likely the other capital will have skycaps as well. You can even try to shoot down incoming missiles fired by the other capital ship, which can be very damaging if they hit.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW SkyCap 1 | Very light (DM11) | 60.0 + 60.0 x 10m | 4.0 | 0.01 | 200% | 1500 | 2000 | 16.0 | None | |
| PW SkyCap 2 | Very light (DM11) | 75.0 + 75.0 x 10m | 4.0 | 0.01 | 200% | 1500 | 2000 | 16.0 | Shipyard | |
| PW SkyCap 3 | Very light (DM11) | 93.8 + 93.8 x 10m | 4.0 | 0.01 | 200% | 1500 | 2000 | 16.0 | Drydock |
PE LongTom
The Plasma LongTom is the ultimate anti-light turret weapon. While it can be considered as a "SkyCap 4" in the tech tree, it is rather different. It has an even longer range, and fires more slowly, but does a great deal of damage to all ships, especially lightly-armoured ships. It also has no spread, but consumes energy as well as ammo to fire. However, the energy consumption is quite low compared to that of an energy weapon. It can be mounted anywhere where you can normally mount the SkyCap once researched.
- Use it wherever you would use SkyCap. Use it in a similar way to SkyCap, but note the different properties (lower rate of fire, higher damage per shot).
- This weapon takes a second to charge up before it starts firing. Take note of this when an enemy is approaching your gun's range limit.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE LongTom | Very light (DM11) | 100.0 + 100.0 x 20m | 1.0 | 0 | 300% | 2000 | 2500 | 16.0 | 20.0 | Drydock + Heavy Class + SkyCap3 |
Capital Ship Weapons
These weapons are unique to capital ships. Depending on the ship and weapon, they may be a forward-mounted weapon or a turret weapon. These weapons cannot be mounted on small or medium ships (even the LongTom can be mounted on the gunship once researched).
EW SkyRipper
The SkyRipper is an energy weapon made for capital ships to be used against other capital ships. Even one skyripper will destroy another capital ship in seconds. The devastator can mount one forward-facing skyripper, as can the battlecruiser. The battleship can mount skyrippers for its turrets, which will instantly vapourise capital ships that come in range. This weapon is effective against smaller targets as well, however it is limited by its shorter range, spread, and energy consumption.
- This is the devastator's main weapon. Use your devastator's skyripper to destroy the opposing team's capital ships and stations.
- The SkyRipper can damage all stations, including techbases. However, as techbases have a lot of life, it takes a while to destroy one compared to using a ship that mounts nuclear missiles, and you may very well run out of energy. Use skyrip to clear out small bases.
- While SkyRip is not optimized versus small targets, it still deals tremendous DPS. However, you will find it difficult to hit a small target with a forward-firing skyrip mounted on a capital ship.
- While the Battleship can mount skyrippers in its four turrets, and turret skyrippers are much better at shooting small targets than forward-firing skyrippers, firing four skyrippers will drain the Battleship's energy in about ten seconds. Use LongTom turrets instead unless the enemy has capital ships. LongToms are much more accurate and have a much longer range for picking off small targets before they can get in range.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW SkyRip | Heavy (DM15) | 149.3 + 149.3 x 10m | 14.9 | 0.01 | 200% | 800 | 1600 | 119.4 | Shipyard + Devastator |
PE Mass Driver
This is one of the most powerful weapons in the game. It shoots rocks out the front of your ship. It can only be mounted as the forward-facing weapon for the Battleship. It is an anti-base weapon, but while it can be used on absolutely anything that passes in front of your battleship, this is generally a waste of ammo. While it takes longer to destroy a base with Mass Driver than with nukes, it has an extremely great range.
- Use to destroy stations quickly from a great distance. The projectiles cannot be shot down, unlike cruise missiles, however they can be blocked by flying between the battleship and its target (usually getting the blocker podded instantly, although many small ships can absorb 2-3 of these). It will take a little while for mass driver to destroy the enemy base.
- You can only fire about 10 shots before needing to reload ammo.
- While you can use it to kill capships from afar, this is very inefficient on your ammo and energy. Close in and use skyrippers.
- Due to the large projectile size, you will frequently hit incoming missiles in front of your ship, destroying both the projectile and missile instantly. If you fire your own missiles you will probably hit those as well, wasting the mass driver. Do not fire the mass driver and your missiles at the same time.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE MassDriver | Stations (DM08) | 75.0 + 75.0 x 250m | 0.5 | 0 | 400% | 1000 | 4000 | 150.0 | 150.0 | Drydock + Battleship |
Faction Specific Weapons
Some factions have weapons unavailable to other factions. In some cases, other factions may be able to arm these if they destroy an enemy ship and salvage the weapon, and Belters can even steal some tech (such as Technoflux plasma weapons).
Rixian Unity
As the Rixian Unity lacks missiles, they have some unique weapons that replace certain missiles which the other factions use.
EW Anti-Base Stinger
Used by Rixian bombers, instead of anti-base missiles. Rixian bombers carry two, while fighter-bombers and HTTs carry one. Since it consumes energy Rixian bombers do not have to dock to get more missiles. On the other hand, the energy runs out rather quickly and often before a techbase or garrison is destroyed, resulting in its destruction taking much longer.
- Use this weapon on stations. It has a very large spread and you will miss if you try to shoot at anything else.
- Use this weapon on capital ships if your team doesn't have anything better.
- While you can hit small to medium ships by getting very close, you rarely want to attempt this.
- Since Rixian HTTs mount one, they can destroy bases. This is mostly used for cleaning up teleports and refineries (which cannot be captured by a HTT), however you can destroy outposts and techbases too if you are unable to capture the base and the defenders are unable to destroy you. If you want the base, stop firing once the shields are down before you destroy the base.
- If you plan to use bombers to destroy enemy tech, you should get Stinger 2. It deals much more damage and has slightly less energy consumption, allowing you to destroy large stations without running out of energy. Note that there is no Stinger 3, unlike Anti-Base missiles, which have three tiers.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW A-B Stinger 1 | Stations (DM17) | 48.0 | 8.0 | 0.075 | 200% | 800 | 800 | 80.0 | None | |
| EW A-B Stinger 2 | Stations (DM17) | 80.0 | 8.0 | 0.05 | 200% | 800 | 800 | 72.0 | Supremacy |
PW Lancer
The PW Lancer is a extra-long range weapon mounted on Rixian destroyers, as the Rixians do not have Hunter-Killer missiles. The Lancer is optimized against lightly armoured targets, destroying small ships from extremely large distances quickly.
- Use against small to medium sized ships to destroy them in seconds from the other end of the sector.
- Use against capital ships if you run into them. While not as good as skyrippers (which Rixian destroyers can mount) in terms of damage, it is still decent and the huge range means you can fire at them long before they can fire at you. This weapon does virtually no damage to incoming missiles.
- As of cc_14, this is a very good weapon for destroying asteroids. Do not attempt this in previous versions, or you will do 0 damage.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Lancer 1 | Light & medium (DM18) | 160.0 x 25m | 8.0 | 0.001 | 200% | 2500 | 5000 | 120.0 | None | |
| PW Lancer 2 | Light & medium (DM18) | 200.0 x 25m | 8.0 | 0.001 | 200% | 2500 | 5000 | 120.0 | Shipyard | |
| PW Lancer 3 | Light & medium (DM18) | 220.0 x 30m | 8.0 | 0.001 | 200% | 2750 | 5500 | 104.0 | Drydock |
Ga'Taraan Federation
The Ga'Taraan Federation is known for its special Research Station, which unlocks new technology not available to any other faction. While other factions can salvage these special weapons from destroyed GT ships and mount them, they cannot reverse engineer them (not even the Belters).
EW Pulse Laser
The pulse laser is a replacement for the gattling gun. It deals the same damage as gat3, but with the same damage class as miniguns, making it less effective on enemy drones.
- Use against enemy small and medium ships. The faster projectile speed makes it easier to hit enemies, and the damage is identical to gat3 for small and medium ships.
- Use gats when attacking miners and constructors as the pulse laser is very bad against them.
- Since this is an energy weapon, you do not need to carry ammo with you. However, if you use up your energy your ability to fight will be handicapped and you will have to fall back to recharge.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Pulse Laser | Very light (DM05) | 50.0 | 10.0 | 0 | 200% | 1250 | 625 | 65.0 | Adv. Supremacy + Research Station + Gat2 |
EW Gauss Gun
The gauss gun is an alternative to the sniper. It deals much more damage but fires more slowly, and its range is somewhat better. However, unlike sniper, it raises signature a lot so you will probably get eyed when using it.
- Use it when defending. The enemy shouldn't be able to bomb you when using this, as it destroys nans extremely quickly.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Gauss Gun | Light-medium (DM04) | 15.6 + 15.6 x 10m | 0.5 | 0 | 400% | 2900 | 1160 | 96.0 | Adv. Tactical + Research Station + Sniper1 |
PW Mini-dis
Mounted on the Ga'Taraan Heavy Interceptor's first gun slot, this weapon is similar to the fighter's EW Disruptor, and allows these interceptors to be more effective against capital ships.
- Use it when fighting capital ships. Do not use it when fighting small or medium ships.
- Note that this is a particle weapon that consumes ammo. This is probably as interceptors often have no energy battery at all.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Mini-dis | Heavy (DM03) | 20.4 x 10m | 12.2 | 0 | 200% | 500 | 600 | 12.2 | Adv. Expansion + Research Station + Mini2 |
PE Striker
This weapon is mounted on GT Destroyers, and is similar in use to Rixian's PW Lancer. However, this is a plasma weapon with a shorter range and slower rate of fire.
- Use it to destroy small and medium ships before they can get in range of your destroyer.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE Striker | Light & medium (DM18) | 132.0 x 30m | 4.0 | 0.001 | 200% | 2625 | 2625 | 60.0 | 120.0 | Shipyard + Research Station |
EW SkyRipper LE
Identical to regular skyripper in every way except that it consumes 12.5% less energy.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW SkyRip LE | Heavy (DM15) | 149.3 + 149.3 x 10m | 14.9 | 0.01 | 200% | 800 | 1600 | 104.5 | Drydock + Research Station |
Technoflux
Technoflux is a robotic faction that does not have the PW weapons used by other factions. Instead, they have plasma variants. These consume energy and often fire slightly more slowly, but don't spread out the way particle weapons do. As well, they lack missiles, similar to the Rixians, and thus have several weapons that cover niches normally covered by a missile (e.g. base destruction). The plasma weapons can be used by other ships that find them, and Technoflux pilots can use PW weapons if they find them. However, only Belters can reverse engineer the plasma weapons and arm their fleet with them.
PE Gattling Gun
Plasma variant of gattling gun. Same damage and rate of fire, consumes energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE Gat Gun 1 | Light (DM02) | 32.0 | 10.0 | 0 | 200% | 600 | 600 | 10.0 | 45.9 | None |
| PE Gat Gun 2 | Light (DM02) | 40.0 | 10.0 | 0 | 200% | 600 | 600 | 10.0 | 41.3 | Supremacy |
| PE Gat Gun 3 | Light (DM02) | 50.0 | 10.0 | 0 | 200% | 600 | 660 | 10.0 | 36.7 | Adv. Supremacy |
PE Mini-Gun
Plasma variant of minigun. Same damage and rate of fire, consumes energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE Mini-Gun 1 | Very light (DM05) | 50.0 | 12.5 | 0 | 200% | 500 | 400 | 12.5 | 57.0 | None |
| PE Mini-Gun 2 | Very light (DM05) | 64.1 | 12.8 | 0 | 200% | 500 | 400 | 12.8 | 56.5 | Expansion |
| PE Mini-Gun 3 | Very light (DM05) | 76.2 | 12.2 | 0 | 200% | 500 | 400 | 12.2 | 52.0 | Adv. Expansion |
PE EMP Cannon
Plasma variant of EMP Cannon. Same damage and rate of fire, consumes energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE EMP Can 1 | Light shields (DM13) | 36.0 + 36.0 x 10m | 4.0 | 0 | 200% | 500 | 600 | 8.0 | 45.9 | Expansion |
| PE EMP Can 2 | Light shields (DM13) | 45.0 + 45.0 x 10m | 4.0 | 0 | 200% | 500 | 600 | 8.0 | 43.0 | Adv. Expansion |
PE Mini-AutoCannon
Plasma variant of Mini-AutoCannon. Same damage, slightly slower rate of fire, consumes energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE Mini-AC 1 | Very light (DM11) | 83.7 | 11.2 | 0 | 200% | 2000 | 1000 | 11.2 | 50.1 | None |
| PE Mini-AC 2 | Very light (DM11) | 92.0 | 11.2 | 0 | 200% | 2000 | 1000 | 11.2 | 46.7 | Supremacy |
| PE Mini-AC 3 | Very light (DM11) | 101.2 | 11.2 | 0 | 200% | 2000 | 1000 | 11.2 | 42.3 | Adv. Supremacy |
PE AutoCannon
Plasma variant of AutoCannon. Same damage, slightly slower rate of fire, consumes energy, no spread.
- The lack of spread makes it a lot easier to hit targets far away, but if you have bad aim you will miss more consistently.
- Since both the Technoflux bomber's anti-base weapons and this gun consume energy, you may have to stop firing so the bomber has enough energy to destroy the base.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE AutoCan 1 | Very light (DM11) | 109.2 | 11.2 | 0 | 200% | 1000 | 1500 | 11.2 | 52.5 | None |
| PE AutoCan 2 | Very light (DM11) | 138.2 | 11.2 | 0 | 200% | 1000 | 1500 | 11.2 | 49.4 | Supremacy |
| PE AutoCan 3 | Very light (DM11) | 172.8 | 11.2 | 0 | 200% | 1000 | 1500 | 11.2 | 46.3 | Adv. Supremacy |
PE SkyCap
Plasma variant of SkyCap. Same damage, slightly slower rate of fire, consumes energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE SkyCap 1 | Very light (DM11) | 55.6 + 55.6 x 10m | 3.7 | 0 | 200% | 1500 | 2000 | 14.8 | 30.9 | None |
| PE SkyCap 2 | Very light (DM11) | 69.4 + 69.4 x 10m | 3.7 | 0 | 200% | 1500 | 2000 | 14.8 | 29.1 | Shipyard |
| PE SkyCap 3 | Very light (DM11) | 86.8 + 86.8 x 10m | 3.7 | 0 | 200% | 1500 | 2000 | 14.8 | 27.3 | Drydock |
PE SkyRipper
Plasma variant of SkyRipper. Same damage, slightly slower rate of fire, consumes ammo and energy, no spread.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PE SkyRip | Heavy (DM15) | 138.2 + 138.2 x 10m | 13.8 | 0 | 200% | 800 | 1600 | 13.8 | 149.5 | Shipyard + Flagship 2 |
EW Anti-Base Cannon
Used by Technoflux bombers, instead of anti-base missiles. Technoflux bombers carry two, while fighter-bombers carry one. Since it consumes energy Technoflux bombers do not have to dock to get more missiles.
- Use this weapon on stations. Unlike the Rixian's stinger, it has no spread.
- Due to the lack of spread, you can destroy small and medium ships that get in front of you. However, do not dogfight in a Technoflux bomber when you should be bombing.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW A-B Can 1 | Stations (DM08) | 66.7 | 0.7 | 0 | 200% | 450 | 675 | 65.8 | None | |
| EW A-B Can 2 | Stations (DM08) | 83.3 | 0.7 | 0 | 200% | 500 | 750 | 62.5 | Supremacy | |
| EW A-B Can 3 | Stations (DM08) | 100.0 | 0.8 | 0 | 200% | 550 | 825 | 54.9 | Adv. Supremacy |
EW Anti-Base Shield Cannon
Used by Technoflux HTTs, instead of EMP missiles.
- Use this weapon to drop the shields of enemy stations.
- This weapon is also extremely effective against enemy capital ships. One or two blasts will take out the shields.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW A-BS Can | EMP (DM12) | 1750.0 | 0.5 | 0 | 200% | 1000 | 1000 | 131.7 | Expansion |
PW Anti-Base Ion Blaster
Used by Technoflux stealth bombers, instead of anti-base missiles. Each stealth bomber carries one.
- Use this weapon on stations. It is similar to the Rixian stinger in that it has huge spread, however it consumes ammo very rapidly. It does not consume energy.
- You can fire for 4.5 seconds per ammo load on a Technoflux Stealth Bomber.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW A-B Ion Bls 1 | Stations (DM17) | 146.7 | 10.0 | 0.05 | 200% | 400 | 600 | 1000.0 | None | |
| PW A-B Ion Bls 2 | Stations (DM17) | 173.3 | 10.0 | 0.05 | 200% | 440 | 660 | 1000.0 | Adv. Tactical |
EW Heavy Anti-Base Cannon
Used by the Technoflux Flagship, instead of nukes. All levels of Flagship carry two.
- Use this weapon on stations. It is similar to the normal Anti-Base cannon but more damage.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Hvy A-B Can 1 | Stations (DM08) | 133.3 | 0.7 | 0 | 200% | 400 | 800 | 91.7 | Shipyard | |
| EW Hvy A-B Can 2 | Stations (DM08) | 166.7 | 0.7 | 0 | 200% | 500 | 1000 | 87.1 | Shipyard |
Omicron
Omicron do not use anti-base missiles or nukes. As well, they have special turret weapons that replace the mini-autocannon. Most of their advanced ships come with a mini-AC turret. These turret weapons can be reverse engineered by Belters.
PW Advanced Gattling Gun
Turret version of gattling gun. Higher DPS than mini-AC but uses more ammo.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Adv Gat Gun | Light (DM02) | 150.0 | 10.0 | 0.005 | 200% | 900 | 990 | 30.0 | Supremacy |
EW Advanced Disruptor
Turret version of disruptor cannon. Optimized against capital ships.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Adv Disruptor | Heavy (DM03) | 60.0 | 8.0 | 0 | 200% | 1875 | 937.5 | 180.0 | Supremacy |
EW Advanced Galvonic Blaster
Turret version of galvonic blaster. Deals 50% more damage than normal galv.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Adv Galv Blstr | Medium-heavy (DM07) | 42.0 | 8.0 | 0 | 200% | 1250 | 937.5 | 192.0 | Adv. Supremacy + Dis2 + Galv |
EW Advanced Utility Cannon
Turret version of utility cannon. Destroys utility hull in seconds.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Adv Utl Can | Utility (DM01) | 77.8 | 6.0 | 0 | 200% | 1500 | 1275 | 239.5 | Tactical |
EW Advanced Sniper Rifle
Turret version of sniper.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Adv Sniper | Light-medium (DM04) | 60.0 | 8.0 | 0 | 50% | 2250 | 1575 | 160.0 | Tactical |
PW Advanced EMP Cannon
Turret version of EMP Cannon.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW Adv EMP Can | Light shields (DM13) | 90.0 + 90.0 x 10m | 4.0 | 0.005 | 200% | 750 | 900 | 24.0 | Expansion |
ER Advanced Nanite
Turret version of Nanite. More effective than standard nanite, and it fires orange rings instead of blue.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| ER Adv Nanite | Repair (DM10) | -200.0 | 4.0 | 0.005 | 5% | 600 | 600 | 120.0 | Starbase |
PW Anti-Base Hammer
Used by Omicron bombers and stealth bombers, instead of anti-base missiles. Omicron bombers have three turrets instead of two, with this weapon mounted in the first turret.
- Use this weapon on stations.
- You can fire this weapon at enemy ships as well, however it is less accurate and shorter-ranged than the autocannon, and consumes more ammo. Make sure you have enough ammo for the base and start firing at the base once it is in range.
- An Omicron stealth bomber carries one of these in its main weapon slot, and can fire for about 9 seconds per load of ammo.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW A-B Hammer 1 | Stations (DM08) | 96.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 32.0 | None | |
| PW A-B Hammer 2 | Stations (DM08) | 128.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 32.0 | Supremacy | |
| PW A-B Hammer 3 | Stations (DM08) | 164.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 32.0 | Adv. Supremacy |
PW Light Anti-Base Hammer
Used by Omicron fighter-bombers, instead of anti-base missiles. It is mounted in the ship's first weapon slot. It is similar to the normal A-B Hammer but deals half as much damage and consumes more ammo.
- Use this weapon on stations.
- The Omicron fighter-bomber can fire this weapon for 8.5 seconds per load of ammo.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW LA-B Hammer 1 | Stations (DM08) | 48.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 120.0 | None | |
| PW LA-B Hammer 2 | Stations (DM08) | 64.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 120.0 | Supremacy | |
| PW LA-B Hammer 3 | Stations (DM08) | 82.0 | 4.0 | 0.015 | 250% | 500 | 1000 | 120.0 | Adv. Supremacy |
PW Anti-Base Omega
Used by Omicron battlecruisers, instead of nukes or cruise missiles. The Omicron battlecruiser carries one of these.
- Use this weapon on stations.
- Once you get a drydock you can start development of Omega 2, but you won't be able to use it unless Super Heavy class is also developed.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| PW A-B Omega 1 | Stations (DM08) | 400.0 | 1.0 | 0 | 300% | 1000 | 1500 | 100.0 | Drydock + Heavy Class | |
| PW A-B Omega 2 | Stations (DM08) | 400.0 | 1.0 | 0 | 300% | 1000 | 2000 | 100.0 | Drydock + Super Heavy Class |
Multiple Factions
EW Seismic Cannon
Used by Rixian Unity, Technoflux, and Omicron bombers in place of their normal anti-base weapons to destroy asteroids.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Seismic Can | Asteroids (DM09) | 40.0 | 8.0 | 0.075 | 200% | 500 | 500 | 80.0 | Starbase |
EW Heavy Seismic Cannon
Used by the Technoflux flagship in place of its normal anti-base weaponry to destroy asteroids, and by Omicron capital ships in place of their skyrippers to destroy asteroids.
| Weapon | Damage Modifier | Damage Per Second | Rate of Fire | Spread | Signature | Projectile Speed | Maximum Range | Ammo/sec | Energy/sec | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|
| EW Hvy Seismic | Asteroids (DM09) | 120.0 | 4.0 | 0.01 | 200% | 500 | 1250 | 92.0 | Shipyard |
Missiles
Missiles are a second way of dealing damage. They are the primary damage dealer for some ships, while other ships can use their missiles to do supplemental damage over their normal gun damage. Most ships can mount some type of missile. The types of missiles you can load depend on the ship, as well as how many missiles you can load per rack. Unlike projectiles fired from guns, most missiles track your target. Some missiles track better than others, and generally, missiles that have good tracking do poor damage.
Note that having missiles armed raises your signature, making it easier for the enemy to detect your ship. If you are not using your missiles and wish to hide, pressing ctrl+5 will move your missiles to cargo if there is space.
One more note about missiles: the launch velocity is relative to your ship's velocity. Therefore, if you are approaching a stationary target, you can fire beyond the max range of your missile and still hit. The maximum distance you can fire at, assuming you are moving straight towards the target, equals the nominal range of the missile plus the product of your speed and the missile's lifetime. Note that you won't be able to lock your missile on until you are within the nominal range. This also works the other way: if a target is moving away from you, your effective range is shorter than the missile's nominal range (i.e. your target will outrun the missile).
Anti-Ship Missiles
Missiles intended to be used against other ships. They do little or no damage to stations.
Small Missiles
These missiles can be armed by fighters and scouts. Some larger ships can also mount these in large quantities.
SRM Dumbfire
The SRM Dumbfire is a poor-tracking missile with a large warhead. It does not lock on to its target, therefore it tracks the target's current position, rather than where the target will be. Therefore, these missiles are easily dodged by pilots in agile ships. These missiles are most useful against slower or less agile ships, such as miners, constructors, carrier drones, bombers, transports, and capital ships. To hit with these missiles your direction indicator and your facing should be just behind the target, so the missile follows behind the target and hits. If you fire facing in front of your target, the missile will turn to face the target and fly right past the target's aft as the target continues to move forward.
- Use this missile against miners and constructors to deal a lot of damage.
- Use this missile against capital ships to deal extra damage. Dumbfires deal good damage to most armour classes.
- It is possible to "dumbfire spike" a bomber or transport. A group of fighters will start firing dumbfires at the target simultaneously, in the hopes that the combined damage will destroy the ship before the nans can repair it. Your team should have dumbfire 2 or 3 and coordinate when attempting to spike.
- You can use this missile to dogfight, however, experienced pilots will usually dodge the missile as it has poor tracking and cannot compensate for any change in the target's motion. However, this missile can devastate poor pilots, as it deals a great amount of damage. If you are using dumbfires to dogfight, it is suggested to fire while your target is relatively motionless so you have at least a chance to hit.
- Lob dumbfires at ships trapped in your team's minefields. They will be forced to either eat the missile, dodge it and take damage from the mines, or use a countermeasure.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Dumbfire 1 | Light-medium (DM04) | 100 x 1 | 2.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.611 | 4.0 | 900 | None | ||
| SRM Dumbfire 2 | Light-medium (DM04) | 125 x 1 | 2.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.698 | 4.5 | 1125 | Supremacy | ||
| SRM Dumbfire 3 | Light-medium (DM04) | 150 x 1 | 2.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.785 | 4.5 | 1125 | Adv. Supremacy |
SRM Dumbfire QuickLaunch
Equipped by heavy scouts. Identical to Dumbfire except arming time is halved.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Dumb 1 QL | Light-medium (DM04) | 100 x 1 | 1.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.611 | 4.0 | 900 | None | ||
| SRM Dumb 2 QL | Light-medium (DM04) | 125 x 1 | 1.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.698 | 4.5 | 1125 | Supremacy | ||
| SRM Dumb 3 QL | Light-medium (DM04) | 150 x 1 | 1.0 | 5 | 0% | 25% | 0.05 | 3.00 | 25.0 | 100.0 | 0.785 | 4.5 | 1125 | Adv. Supremacy |
MRM Seeker
The MRM Seeker is a missile with good tracking, but a smaller warhead than the dumbfire. Unlike the dumbfire, it locks onto its target, chasing the location the target will be. This results in significantly more hits, even against ships that are agile. These missiles are used for dogfighting.
- Face towards the target and wait for a full lock before firing to increase your chances of hitting.
- Use this missile when fighting other small ships. Make sure to wait for a lock or else it is little better than a dumbfire, with half the damage.
- Even with a full lock, you will miss if you attempt to fire at a target that is moving rapidly by you or away from you. Very agile ships such as the interceptor can dodge the missile with their boosters. Enemy ships can use a countermeasure to spoof the missile.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Seeker 1 | Light-medium (DM04) | 60 x 1 | 2.0 | 5 | 75% | 2.0 | 0.175 | 50% | 0.05 | 1.00 | 25.0 | 60.0 | 0.960 | 6.0 | 1230 | None |
| MRM Seeker 2 | Light-medium (DM04) | 60 x 1 | 2.0 | 5 | 100% | 1.5 | 0.262 | 50% | 0.05 | 1.25 | 25.0 | 60.0 | 1.134 | 6.5 | 1430 | Supremacy |
| MRM Seeker 3 | Light-medium (DM04) | 75 x 1 | 2.0 | 5 | 100% | 1.0 | 0.349 | 50% | 0.05 | 1.50 | 25.0 | 60.0 | 1.309 | 7.0 | 1645 | Adv. Supremacy |
MRM Seeker QuickLaunch
Equipped by heavy scouts. Identical to Seeker except arming time is halved.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Seek 1 QL | Light-medium (DM04) | 60 x 1 | 1.0 | 5 | 75% | 2.0 | 0.175 | 50% | 0.05 | 1.00 | 25.0 | 60.0 | 0.960 | 6.0 | 1230 | None |
| MRM Seek 2 QL | Light-medium (DM04) | 60 x 1 | 1.0 | 5 | 100% | 1.5 | 0.262 | 50% | 0.05 | 1.25 | 25.0 | 60.0 | 1.134 | 6.5 | 1430 | Supremacy |
| MRM Seek 3 QL | Light-medium (DM04) | 75 x 1 | 1.0 | 5 | 100% | 1.0 | 0.349 | 50% | 0.05 | 1.50 | 25.0 | 60.0 | 1.309 | 7.0 | 1645 | Adv. Supremacy |
MRM Quickfire
The MRM Quickfire is a small missile with excellent tracking, quick arming and locking, but a very small warhead. Quickfires are used in dogfighting to overwhelm the target with missiles, as you can get off an entire rack of quickfires about as fast as you can a single seeker. These missiles are used for dogfighting.
- Face towards the target and wait for a full lock before firing to increase your chances of hitting. It takes about a quarter of a second to get a full lock.
- Use this missile when fighting other small ships. While you can spam unlocked quickfires, this generally results in a lot of misses.
- Even with a full lock, you may miss if you attempt to fire at a target that is moving rapidly by you or away from you.
- Quickfires are extremely vulnerable to being spoofed by countermeasures. Fire one missile at a time until your target uses a countermeasure, then send a whole salvo their way.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Quickfire 1 | Super light (DM14) | 40 x 1 | 0.25 | 4 | 75% | 0.25 | 0.087 | 75% | 0.25 | 0.60 | 25.0 | 78.0 | 6.000 | 5.0 | 1100 | None |
| MRM Quickfire 2 | Super light (DM14) | 40 x 1 | 0.25 | 4 | 100% | 0.20 | 0.087 | 75% | 0.25 | 0.80 | 25.0 | 86.0 | 8.000 | 5.0 | 1200 | Garrison |
| MRM Quickfire 3 | Super light (DM14) | 50 x 1 | 0.25 | 4 | 100% | 0.15 | 0.131 | 75% | 0.25 | 1.00 | 25.0 | 94.0 | 10.000 | 5.0 | 1300 | Starbase |
Medium Missiles
These missiles can be armed by some medium-sized and capital ships (bombers, gunships, corvettes). The Stealth fighter can also use some of these missiles.
LRM Hunter
The LRM Hunter is the primary missile of the Stealth fighter. It has very good tracking, good damage, and can be fired from far away. Some medium and capital ships can use them as well, including bombers, gunships, and corvettes. It is designed to be used on smaller targets.
- Face towards the target and wait for a full lock before firing to increase your chances of hitting. If the target is stationary you may fire without lock and still hit.
- This missile can damage capital ships, but is generally not the best option for fighting capital ships.
- Even with a full lock, you may miss if you attempt to fire at a target that is moving rapidly by you at close range or away from you.
- Use these when approaching a miner or constructor to take out the shields, so that you may then use your utility cannons on the armour.
- When defending against bomb runs in a stealth fighter, cloak, fly beside/behind the bomb run a few hundred metres closer than the missile range, and kill nans one by one with hunters. Once the nans are dead you may destroy the bomber.
- Arming these missiles increases your signature dramatically. If you wish to remain hidden while using these missiles, cloak and wait for your cloak to engage fully before arming the missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRM Hunter 1 | Light-medium (DM04) | 120 x 1 | 2.0 | 10 | 75% | 2.0 | 0.262 | 100% | 0.05 | 1.50 | 50.0 | 54.0 | 1.222 | 7.0 | 1673 | None |
| LRM Hunter 2 | Light-medium (DM04) | 120 x 1 | 2.0 | 10 | 100% | 1.5 | 0.349 | 100% | 0.05 | 1.50 | 50.0 | 62.0 | 1.396 | 7.0 | 1869 | Tactical |
| LRM Hunter 3 | Light-medium (DM04) | 144 x 1 | 2.0 | 10 | 100% | 1.0 | 0.436 | 100% | 0.05 | 2.00 | 50.0 | 70.0 | 1.571 | 7.0 | 2065 | Adv. Tactical |
LRM Killer
The LRM Killer is a Stealth fighter weapon used against capital ships. It behaves as a larger version of the dumbfire. While it also has a long range, it has very poor tracking and a large warhead.
- This missile deals great damage to capital ships. Small ships don't take as much damage and will usually be able to avoid the missile.
- You can use these in a similar way to hunters while approaching a stationary miner to take the shields down. One missile should take out the shields.
- Use this missile like you would use a dumbfire. You can even miss a capital ship if you fire carelessly. Try to get behind your target and fire from there.
- Several stealth fighters armed with killers can take out a light station, similarly to fighters using disruptor.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRM Killer 1 | Heavy (DM03) | 150 x 1 | 3.0 | 10 | 0% | 25% | 0.05 | 3.00 | 50.0 | 45.0 | 0.733 | 8.0 | 1840 | Tactical | ||
| LRM Killer 2 | Heavy (DM03) | 187 x 1 | 3.0 | 10 | 0% | 25% | 0.05 | 4.50 | 50.0 | 55.0 | 0.838 | 8.0 | 2160 | Adv. Tactical |
Large Missiles
These missiles are used only by capital ships. They tend to deal a large amount of damage with good range. The missiles available depend on the capital ship. Note that Cruisers and larger ships of most factions (Iron Coalition being one exception, since they lack the Destroyer) cannot use these anti-ship missiles.
XRM Hunter Killer
This is the default anti-ship weapon on capital ships. It has the longest range in the game for a missile, very high damage (destroys a small ship in 1-3 missiles), extremely good tracking (virtually impossible to dodge without flying behind an asteroid or another obstacle), and optimized for use against small and medium ships. Frequently used by the destroyer to demolish small ships.
- Fire at small ships from afar to destroy them before they can get anywhere near you.
- You can use this missile to damage capital ships if you do not have anti-capital missiles or the other ship is too far for anti-capital missiles.
- Get a full lock before firing to take full advantage of this missile's tracking capabilities.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XRM Hunter Klr 1 | Light & medium (DM18) | 250 x 1 | 1.5 | 20 | 100% | 0.5 | 0.262 | 100% | 0.05 | 2.50 | 70.0 | 74.0 | 1.222 | 11.0 | 5247 | None |
| XRM Hunter Klr 2 | Light & medium (DM18) | 300 x 1 | 1.5 | 15 | 100% | 0.5 | 0.262 | 100% | 0.05 | 3.00 | 70.0 | 74.0 | 1.396 | 11.0 | 5247 | Shipyard |
| XRM Hunter Klr 3 | Light & medium (DM18) | 350 x 1 | 1.5 | 12 | 100% | 0.5 | 0.262 | 100% | 0.05 | 3.00 | 70.0 | 74.0 | 1.571 | 11.5 | 5698 | Drydock |
LRM Killer Swarm
The LRM Killer Swarm is similar to the LRM Killer, however it is fired by capital ships. The most notable difference is the much faster arming time, allowing one to "swarm" the enemy with missiles.
- Use against other capital ships. Small ships will easily dodge these missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRM Killer Swarm 1 | Heavy (DM03) | 160 x 1 | 0.6 | 12 | 0% | 50% | 0.25 | 3.00 | 75.0 | 50.0 | 0.611 | 8.0 | 2200 | Shipyard | ||
| LRM Killer Swarm 2 | Heavy (DM03) | 200 x 1 | 0.6 | 12 | 0% | 50% | 0.25 | 4.50 | 75.0 | 60.0 | 0.611 | 8.0 | 2520 | Drydock |
XRM Torpedo
The XRM Torpedo is fired by capital ships against other capital ships. It has a longer range and higher damage than the Killer Swarm but takes longer to arm and are bigger.
- Use against other capital ships. While a small ship will be destroyed by one missile, small ships will easily dodge these missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XRM Torpedo 1 | Light-medium (DM04) | 800 x 1 | 3.0 | 30 | 0% | 50% | 0.05 | 3.00 | 75.0 | 50.0 | 0.611 | 10.0 | 3250 | Shipyard | ||
| XRM Torpedo 2 | Light-medium (DM04) | 800 x 1 | 3.0 | 30 | 0% | 50% | 0.05 | 4.50 | 75.0 | 60.0 | 0.611 | 10.0 | 3750 | Shipyard |
Anti-Station Missiles
Missiles intended to be used against stations or asteroids. Many of these are also effective against capital ships if appropriate anti-ship missiles are not available. All these missiles have very poor tracking as their intended targets don't move.
Medium Missiles
SRM Anti-Base
The SRM Anti-Base missile is used by the Bomber, Fighter bomber, and Stealth bomber to destroy enemy stations. It is the most basic anti-base weapon, with a short range and high damage.
- You will need 2-4 missiles to destroy a minor station, 4-8 for a techbase, and 6-10 for a garrison. The precise number of missiles needed depends on the type of station, whether it is upgraded, your faction, their faction, the level of Anti-Base missile, GAs researched by both teams, and your kill bonus.
- Regular bombers can carry 4 missiles per rack. Heavy bombers carry 5, stealth bombers carry 2, and fighter bombers carry 1. This is why stealth bombers and especially fighter bombers need to work in groups to destroy a techbase or even an outpost, as one reload cycle can buy the defenders quite a bit of time.
- You usually want to keep these missiles in cargo until you have been eyed, as an uneyed bomb run is much more deadly than an eyed bomb run, and keeping missiles in cargo will help you avoid getting eyed by a random probe, fighter, or interceptor (a scout will eye you anyways).
- You can fire these missiles from beyond the 1000 metre nominal range. As they have a lifetime of 5 seconds, you can take your speed, multiply it by 5, and add 1000 to get your true range. If you are moving straight towards the base you can fire at this distance (you might want to get just a bit closer before firing your first missile as missing can be disasterous).
- For example, at 60 mps (max speed for a Bomber), you can fire at 1300m. At 80 mps (max speed for a Stealth bomber), you can fire at 1400m. At 100 mps, you can fire at 1500m.
- If you are moving too quickly laterally relative to the base (e.g. you are passing by the base, or you just got rammed, etc.), it is possible to miss. Hold your fire if you think you will miss.
- Anti-base missiles are very effective against carrier drones and are also useful against capital ships if your team has nothing better. You can even hit ships of defending enemy pilots flying straight at you if you are good and they are bad.
- When approaching the enemy station in a stealth bomber, you may begin to arm your anti-base missile at around 2200m from the station, regardless of whether or not you are eyed at this point (you should be fully cloaked well before this point). It is likely you will still not be eyed even with the missile arming.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Anti-Base 1 | Stations (DM08) | 400 x 1 | 4.0 | 15 | 0% | 100% | 0.05 | 1.00 | 50.0 | 60.0 | 0.175 | 5.0 | 1000 | None | ||
| SRM Anti-Base 2 | Stations (DM08) | 500 x 1 | 4.0 | 15 | 0% | 100% | 0.05 | 1.00 | 50.0 | 60.0 | 0.175 | 5.0 | 1000 | Supremacy | ||
| SRM Anti-Base 3 | Stations (DM08) | 500 x 1 | 3.0 | 15 | 0% | 100% | 0.05 | 1.00 | 50.0 | 60.0 | 0.175 | 5.0 | 1000 | Adv. Supremacy |
XRM Anti-Base
The XRM Anti-Base missile is used by the Heavy Bomber by Supremacy teams. Its range is much greater than the standard short-ranged missile but its damage is extremely low (less than a fifth of a normal anti-base missile).
- While a run using SRM AB usually involves 1-2 bombers escorted by many nanite-equipped scouts, an XRM bomb run involves nearly the entire team in bombers. With a very large number of bombers, many of them should get in range before being destroyed. The large number of bombers all firing XRM missiles should make up for the low damage of each individual missile.
- The bombers will enter the target sector in one of two ways: either by flying through an aleph from an adjacent sector at once, or via teleport probe. The aleph or teleport probe spot is generally selected such that the target is in range on entry.
- Generally you will want to carry only 1-2 racks of XRM Anti-Base. By the time you use these up (assuming you survive) you will be in range to use SRM Anti-Base, which does way more damage. You should start arming SRM at about 2000 metres from the base, depending on how fast you are going.
- Good defenders can shoot down the missiles before they hit the station.
- Your range is 4094m at 60 mps and 4281m at 75 mps.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XRM Anti-Base 1 | Stations (DM08) | 78 x 1 | 6.0 | 15 | 0% | 150% | 0.10 | 4.00 | 5.0 | 42.0 | 0.175 | 12.5 | 3344 | Supremacy | ||
| XRM Anti-Base 2 | Stations (DM08) | 97.5 x 1 | 5.0 | 15 | 0% | 150% | 0.10 | 4.00 | 5.0 | 42.0 | 0.175 | 12.5 | 3344 | Adv. Supremacy |
SRM EMP
The SRM EMP missile is used by the Heavy Troop Transport to strip the shields from a station, allowing it to be captured by the transport.
- Only one or two missiles are generally needed to deplete a station of its shields. These missiles do not do any damage to armour so cannot be used to destroy the station.
- Fire one or two missiles as soon as you are in range to deplete the shields. Fire one more missile just as you are about to board the station to make sure the shields are down.
- If you are approaching the station at an angle instead of directly towards it (it's a force run and you are coming from the opposite side of the green door, thus have to go around), be careful as it is easy to miss if you are flying past the station too quickly. One miss is usually not bad but two misses can ruin your capture attempt, as you can carry three missiles per rack.
- Keep these missiles in cargo until you are eyed and approaching the station as they raise your signature significantly. A transport with its shields and missiles unmounted is capable of sneaking into enemy sectors uneyed and only being revealed on the final approach towards the green door.
- You can also use this missile to drop the shields of capital ships, as they tend to be slow and not very agile. However, this missile has extremely poor tracking so you should be directly in front of or behind the capital ship (in terms of its motion) and moving towards it before you fire (similarly to hitting a miner or constructor with dumbfires). One missile will take out all the shields of a capital ship.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM EMP | EMP (DM12) | 7000 x 1 | 4.0 | 15 | 0% | 100% | 0.05 | 1.00 | 50.0 | 60.0 | 0.175 | 5.0 | 1000 | Expansion |
SRM Nerve Gas
The SRM Nerve Gas missile is used by the Stealth bomber to capture stations. When this missile hits a station whose shields are down, all crew on the station is killed, instantly capturing the station. If the station's shields are not fully depleted, the missile will not capture the station.
- This missile is carried by a special version of the stealth bomber that has a higher signature and cannot carry anti-base missiles. It also costs $1000, making this an expensive missile to use. However, one missile pays for itself if a station is successfully captured.
- Since the nerve gas stealth bomber does not carry anti-base missiles, other stealth bombers are needed to deplete the station's shields. These stealth bombers must be careful not to destroy the station (if it is not critical for your team to have the station, they can destroy it if the nerve gas stealth bomber is killed before it can capture the base).
- Alternatively, if your team has multiple techs, you can try using a regular bomb run, transport run, or any other type of base assault to deplete the station's shields. The other team may be unable to stop the nerve gas bomber after cleaning up the other run.
- It is also a good idea, as for any other offensive, to create a distraction somewhere else on the map.
- The Nerve Gas missile is big and slow and easy for defenders to shoot down. Get as close as you can before firing it (if you fire as soon as you are in range they will probably just shoot down the missile), but make sure you fire it at all before you get podded, otherwise the enemy might be able to salvage a $1000 missile. Don't worry about colliding with the station; keep going at full speed straight at the station until you have fired your payload (unless you started arming late and you are going to crash before it is armed). You will probably lose your $250 stealth bomber anyways, and it's more than worth it to maximize the chance your $1000 missile succeeds.
- The Nerve Gas stealth bomber has 150% sig, and arming the missile raises it to 400% sig. Unless you have heavy cloak you will almost certainly be eyed as soon as you load the missile. Heavy cloak 2 is recommended when using a nerve gas strategy, as is a faction with relatively low sig (Bios) and the Expansion Signature GAs. Energy faction modifiers and GAs are also great as they can extend the duration of Heavy Cloak.
- This missile takes 5 seconds to load, 14 seconds to arm (total 19 seconds), and lasts 8 seconds after firing (total 27 seconds). At 80 mps, start loading at 2200-2300 metres and fire at around 700 metres maximum (you can stretch it to 750 metres and perhaps a bit longer for big stations if you're about to die). If you have heavy cloak, engage it and make sure it is fully engaged before you start loading the missile. If your ship is faster than 80 mps, you will need to start loading further away and can fire from further away. If you are Belters, pack fuel and use that booster once spotted to extend your range.
- Don't carry more than one nerve gas missile with you. They are expensive and there is zero chance you will be able to load, arm, and fire a second missile before getting podded.
- The Nerve Gas stealth bomb run is extremely rare due to the difficulty in successfully using it to capture an enemy station. Regular stealth bomb runs are much cheaper and much more likely to succeed.
- Sneak a Nerve Gas stealth bomber into the sector your enemy is pushing a constructor to. If their constructor starts building successfully but your team cleans up the ships that were escorting it (or cleans up the escorts but fails to kill the constructor), approach the build sphere (but don't hit it) while arming your nerve gas. It is best to approach from behind the constructor if you can to avoid eye. The brand new base will have no shields, and you will have about 10 seconds (depending on their faction) to take the base from them and probably even less time before the enemy team launches to pod you. If you succeed, thank them for the free (well, $1000) base. If 10 seconds is too fast for you, get a friend in a regular stealth bomber to go with you and have them fire one AB into the base before you fire your nerve gas.
- Note that it takes 30 seconds for a constructor to build once it plants. You can set up further away and begin your approach such that the station finishes just as you reach it going at full speed. Fire your nerve gas immediately and claim the station.
- You can capture stations that don't have a green door, such as refineries and teleports.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Nerve Gas | EMP (DM12) | 500 x 1
Capture |
14.0 | 120 | 0% | 250% | 0.10 | 99.00 | 5.0 | 2.0 | 0.087 | 8.0 | 104 | Adv. Tactical |
SRM Seismic
Short-ranged missile used by bombers to destroy asteroids. Can be equipped anywhere you normally equip anti-base missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Seismic | Asteroids (DM09) | 350 x 1 | 4.0 | 15 | 0% | 200% | 0.05 | 1.00 | 50.0 | 10.0 | 0.175 | 5.0 | 375 | Starbase |
Large Missiles
These missiles are only available to capital ships.
SRM Tactical Nuke
The SRM Tactical Nuke is used by the Frigate, Cruiser, Battlecruiser, and Battleship to destroy enemy stations. It is the capital ship equivalent to the SRM Anti-Base missile, and deals twice as much damage.
- One nuke equals two ABs, so you only need a few to destroy even the largest stations.
- Frigates carry three nukes per rack, cruisers carry four per rack, and battlecruisers and battleships carry five per rack, which is more than enough to destroy even a starbase.
- Just like anti-base missiles, you may fire from beyond the nominal range. This applies even moreso than for anti-base missiles due to the longer lifespan and as capital ships are faster than (regular) bombers, especially with Speed GAs.
- Your range is 2040m at 60 mps, 2220m at 75 mps, and 2400m at 90 mps.
- With Nuke 2, your range is 2520m at 60 mps, 2730m at 75 mps, and 2940m at 90 mps.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Tactical Nuke 1 | Stations (DM08) | 800 x 1 | 4.0 | 40 | 0% | 100% | 0.05 | 1.00 | 50.0 | 10.0 | 0.175 | 12.0 | 1320 | Shipyard | ||
| SRM Tactical Nuke 2 | Stations (DM08) | 1000 x 1 | 4.0 | 40 | 0% | 100% | 0.05 | 1.00 | 50.0 | 10.0 | 0.175 | 14.0 | 1680 | Drydock |
XRM Cruise
The XRM Cruise is an alternative to the tactical nuke. It is loaded on the same ships that load the nuke and it takes up the same amount of space. The main difference between nukes and cruise missiles is that the cruise missile deals half as much damage as a nuke (same as an Anti-Base) but has much longer range.
- You will need twice as many cruise missiles as nukes to take out a station, but you can start firing from much further away.
- Generally you will only want 1-2 racks of cruise missiles at most (per enemy sector you are invading). Once you are close to nuke range, switch to nukes and use those to finish off the station if it is still standing. Start switching about 9 seconds before you are in nuke range so that your nukes are ready as soon as you are in nuke range.
- This missile is particularly vulnerable to being shot down due to its large size, long lifespan, and low speed and acceleration.
- Your range is 4200m at 30mps, 4650m at 45 mps, 5100m at 60 mps, 5550m at 75 mps, and 6000m at 90 mps.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XRM Cruise 1 | Stations (DM08) | 400 x 1 | 4.0 | 40 | 0% | 50% | 0.10 | 4.00 | 5.0 | 7.0 | 0.175 | 30.0 | 3300 | Shipyard | ||
| XRM Cruise 2 | Stations (DM08) | 500 x 1 | 4.0 | 40 | 0% | 50% | 0.10 | 4.00 | 5.0 | 7.0 | 0.175 | 30.0 | 3300 | Drydock |
MRM Seismic
Medium-ranged missile used by capital ships to destroy asteroids. Can be equipped anywhere you normally equip anti-ship missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Seismic | Asteroids (DM09) | 700 x 1 | 4.0 | 20 | 0% | 100% | 0.05 | 1.00 | 50.0 | 10.0 | 0.175 | 15.0 | 1875 | Shipyard |
Other Missiles
These missiles are fired at neither ships nor stations.
LRM Aleph Resonator
Special missile used by heavy bombers and various capital ships. This missile is fired into an aleph, destabilizing it. After 15 seconds, an explosion occurs at the aleph on both sides, damaging and often destroying ships and other objects near the aleph. The aleph is not permanently affected by this missile and can still be used normally afterwards.
- These missiles are only to be used on alephs. They are useless when fired at ships or stations.
- This missile is generally used when the enemy is camping on the other side of the aleph. The result is either the defenders are killed or they are forced to break the camp to avoid the explosion. However, they will usually turn around to camp again as soon as the resonator effect is over.
- This missile is also good for clearing large amounts of towers or minefields. It can also be used to clear probes if your team is rich.
- You can fly into an aleph while it is unstable. However, you will probably be unable to get away before it explodes.
- Light stations near the aleph may be severely damaged or destroyed. Minor and major stations are unaffected.
- Aleph Res 1 costs $1000, Aleph Res 2 costs $1500, and Aleph Res 3 costs $2000. When you research Aleph Res 2 or 3, previous versions will still be available if your team is strapped for cash or want a smaller explosion.
- The aleph resonator is quite massive and will significantly affect your heavy bomber's acceleration.
- Large shields (on capital ships) are designed to withstand damage from aleph resonators. With Large Shield 3, assuming your faction does not have a shield penalty, your shield can absorb exactly 5000 aleph res damage (4687 shield points). This means you can fire aleph res without having to stop, simply absorbing the damage (taking you from full shields to no shields) and rolling into the enemy sector. Note that the resonator is very effective against capital ship hull and if you don't have enough shields to absorb all the damage you will probably die.
- Aleph resonator damages friendly units even if friendly fire is turned off.
- Aleph resonator can be used by Rixian and Technoflux heavy bombers, as well as some other ships of factions which do not normally use missiles.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRM Aleph Res 1 | Medium-heavy (DM06) | 5000 x 1
1000 m |
4.0 | 80 | 0% | 200% | 0.05 | 99.00 | 20.0 | 30.0 | 0.175 | 10.0 | 1700 | Garrison | ||
| LRM Aleph Res 2 | Medium-heavy (DM06) | 5000 x 1
2000 m |
4.0 | 80 | 0% | 200% | 0.05 | 99.00 | 20.0 | 30.0 | 0.175 | 12.0 | 2400 | Starbase | ||
| LRM Aleph Res 3 | Medium-heavy (DM06) | 5000 x 1
3000 m |
4.0 | 80 | 0% | 200% | 0.05 | 99.00 | 20.0 | 30.0 | 0.175 | 14.0 | 3220 | Starbase |
Faction Specific Missiles, Rockets, Torpedoes, and Projectiles
Some factions have special missiles available to them that are not normally available to other factions. Other factions which lack missiles may still have "projectiles" that are loaded into the missile slot.
Belters
MRM Nerve Gas
The MRM Nerve Gas missile is used by the Belters Cruiser to capture stations, and is not available to any other faction. When this missile hits a station whose shields are down, all crew on the station is killed, instantly capturing the station. If the station's shields are not fully depleted, the missile will not capture the station.
- This missile costs $1000, which is not much extra over the cost of a cruiser. As well, one missile pays for itself if a station is successfully captured.
- Unlike with SRM Nerve Gas, the cruiser is more than capable of taking out the station shields itself, generally needing 1 nuke or 2 cruise missiles for techbases or one cruise missile for minor stations. After the shields are down, the cruiser pilot can switch to the nerve gas missile to prepare to capture the station.
- The Nerve Gas missile is big and slow and easy for defenders to shoot down. Get as close as you can before firing it (if you fire as soon as you are in range they will probably just shoot down the missile), but make sure you fire it at all before you get podded, otherwise the enemy might be able to salvage a $1000 missile. Don't worry about colliding with the station; you're flying a cruiser and you will probably survive a collision anyways (if you make the capture you won't take damage colliding with a friendly station).
- This missile arms much more quickly than SRM Nerve Gas. Switch as soon as you have fired enough missiles to take out the station shields. The maximum range is 2750m at 80 mps and 3250m at 100 mps. There are two strategies you can use:
- Fire as soon as the missile is armed and you are in range. This will force the defenders to split priorities between your missile (which appears with a skull-and-crossbones icon instead of the normal missile icon) and your ship. Either the missile will hit and capture the station or the defenders are distracted and shoot down the missile, increasing the lifespan of your cruiser and giving your turret gunners a chance to kill the defenders. If the defenders do shoot down your missile, load your nukes and destroy the base. You can even carry multiple nerve gas missiles to keep the defenders busy and increase your chance of a capture.
- If you can only afford one missile and you expect the defense to be somewhat weak (i.e. they won't pod you more than 1k from the base), you can also save your missile until you are about to collide with the station. This gives the enemy less time to shoot down your missile. Fire before you hit the station or you will miss. If you are going to be podded, fire well before you are podded to force the enemy team to split priorities. If they do shoot down your missile, nuke the base.
- You can capture stations that don't have a green door, such as refineries and teleports. Fire from further away or slow down so the missile has time to track the small station.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Nerve Gas | EMP (DM12) | 500 x 1
Capture |
3.0 | 120 | 0% | 100% | 0.10 | 99.00 | 5.0 | 2.0 | 0.087 | 25.0 | 750 | Shipyard |
Ga'Taraan Federation
The Ga'Taraan Federation is known for its special Research Station, which unlocks new technology not available to any other faction. While other factions can salvage these special missiles from destroyed GT ships and mount them, they cannot reverse engineer them (not even the Belters).
MRM Zeus
The MRM Zeus is a hybrid between the SRM Dumbfire and MRM Seeker. It deals the same amount of damage as Dumbfire 1 with the same tracking and range as Seeker 1, and has a fast locking time.
- Use this missile wherever you would use Dumbfires or Seekers. While Dumbfire 2/3 and Seeker 2/3 are better at their respective niches than Zeus, the Zeus missile is more versatile when you do not know what you will be attacking as you launch (e.g. you can use them to kill a miner, then spin around and use them on the defending interceptor pilot trying to pod you).
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRM Zeus | Light-medium (DM04) | 100 x 1 | 2.0 | 5 | 75% | 0.75 | 0.175 | 25% | 0.05 | 2.00 | 25.0 | 60.0 | 0.960 | 6.0 | 1230 | Adv. Sup. + Res. Station + Dumb2 |
MRR Lightning
The Medium Range Rocket "Lightning" is used by the PT Bomber to dogfight against small ships. These are not missiles, but rather high-speed rockets with no acceleration nor tracking. They are fired in salvos of two, and the PT Bomber can carry twelve per rack.
- Use this rocket on small or medium ships.
- Research and equip the Rocket Targetting System in your gun slot. It is not a weapon but will give you the reticle, helping you aim your rockets.
- Since PT Bombers cost $250/ship, commanders rarely want you to dogfight in these. Don't expect to use these rockets or get the rocket targetting system.
- These rockets are highly lag-dependent. If your latency is high or your connection is poor you may have a hard time using these rockets.
- An experienced team (not individual pilot) who knows how to aim the rockets can use these to spike bombers.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRR Lightning 1 | Super light (DM14) | 120 x 2 | 0.75 | 2 | 0% | 50% | 0.008 | 99.00 | 850.0 | 0.0 | 0.000 | 1.5 | 1275 | Palisade | ||
| MRR Lightning 2 | Super light (DM14) | 150 x 2 | 0.75 | 2 | 0% | 50% | 0.008 | 99.00 | 850.0 | 0.0 | 0.000 | 1.5 | 1275 | Palisade + Research Station |
LRR Thunder
The Long Range Rocket "Thunder" is used by the PT Bomber to attack capital ships. These are not missiles, but rather high-speed rockets with no acceleration nor tracking. They are fired in salvos of four, and the PT Bomber can carry twelve per rack.
- Use this rocket on capital ships. While the damage per salvo is still good on small and medium ships, the reload time is much longer and you get fewer salvos per rack, which will probably get you killed in a dogfight.
- Since PT Bombers cost $250/ship, commanders rarely want you to dogfight in these. However, your commander may very well get you these rockets if the enemy goes Shipyard as using ships that cost money starts to make sense when the enemy's ships cost money too.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRR Thunder | Heavy (DM03) | 60 x 4 | 4.0 | 2 | 0% | 50% | 0.015 | 99.00 | 850.0 | 0.0 | 0.000 | 2.0 | 1700 | Palisade + Research Station |
MRT Anti-Base
The Medium Range Torpedo Anti-Base is used by the PT Bomber to destroy stations. It is not a missile, but rather a torpedo with acceleration but no tracking. The PT Bomber can carry one per rack. It deals less damage than a regular anti-base missile, and has a lower nominal range, but a greater effective range than the anti-base missile.
- Use this torpedo on stations. Using it on anything else is just a waste and you will surely miss due to no tracking capabilities whatsoever.
- Make sure you are flying directly at the target station and facing it when you fire. This torpedo, unlike a normal anti-base missile, cannot turn at all to compensate for any lateral motion or off-center firing, and will fly right past the station doing no damage.
- Since the torpedo has a long life span and the PT Bomber is fast (120 mps), you can fire well outside the nominal range of the torpedo. This is necessary when using the PT Bomber as it has little defensive capabilities and depends on its long range to destroy stations.
- Your range is 1572m at 60 mps, 1812m at 80 mps, 2052m at 100 mps, and 2292m at 120 mps.
- A single PT bomber will be unable to destroy a station by itself. Use them in packs like you would use fighter bombers (Ga'Taraan doesn't get fighter bombers). PT Bombers do not destroy stations as quickly as fighter bombers but are tougher can fire much sooner due to having longer-ranged weapons.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MRT Anti-Base | Stations (DM08) | 300 x 1 | 4.0 | 15 | 0% | 100% | 0.05 | 2.00 | 5.0 | 11.0 | 0.000 | 12.0 | 852 | Palisade + Research Station |
LRM Anti-Base
The LRM Anti-Base is used by the Heavy Bomber and the PT Bomber to destroy stations. Unlike the MRT Anti-Base, this is a missile which has tracking capabilities equivalent to your standard anti-base missiles. Ga'Taraan Federation cannot use XRM Anti-Base and get these instead. The PT Bomber can carry one per rack, and the Heavy Bomber can carry five per rack. It deals less damage than SRM Anti-Base or MRT Anti-Base but more than XRM Anti-Base.
- Use this missile on stations.
- On Heavy Bombers, use in a similar fashion to XRM. It doesn't have quite the same range of XRM so you will need to get a little closer or be moving towards the target at close to your top speed before you start firing.
- Take one rack on your Heavy Bomber. Once you use this up you should be almost in range to use your SRM Anti-Base. Depending on your entry speed and distance, you may only get about 3 LRM ABs off before reaching around 2000 metres. If you are about to get podded (before you can switch to SRM AB and get one off), use your remaining LRM Anti-Base. Otherwise, begin switching to SRM AB at 2000 metres and fire at ~1375 metres, depending on your speed.
- Your range is 2620m at 60 mps and 2815m at 75 mps.
- PT Bombers can also use LRM Anti-Base. Take one (and only one) with you unless the run is short. By the time you fire your LRM Anti-Base and load another missile you should be in MRT range, or you will be in a couple of seconds.
- Your range is 2620m at 60 mps, 2880m at 80 mps, 3140m at 100 mps, and 3400m at 120 mps.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LRM Anti-Base | Stations (DM08) | 200 x 1 | 4.0 | 15 | 0% | 100% | 0.05 | 3.00 | 5.0 | 21.0 | 0.175 | 13.0 | 1840 | Adv. Sup. + Res. Station + SRM AB2 |
SRM Doomsday Resonator
Special missile used by the Harbinger of Doom. The ship costs $20000 and the missile costs $5000, and both will be lost in the attack. This missile is fired into an aleph, severely destabilizing it such that that everything (including all ships and stations) on both sides on the aleph are destroyed, save for a few asteroids far away from the aleph. The aleph is still usable after the doomsday resonator goes off.
- Use this missile on an aleph connecting two enemy sectors (very difficult) or on an aleph in a neutral sector leading to an enemy sector (easier, especially if the enemy team doesn't probe). You can use it on an aleph connecting your sector to an enemy sector as well if your team can afford sacrificing the sector.
- The Harbinger of Doom is slow and has no defenses whatsoever except 3000 hitpoints of heavy armour, a large shield, and the ability to use regular aleph resonators as well. Therefore, when using this weapon it is recommended your entire team escort you to your target, whether in nanites, fighters/interceptors, or other capital ships. If the run fails, your team loses $25000 for nothing. Note that the escort ships will be destroyed as well if they remain in the sector. Escort ships should ripcord as soon as the resonator is fired and capital ships should start ripcording even sooner so that they are out before the explosion (their turrets can still fire during the ripcord process).
- If your team has a rescue drone, keep it at an aleph next to one of the targetted sectors (but not the aleph you are resonating). After the resonator goes off, send it in to grab your pod (the Harbinger of Doom can't ripcord and will thus get killed by the Doomsday Resonator).
- The enemy will try to shoot down the missile once it is fired. Do not let them do this. Get closer to the aleph if you can. If your team is really rich, carry a second Doomsday just in case.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRM Doomsday Res | Stations (DM08) | 20000 x 1
20000 m |
4.0 | 80 | 0% | 200% | 0.05 | 99.00 | 50.0 | 20.0 | 0.175 | 5.0 | 500 | Drydock + Heavy Class +
Res. Station + Aleph Res 1 + HoD |
Technoflux
Technoflux lack missiles, but have projectiles available for some of its ships that load in the missile slot.
SRP Killer
The Short Range Projectile "Killer" is an unguided projectile that replaces LRM Killer missiles for Technoflux (note that Technoflux lacks a substitute for LRM Hunter). It is designed for use on capital ships, but can also be used when approaching less agile targets from behind (recommended) or the front, or when approaching stationary targets (e.g. miners mining). Note that the range is a lot less than that of the missile it replaces. Unlike LRM Killer, Technoflux starts with SRP Killer 1 by default as soon as their Tactical is up.
- Use on capital ships.
- Use when approaching stationary targets (e.g. mining miners) or approaching targets from behind. You will not be able to hit with both killers and util/sniper fire otherwise.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SRP Killer 1 | Heavy (DM03) | 75 x 1 | 1.5 | 5 | 0% | 25% | 0 | 99.00 | 500.0 | 0.0 | 0.000 | 2.21 | 1105 | Tactical | ||
| SRP Killer 2 | Heavy (DM03) | 94 x 1 | 1.5 | 5 | 0% | 25% | 0 | 99.00 | 500.0 | 0.0 | 0.000 | 2.21 | 1105 | Adv. Tactical |
Multiple Factions
XRP Anti-Base
The Extreme Range Projectile Anti-Base is an unguided projectile that replaces XRM Anti-Base for Rixian Unity and Technoflux. It is identical in use to XRM Anti-Base except the lack of tracking which means that badly aimed shots are more likely to miss.
- These bombers have the advantage in that they can have their short-ranged anti-base weapons armed at the same time as XRP Anti-Base, and as such do not have to worry about switching before they get in range to use their short-ranged weapons.
| Missile | Damage Modifier | Damage | Arm Time | Cargo Size | Lock | L. Time | L. Radius | Sig | Salvo Ratio | CM Resist | Launch Vel. | Accel. | Turn Rate | Lifetime | Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XRP Anti-Base 1 | Stations (DM08) | 78 x 1 | 6.0 | 18 | 0% | 150% | 0 | 99.00 | 5.0 | 42.0 | 0.000 | 12.5 | 3344 | Supremacy | ||
| XRP Anti-Base 2 | Stations (DM08) | 97.5 x 1 | 5.0 | 18 | 0% | 150% | 0 | 99.00 | 5.0 | 42.0 | 0.000 | 12.5 | 3344 | Adv. Supremacy |
Chaff
Use chaff to counter enemy missiles. Nearly all ships can use some type of chaff. When chaff is deployed, there is a chance to spoof incoming missiles. Spoofed missiles will lock on to the chaff instead of you, causing them to miss. Rockets, torpedoes, and projectiles cannot be spoofed. You can only spoof missiles targetting you, not missiles that are targetting your teammates or stations. The number of chaff per load depends on the ship.
Countermeasure
Anti-missile decoy system for smaller craft. When deployed it has a chance to spoof any and all missiles locked onto the deploying ship.
- Use to spoof missiles with high tracking capabilities. Missiles that have poor tracking can usually be dodged instead of wasting a countermeasure.
- Higher-tier missiles are harder to spoof. If the enemy has upgraded their missiles, ask your commander to upgrade countermeasures.
- Generally you'll take just the single load of counters without any in cargo. However, if you are facing Tactical you may want to take an extra load of two of counters.
- If your opponent is Rixian Unity or Technoflux, take off your counters to decrease your ship's mass slightly.
| Chaff | Strength | Arming Time | Prerequisite |
|---|---|---|---|
| Counter 1 | 1.00 | 3.00 | None |
| Counter 2 | 1.50 | 3.00 | Supremacy/Expansion |
| Counter 3 | 2.25 | 3.00 | Adv. Sup./Adv. Exp. |
Heavy Countermeasure
Anti-missile decoy system for capital ships. When deployed it has a chance to spoof any and all missiles locked onto the deploying ship.
- Higher-tier missiles are harder to spoof. If the enemy has upgraded their missiles, ask your commander to upgrade countermeasures.
- Generally you'll take just the single load of counters without any in cargo. However, if your opponent is heavily dependent on missiles you may want to take an extra load of two of counters.
- If your opponent is Rixian Unity or Technoflux, take off your counters to decrease your ship's mass slightly.
| Chaff | Strength | Arming Time | Prerequisite |
|---|---|---|---|
| Hvy Counter 1 | 3.00 | 3.00 | None |
| Hvy Counter 2 | 4.50 | 3.00 | Shipyard |
| Hvy Counter 3 | 6.75 | 3.00 | Drydock |
Shields
Shields act as an extra layer of protection, preventing your ship's armour from taking damage. A shield can absorb only a certain amount of damage, after which it will fail. The shield will not protect your ship when it is below 10% of its maximum hitpoints. However, shields recharge over time, therefore your shields can recharge and take additional damage if you avoid combat for a period of time.
The major disadvantage, however, of using shields is that they increase your signature when mounted. Therefore, when a ship wants to be stealthy it will unmount its shields or not take shields at all, reducing the amount of damage the ship can take but making it more difficult for the enemy to spot the ship. Beware, as when shields are remounted they must take time to recharge.
Small Shield
Used by small, lightly-armoured ships as an extra layer of protection. It is designed to absorb a small amount of damage before failing, and recharges very slowly.
- Whether your put this shield on your ship depends on your activities. In general you will mount shields, however if you are trying to remain hidden, put the shield in cargo or don't take it with you.
- Scouts have a fairly low base signature, and advanced scouts have an even lower signature, but only with shields unmounted. Unmount your shields when you don't want enemies to detect your scout, as you will die quickly when detected, shields or no shields.
- Stealth fighters will rarely use or even take a small shield as they tend to not only be stealthy, but also strike fast. In the short period of time the stealth is eyed for, a small shield will not be able to charge enough to provide any protection.
- When escorting a bomber, miner, or constructor in a scout, keep shields on. When escorting a transport in a basic scout, put shields in cargo if the transport's shields are also unmounted. In an advanced scout you can keep shields mounted and have the same signature as the transport. Mount your shields when the transport mounts its shields.
- In cc_13c and earlier, Small Shield 2 is researched in the Garrison instead of in the Supremacy Centre. Small Shield 3 still requires Adv. Supremacy.
| Shield | Armour Class | Hitpoints | Recharge Rate | Signature | Prerequisite |
|---|---|---|---|---|---|
| Sm Shield 1 | Lt & Med Shield | 150 | 2.00 | 50% | None |
| Sm Shield 2 | Lt & Med Shield | 180 | 3.00 | 50% | Supremacy |
| Sm Shield 3 | Lt & Med Shield | 225 | 3.75 | 50% | Adv. Supremacy |
Mini Shield
Used by small, lightly-armoured ships as an extra layer of protection. It is designed for stealth craft in mind, having a low signature and very fast recharge rate, but can only absorb a tiny amount of damage.
- You can take this in cargo on any ship you are using as a stealth ship (e.g. a stealth fighter, or a stealthy scout). Mount it when you are eyed and unmount it when you think you can lose eye.
- The fast recharge rate means it becomes effective much sooner than the small shield once mounted (one second after the mount time instead of 6-8 seconds).
| Shield | Armour Class | Hitpoints | Recharge Rate | Signature | Prerequisite |
|---|---|---|---|---|---|
| Mini Shield 1 | Lt & Med Shield | 65 | 6.50 | 40% | Tactical |
| Mini Shield 2 | Lt & Med Shield | 80 | 8.00 | 35% | Tactical |
| Mini Shield 3 | Lt & Med Shield | 100 | 10.00 | 30% | Adv. Tactical |
Medium Shield
Used by medium ships as an extra layer of protection. It is designed to absorb a moderate amount of damage before failing, and recharges slowly.
- Bombers will either launch with shields mounted or in cargo. When shields are in cargo, mount shields as soon as you are eyed or are about to enter the enemy sector.
- Transports, however, tend to rely on their stealth to get close to enemy stations undetected, therefore will usually keep medium shields in cargo. Transports are capable of sneaking into enemy sectors undetected when their shields and missiles are placed in cargo. Mount shields once you get an eye you can't lose.
- On the other hand, if your team is doing a force cap (where large numbers of interceptor pilots kill all the defenders instead of relying on stealth), go with shields up.
| Shield | Armour Class | Hitpoints | Recharge Rate | Signature | Prerequisite |
|---|---|---|---|---|---|
| Med Shield 1 | Lt & Med Shield | 300 | 5.00 | 75% | None |
| Med Shield 2 | Lt & Med Shield | 375 | 7.00 | 75% | Garrison |
| Med Shield 3 | Lt & Med Shield | 468 | 10.00 | 75% | Starbase |
Large Shield
Used by capital ships as an extra layer of protection. It is designed to take a pounding, but takes a while to recharge.
- Most capital ships have a high signature and will therefore go with shields up as they can absorb a lot of extra damage.
- The assault ship is the primary exception, as it is designed to use stealth to infiltrate the enemy sector and then function as a ripcord receiver for bombers, other capital ships, etc. You can keep the shield in cargo and mount it when you no longer need to be stealthy (e.g. once all your teammates have ripped in).
| Shield | Armour Class | Hitpoints | Recharge Rate | Signature | Prerequisite |
|---|---|---|---|---|---|
| Lrg Shield 1 | Large Shield | 3000 | 30.00 | 100% | None |
| Lrg Shield 2 | Large Shield | 3750 | 38.50 | 100% | Shipyard |
| Lrg Shield 3 | Large Shield | 4687 | 42.00 | 100% | Drydock |
Cloaking Devices
Cloaking devices are used by stealth ships to mask their signature, making it much more difficult for the enemy to spot them. However, these drain energy when active and therefore can only be used for a certain amount of time before the ship's energy is used up, depending on the ship and the cloak. A cloaking device can remain active when energy is depleted, however it will be significantly less effective at masking your signature, depending on the energy consumption of the cloak and the energy recharge rate of the ship.
Some factions can retrofit other types of equipment to the cloak slot. These tend to work in reverse to a sig cloak, generating more energy but raising signature.
Signature Cloak
This is the standard cloaking device used by the Stealth fighter and Stealth bomber. It gives a good degree of signature reduction while consuming a modest amount of energy. The cloak duration varies from about a minute for basic tech up to nearly 5 minutes for an advanced stealth fighter with Sig Cloak 3. It takes around 2-3 seconds for the cloak to fully engage when activated, as well as for the cloak to fully disengage and stop consuming energy once deactivated.
- Cloak whenever you are about to enter an aleph in a stealth ship so that your cloak is fully engaged when you enter the sector. This will maximize your chances of getting through undetected. Decloak once you enter a neutral sector and the coast is clear. In an enemy sector, you can decloak if you are far enough from the base and any possible sources of eye (note that the stealth fighter is hard to spot even when uncloaked). When you enter your target sector, stay cloaked until you are set up, then decloak to regenerate your energy. In a stealth bomber, stay cloaked in all enemy sectors due to their higher signature, but if you need to recharge your energy, find a good spot far away from enemy bases and routes and decloak there.
- In a stealth fighter, when you begin approaching your target (usually a miner), cloak so that you aren't seen approaching. Mount your hunter missiles as soon as your cloak is fully engaged. Deactivate your cloak when you are eyed or when you are in range to shoot your guns.
- In a stealth bomber, cloak when you begin approaching your target base from the position where you were set up. Mount your anti-base missiles at around 2200 metres from the base. Depending on the base, you will probably not get eyed until you are about to fire your first missile or even have already fired it.
- If you need energy, you can also grab a powerup for an instant recharge.
| Cloak | Signature Reduction | Energy Drain | Activation Rate | Release Rate | Prerequisite |
|---|---|---|---|---|---|
| Sig Cloak 1 | 60% | 120 | 25% | 25% | None |
| Sig Cloak 2 | 70% | 110 | 25% | 25% | Tactical |
| Sig Cloak 3 | 77.5% | 100 | 25% | 25% | Adv. Tactical |
Heavy Signature Cloak
This is a heavy version of the normal signature cloak. It is used by stealth ships as well as certain capital ships. As well, nearly all Bios ships can use Heavy Cloak, and they start with Heavy Cloak 1 researched. It decreases signature dramatically but also drains energy rapidly.
- The duration of this cloak is around 20-30 seconds for stealths and 30-50 seconds for capital ships. Make the best use of this time as once your energy runs out, the cloak will become mostly ineffective.
- Don't use this cloak to sneak around the map as it runs out quickly. Instead, take both sig cloak and heavy cloak with you and switch to the heavy cloak for your actual attack.
- Heavy cloak is rarely used in a stealth fighter as energy is needed for the guns.
- Heavy cloak can make stealth bomber runs more deadly, especially as Bios, who have lower signatures and can bomb bases uneyed in this manner. Other factions can benefit too, especially those with good energy, speed, and/or signature. Two possible strategies:
- Approach the base with your cloak off and engage a bit before the base would eye you. You can also engage regular cloak beforehand and switch at this distance (the mount time is instant but the new cloak will have to engage) but you will have a couple seconds less of heavy cloak. If you do this wrong you will be eyed briefly, summoning defenses. Proceed as normal after this. Slow down once you get your first missile off to avoid detection for longer. This strategy will only work if the heavy cloak can last long enough to get you closer undetected than you normally could before running out of energy. Compare the base's scan range (add a few hundred metres as a safety factor), your signature, top speed, and how long you can heavy cloak for to figure out how close you will be when your energy runs out. As well, you can pick an approach path with a powerup and stay heavy cloaked near their base for longer. If you are gutsy and enemy traffic is low you can approach from behind a nearby asteroid and heavy cloak as you come out of the asteroid's shadow.
- Approach the base with your signature cloak as normal, and simply switch to heavy cloak once you are eyed with sig cloak on. You will remain eyed for a few seconds, then disappear.
- If the enemy knows you are stealth bombing that sector (perhaps they eyed you or your teammate on the way in) and have their defenses out, you can switch sooner (perhaps just before you start arming missiles). This will reveal your position for a short time, therefore you should adjust your approach direction if you do this.
- Note that defenders will be able to see your anti-base missiles even if they can't see you.
- Use heavy cloak on Bios ships to escape, temporarily evade enemy fire, ambush an enemy bomb run with prox, etc. Note that non-stealth ships tend to have smaller energy banks and therefore can only use heavy cloak for about 10-15 seconds, depending on the ship.
- Use Heavy Cloak on a Bios HTT just before you would normally be eyed. This will allow you to get much closer uneyed. Alternatively, approach normally and use heavy cloak when the enemy defense tries to spike/ram you and evade.
- With clever use of asteroid placement, you can use a Bios Bomber almost like a stealth bomber, recharging your energy in the shadows of asteroids, and eventually making a run at the base, using Heavy Cloak to get as close as possible.
- Use heavy cloak on capital ships to hide their existence for a while. If the enemy probes badly you can sneak a missile frigate well into their sector.
- Use Heavy Cloak on the Assault Ship to sneak into enemy sectors. Cloak as you enter each sector and decloak if it is clear. Once you reach the target sector, stay cloaked, get clear of the aleph, base, and any paths the enemy may take, then move to where you wish to set up. Uncloak once you are set up (usually behind an asteroid).
| Cloak | Signature Reduction | Energy Drain | Activation Rate | Release Rate | Prerequisite |
|---|---|---|---|---|---|
| Hvy Cloak 1 | 90% | 200 | 25% | 25% | Garrison |
| Hvy Cloak 2 | 90% | 180 | 25% | 25% | Starbase |
Faction Specific Cloaks and Energy Generators
Rixian Unity
Energy Generator
Used by Rixian SmallRip Scouts to generate energy. When disabled, these scouts generate energy extremely slow, but when enabled they generate energy almost as quickly as other factions' scouts. However, activation increases the scout's signature dramatically, which usually results in an eye.
- Activate this when nanning or you will run out of energy quickly. Don't activate it when the ship you are escorting is not yet eyed.
- Activate to generate energy to allow friendly scouts and fighters to ripcord in. Your SmallRip still works with this disabled, but once you are out of energy you will need to turn it on or you will need to wait a very long time before you can rip more ships in.
- Your signature increases almost instantly when you turn it on, but it takes a few seconds to drop back to normal once disabled.
| Cloak | Signature Reduction | Energy Drain | Activation Rate | Release Rate | Prerequisite |
|---|---|---|---|---|---|
| Energy Generator | -300% | -45 | 100% | 3600% | None |
Ga'Taraan Federation
Light Signature Cloak
Light cloaking device with less signature reduction than normal cloak, but less energy drain. A stealth fighter can use this indefinitely without running out of energy, however it still uses energy which should be considered when using your weapons.
- Before cc_14 this would drain 95 energy/second. An advanced stealth fighter could cloak for twice as long as with Sig Cloak 3 but not indefinitely. A regular stealth fighter could cloak for twice as long as with Sig Cloak 2 but not indefinitely.
| Cloak | Signature Reduction | Energy Drain | Activation Rate | Release Rate | Prerequisite |
|---|---|---|---|---|---|
| Lt Cloak | 50% | 80 | 25% | 25% | Tactical + Research Station |
Solar Charger
Used instead of signature cloak. Instead of decreasing signature and draining energy, it dramatically increases your ship's energy recharge rate when activated, allowing you to fire your weapons for longer.
- Carry this along with your signature cloak. Switch from cloak to solar charger when you would normally just turn off your cloak (i.e. when you are eyed or when you start firing). Switch back to cloak when you want to hide again.
- In cc_13c and earlier this item is called the Solar Inverter and is only two-thirds as effective. However, unlike the Solar Charger, the Solar Inverter also increases your signature dramatically. This version should only be used when you are already eyed and engaging the enemy, unlike the Solar Charger which can also be used when you are set up and waiting for energy.
| Cloak | Signature Reduction | Energy Drain | Activation Rate | Release Rate | Prerequisite |
|---|---|---|---|---|---|
| Solar Charger | 0% | -120 | 25% | 25% | Tactical + Research Station |
Boosters
Boosters are used for a temporary burst of speed and acceleration, as well as for getting around the map more quickly. However, unlike your normal thrusters, these require fuel. Your ship only has a limited supply of fuel (although you can carry more in cargo), so be careful not to waste it all. The amount of time you can boost for per load of fuel depends on your ship as well as the type of booster you are using. Boosting also increases your signature significantly, so if you wish to remain unseen, don't boost.
Booster
The standard booster is used by the Fighter and Interceptor for dogfighting and for covering short to moderate distances more quickly. This effect is most profound for the Interceptor, which travels slowly when using normal thrusters but is the fastest ship in the game when boosting. Fighters also benefit from the booster, but not by as much. However, they are still significantly faster with the booster than without.
- Use to travel within the same sector or to the next sector more quickly than normal. On a fighter you won't be able to travel more than 1-2 sectors with the default amount of fuel. An interceptor can reach a couple sectors away from the nearest outpost on the default amount of fuel (as it is faster boosting and carries more loads of fuel by default) but won't have enough for the trip back, and since they are slow and can't rip, this is bad. If you have to travel more than one sector away, consider taking extra fuel.
- Use when dogfighting to evade enemy fire. A good time to boost is while you are reloading ammo. If you are caught reloading both ammo and fuel, expect to lose.
- When approaching your target, stop boosting 1-2k away from your target (depending on your speed and acceleration, their speed and direction). This is also a good time to reload fuel. This way, when you match your target's speed you will be close to or in range to fire at them. If you boost until you are in range you will fly right past and have to waste valuable time getting back in range, especially if you end up with a fuel reload just as you try to boost to catch back up to your target. And everyone will laugh at you, especially if you fly straight into proximity mines.
- Belters scouts can mount the booster, however they only carry a little fuel per load so can't boost for very long. Use it to evade enemies or ram bombers.
- Belters stealths can also mount the booster. On a stealth bomber, you can use it once you are eyed to make your ship a harder target and extend the range you can fire your first missile at.
- You can boost while ripcording. Hold down boost, then hit your ripcord button while holding boost. This will make it much harder for enemies to pod you while you are ripping.
| Booster | Max Thrust | Fuel Consumption | Max Fuel Cons. | Activation Time | Release Time | Signature | Prerequisite |
|---|---|---|---|---|---|---|---|
| Booster 1 | 900 | 0.00111 | 1.00 | 2.0 | 2.0 | 200% | None |
| Booster 2 | 900 | 0.00089 | 0.80 | 2.0 | 2.0 | 150% | Supremacy |
| Booster 3 | 1125 | 0.00089 | 1.00 | 2.0 | 2.0 | 150% | Adv. Supremacy |
Light Booster
The light booster can be used by most ships that also use Booster, but also by a few other ships that can't mount the regular booster. It is used to cover long distances with less fuel. These boosters aren't great for dogfighting or getting away from enemies as they don't have the same acceleration or top speed of the regular boosters.
- Use on your interceptor to hit miners far from your bases. Note that enemies will have an easier time hitting you compared to using regular boost.
- The Gunship can carry light boost and use it to travel a bit faster, however this throws off the aim of the gunners and should only be done when travelling.
- The Mustang can also carry light boost. Use it to travel or if you need to attempt an escape.
- The Belters bomber can also carry light boost, however it can only boost for a few seconds per load of fuel. Boost after receiving a ram from a friendly ship to keep your momentum for longer.
- The Technoflux scout can use light booster, which makes up for its lower top speed (and since it is also used as a light fighter).
| Booster | Max Thrust | Fuel Consumption | Max Fuel Cons. | Activation Time | Release Time | Signature | Prerequisite |
|---|---|---|---|---|---|---|---|
| Lt Booster 1 | 450 | 0.00070 | 0.32 | 2.0 | 2.0 | 100% | Garrison |
| Lt Booster 2 | 500 | 0.00060 | 0.30 | 2.0 | 2.0 | 100% | Starbase |
Cruise Booster
The cruise booster is used by the Fighter and Fighter bomber. It is similar to the regular Booster 2 but with higher efficiency. However, it has the disadvantage of taking longer to reach full thrust once engaged, therefore it is less effective in dogfighting.
- You may replace your regular booster with cruise booster for travelling purposes to extend your fuel range. However, this booster is less effective when dogfighting.
- Use this on your fighter bomber to make it significantly faster. You only get a few seconds per fuel load, however. Carry lots of fuel.
| Booster | Max Thrust | Fuel Consumption | Max Fuel Cons. | Activation Time | Release Time | Signature | Prerequisite |
|---|---|---|---|---|---|---|---|
| Crs Booster | 900 | 0.00070 | 0.63 | 4.0 | 2.0 | 150% | Supremacy + Lt Boost 1 |
Retro Booster
Used by scouts to boost in reverse. Very high thrust, but takes longer to engage than a scout's fuel capacity. Consumes the scout's fuel very quickly.
- Hold your reverse thrust key while boosting to be effective.
- The Technoflux variant has identical prerequisites to the normal Retro Booster.
| Booster | Max Thrust | Fuel Consumption | Max Fuel Cons. | Activation Time | Release Time | Signature | Prerequisite |
|---|---|---|---|---|---|---|---|
| Retro Booster | -1750 | -0.00100 | 1.75 | 8.0 | 1.0 | 50% | Garrison |
| Retro Booster | -2005 | -0.00100 | 2.01 | 8.0 | 1.0 | 50% | Technoflux variant |
Faction Specific Boosters
Ga'Taraan Federation
Ion Booster
Special booster with very low thrust. Consumes no fuel. Equippable wherever normal booster is equippable.
- While this booster consumes no fuel, if you have no fuel you won't be permitted to activate it. This is of a concern if you take both normal boost and ion boost with you and switch between them.
- In cc_13c and earlier, this booster consumes fuel. However, the amount is extremely low such that you can boost for five minutes or more per load of fuel.
| Booster | Max Thrust | Fuel Consumption | Max Fuel Cons. | Activation Time | Release Time | Signature | Prerequisite |
|---|---|---|---|---|---|---|---|
| Ion Booster | 312 | 0.00000 | 0.00 | 2.0 | 2.0 | 25% | Expansion + Research Station |
Dispenser Items
Dispenser items are a variety of items that can be deployed from your ship. A variety of different items are available, each with different effects and purposes (vision, combat, pod rescue, ripcord, etc.).
Dispenser items are always deployed opposite the direction you are travelling. If you are not moving, they are deployed behind your ship. This is especially important for minefields which have a significant radius.
Probes
Probes are (generally) unarmed static objects which perform a certain function for the duration of their lifespan. Some probes only function as an eye for your team, while other probes can perform certain other functions.
All Factions
EWS Probe
The Early Warning System Probe behaves as a long-lasting eye for your team. Its sole role is to detect passing enemy ships. Often, the winning team is the one who uses these probes more effectively, as a team that does not probe will be surprised by the enemy's attacks and unable to defend effectively, while the enemy can expand unseen. It is deployed by the Scout.
- If you're sitting in base waiting for something to do, just grab a scout and fill it with probes. This is way more useful than base-sitting in almost all cases.
- Deploy probes near alephs in neutral and enemy sectors to detect incoming bombers and constructors, or to detect enemy miners moving to a new sector.
- Deploy probes near helium asteroids to spot enemy miners. Deploy probes near tech asteroids to spot the enemy if they put a tech base there.
- Deploy probes near pathways that you expect will have enemy ship traffic (e.g. between two alephs) to spot enemy ships crossing a sector.
- However, do not deploy probes directly at the aleph, directly at helium/tech rocks, or directly on the paths taken by enemy ships. The enemy will spot these probes immediately and just destroy them. A good distance is 750-1000 metres from these areas. Any further than 1000 metres and it will not spot bombers and other high-sig ships. Any closer than 750 metres and enemy scouts are likely to spot the probe and destroy it. Probes are not designed to spot low-signature ships.
- Probes are not as effective at spotting the lower-signature endgame ships, such as Teleport Probe Scouts, Stealth Bombers, and Transports. Endgame ships or their escorts will usually spot probes before the probe spots them, avoiding the probe or getting an escort ship to destroy it if that is not possible. Spam probes on alephs that enemy ships are likely to come out of (in your sectors and then in neutral sectors), and warn your team if your probes start to disappear. Afterwards, spam probes on routes enemy ships will take and perhaps on paths you expect enemy ships to take to avoid the direct route which is likely to have probes all along it.
- If the enemy is using teleport probes, place EWS Probes in your sectors and adjacent sectors to spot the teleport probe so your team has extra time to respond. They don't have to be close as teleport probes have very high signature. Place probes above and below the plane and watch alephs leading to your sectors and spots behind asteroids in your sectors, which are the two most likely places for a teleport probe to be deployed.
- When you have that covered, drop probes behind asteroids in your sectors so you can spot the teleport scout if they try to hide behind that rock. If the probe disappears, warn your team and give them a waypoint to that rock.
- Try not to place probes in bad locations where they won't spot anything. They might give your team a false sense of security.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EWS Probe 1 | 2.0 | 2 | 500 | 30% | 3600.0 | 25 | None | ||||||||||
| EWS Probe 2 | 2.0 | 2 | 650 | 25% | 3600.0 | 25 | Supremacy | ||||||||||
| EWS Probe 3 | 2.0 | 2 | 800 | 20% | 3600.0 | 25 | Adv. Supremacy |
Pulse Probe
The Pulse Probe behaves as a short-lasting eye for your team. It has a very large scan range, but extremely high signature and only lasts for a few seconds before exploding. It is deployed by the Scout and the Interceptor.
- Use the pulse probe when you enter a sector you expect has enemy activity (e.g. mining) in your interceptor and you don't have a scout with you. The pulse probe will usually be able to spot what you are looking for, then you can just boost over there and engage.
- If the enemy goes Tactical, get pulse probes. Pulse probes are the main tool for fighting stealths, as they can spot them hiding from far away. An interceptor pilot will generally need to use a pulse probe in order to fight a stealth without scout support, and even then they only have a few seconds to kill the stealth. Of course, scout support is always recommended.
- If you suspect the enemy is hiding stealth bombers or some other type of low-sig game-ending ship (e.g. teleport scout, transport, or assault ship) in your team's sector, fill a scout with pulse probes and look around. Fly above and below the plane and around the outskirts of the sector to find stealths and transports. Check the backs of rocks for teleport scouts hiding. If you get an eye you are probably close to a hiding enemy ship. If you do eye an enemy fly in their direction and deploy another pulse probe when you are near where you last saw them. Note that enemies will see your pulse probes even if they don't see you and may take evasive actions if you are starting to get close to them (e.g. activate cloak, or move further away).
- Stealth bombers will usually approach from all directions, especially at an angle above and below the plane, while transports will approach from somewhere in the direction your base's green door is facing. If you are eyed you can deploy pulse probes in intermediate locations (2-5 km from your base along possible approach paths) around your base to possibly spot a run in progress. If you have Pulse Probe 2 you can even deploy near your base if you don't know where else to look to buy your team a few seconds.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pulse Probe 1 | 2.0 | 1 | 3000 | 1000% | 4.0 | 25 | Expansion | ||||||||||
| Pulse Probe 2 | 2.0 | 1 | 5000 | 1000% | 5.0 | 25 | Adv. Expansion |
Teleport Probe
The Teleport Probe is the most deadly probe in the game. Its main function is to act as a large ripcord receiver for base-assaulting ships such as Fighter bombers, XRM Bombers, and anything else your team has got. Once deployed, it takes a certain amount of time to activate. If the probe is not destroyed and activates, friendly pilots can start ripcording to the probe. A successful teleport probe drop usually results in a destroyed enemy techbase and often wins the game. The Teleport Probe is deployed by the Scout and a few other ships.
- You will need $500 for one of these probes. Don't ask for one if you are a newbie.
- The most common locations for deployment are behind asteroids in enemy sectors and near alephs leading to them. This increases the chance the enemy won't spot the probe or be able to kill it before your team rips in.
- Do not deploy too close to the asteroid or the asteroid will kill it, the enemy team will laugh at you, and your commander will boot you.
- This probe has a very high signature and your enemy is warned when this probe gets eyed. Don't deploy it too close to their base or they will be able to kill it in time.
- This probe has a point-defense system that will shoot at incoming missiles. If you are attacking a teleport probe, shoot it with your guns.
- If the enemy is attacking your probe, nan it to keep it alive long enough for your team to rip in.
- If you about to be podded, deploy your teleport probe(s) so the enemy can't steal them. Otherwise, not only can they dock it for the technology, but they can also use it against you even if they lack the required base.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Activation Time | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Teleport Probe 1 | 5.0 | 8 | 500 | 1000% | 60.0 | 200 | 0 | Very light (DM05) | 62.5 | 10.0 | 0.02 | 75% | 500 | 400 | 30.0 | Starbase | ||
| Teleport Probe 2 | 5.0 | 8 | 500 | 1000% | 60.0 | 200 | 0 | Very light (DM05) | 62.5 | 10.0 | 0.02 | 75% | 500 | 400 | 15.0 | Adv. Supremacy |
Iron Coalition
Rescue Probe
This probe rescues friendly lifepods who touch it. It also has a low signature, making it difficult for the enemy to find.
- It costs $250 but it's usually worth it.
- Take one with you at the start of the game. Hide the probe in a sector where you think the action is going to be or in the sector next to that (just not too close or the enemy will find it). That way, if you or teammates get podded you don't have to walk all the way back to your garrison.
- Take one with you as your team goes on the offense (e.g. bomb run, constructor push, miner offense team). Put it near (but not too close to) the aleph leading to their sector so your team can get pickups more quickly should the run fail.
- If you are in a pod, do not head towards the rescue probe if you are eyed. Enemy ships may even follow you to the rescue probe and destroy it.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rescue | 2.0 | 2 | 500 | 20% | 1200.0 | 25 | None |
Belters
Sanctuary
This probe rescues all lifepods who touch it. This includes enemy lifepods, so therefore you must be careful to put it somewhere useful to your team, yet hidden and in a spot not so useful for the enemy.
- It costs $100 but it's usually worth it.
- Take one with you at the start of the game. Hide the probe in a sector where you think the action is going to be or in the sector next to that. Make sure it's in a place that the enemy won't go to or they will spot it and be able to use it as well.
- Take one with you as your team goes on the offense (e.g. bomb run, constructor push, miner offense team). Put it near (but not too close to) the aleph leading to their sector so your team can get pickups more quickly should the run fail.
- If you are in a pod, do not head towards your sanctuary if you are eyed. Enemy ships may even follow you to the santuary and either destroy it or leave it for their own use.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sanctuary | 2.0 | 2 | 500 | 40% | 1800.0 | 25 | None |
Technoflux
Beacon
This probe rescues friendly lifepods who touch it. It also has a low signature, making it difficult for the enemy to find.
- It costs $250 but it's usually worth it.
- Take one with you at the start of the game. Hide the probe in a sector where you think the action is going to be or in the sector next to that (just not too close or the enemy will find it). That way, if you or teammates get podded you don't have to walk all the way back to your garrison.
- Take one with you as your team goes on the offense (e.g. bomb run, constructor push, miner offense team). Put it near (but not too close to) the aleph leading to their sector so your team can get pickups more quickly should the run fail.
- If you are in a pod, do not head towards the beacon if you are eyed. Enemy ships may even follow you to the beacon and destroy it.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Beacon | 2.0 | 2 | 250 | 20% | 1200.0 | 1 | None |
Mines
Mines damage enemy ships who fly through them. Mines deal more damage to fast-moving ships and to larger ships. As minefields inflict damage they become weaker. Minefields can also be reduced by firing area-of-effect weapons at them.
Minefields take three seconds before their lifespan starts counting down, and one more second before they activate and begin dealing damage.
Some notes on mines:
- A minefield that has a larger radius will deal damage more slowly, even if they both have the same power.
- A minefield's endurance is approximately how much damage it can deal in total.
Proximity Mines
Proximity mines are deployed by scouts to damage or destroy enemy ships. They have moderate radius, power, and lifespan.
- Deploy proximity mines when being chased to slow down the chasing ship(s) or even pod them if they are bad. A nice time to deploy is after passing through an aleph (you should wait a second before deploying so the mines deploy in front of the aleph instead of inside the aleph). The enemy will either be forced to slow down or die.
- Deploy proximity mines in front of an aleph you expect enemy ships to pass through. Get back about 150 metres from the aleph, directly in front of it (target the aleph and align the targetting box with the glowing point of the aleph) and stop, then hold backthrust for a short time so you are moving in reverse, then deploy a prox. If you don't know when enemy ships are going to come in, deploy another prox every 15-20 seconds to replace the one being expired (there should always be an active prox on the aleph) until you run out. Any ships passing through full speed will be destroyed.
- If your team can see the enemy ships (e.g. a bomb run) and/or know how far away they are, ask a teammate to "call drop" for you. They will watch the enemy ships from F3 view and tell you to "drop" when they are a few seconds away from passing through the aleph. At this point, deploy your prox, and spam it unless a teammate notifies you that the enemies have stopped (to avoid your prox). Start dropping again when they start heading in again (your teammate will tell you to drop). If the enemy ships come in full speed the prox will kill them, or at least heavily damage them and kill the escorting nans. If they come in slow, your teammates can shoot them down.
- Work with your teammates to camp an aleph. One or more prox scouts keep the aleph mined to kill enemies or force them to enter slowly, and the others in fighters or interceptors shoot down the enemy ships that have been forced to slow down.
- You can also deploy proximity mines in open space to destroy, damage, or slow down bomb runs, galv runs, etc. Fly directly in front of the run and deploy your mines. You should be a few hundred metres in front of the enemy ships, more if they are travelling quickly, as mines take 4 seconds to activate. One of two things will happen:
- The ships will hit your minefield at full speed and die or be severely crippled.
- The ships will notice your minefield (or your scout passing in front of them) quickly enough and either slow down to limit the damage from the mines, or fly around the mines. Both of these slow the run down and give your defenders more time.
- Spam mines around your bomber, transport, constructor, etc. to damage or slow down defending ships, especially those that try to ram the ship you are escorting.
- Spam mines around friendly miners and constructors to stop the enemy from ramming them, so that they can dock/build.
- Spam mines at the entrance to your base to force a transport to slow down before capturing your base and give your defenders more time to ram or kill the transport.
- Use mines at the exit of an enemy base your team is camping to damage enemies who launch.
- When chasing an enemy miner or constructor, if they are heading for an aleph, go ahead of them into the aleph and deploy prox. Drones normally slow down to limit the damage taken from mines, but they will go through the aleph at full speed and take significant damage. Very fast-moving drones can even die.
- Deploy prox on or just in front of an enemy drone, then ram them through the mines to deal more damage.
- Be careful not to deploy prox needlessly, as enemy lifepods will try to suicide on your mines.
- Proximity mines are heavy and carrying a full load will significantly weigh your scout down, reducing your acceleration.
| Mine | Load Time | Cargo Size | Signature | Lifespan | Damage Modifier | Power | Endurance | Radius | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|
| Prox Mine 1 | 2.0 | 2 | 15% | 15.0 | Mines/towers (DM16) | 400 | 2000 | 100 | None |
| Prox Mine 2 | 2.0 | 2 | 15% | 18.0 | Mines/towers (DM16) | 500 | 2500 | 100 | Expansion |
| Prox Mine 3 | 2.0 | 2 | 15% | 21.0 | Mines/towers (DM16) | 600 | 3000 | 125 | Adv. Expansion |
Mine Pack
Mine packs are deployed by fighters (scouts can also use them) to damage or destroy enemy ships. They have a lot of power, but a small radius and only last a few seconds.
- Use when dogfighting. Pull back, deploy minepack, and try to get the enemy to fly through it.
- You can use minepack in an aleph camp. Just remember that unlike prox, minepacks don't last very long so aren't great for camping alephs unless you know exactly when the enemy is coming through.
- Deploy minepack in the path of enemy ships to slow them down. You will need to position it right or they will get past it without taking damage or it will expire before they reach it.
- Use minepack to kill ships chasing directly behind you.
- Since you can take minepacks or prox mines on your scout, you have a choice to make. You can carry more mine packs, but they don't last as long and weigh you down more. It is also easier for enemies to avoid minepacks. On the other hand, they also hurt more and the short duration makes it harder for enemy pods to suicide on your mines. However, when camping an aleph, you should use proximity mines due to their longer lifespan.
| Mine | Load Time | Cargo Size | Signature | Lifespan | Damage Modifier | Power | Endurance | Radius | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|
| Mine Pack 1 | 2.0 | 1 | 15% | 5.0 | Mines/towers (DM16) | 700 | 1400 | 75 | Supremacy |
| Mine Pack 2 | 2.0 | 1 | 15% | 6.0 | Mines/towers (DM16) | 900 | 1800 | 75 | Adv. Supremacy |
EMP Mine
EMP mines are deployed by stealth fighters (scouts can also use them) to take out the shields of enemy ships. They don't have a lot of power but have a large radius and moderate duration. They do not damage ship armour.
- Not often used, however it could help take down the shields of a capital ship or of a bomb run and its nans to make the nans easier to pick off. If you don't want to die, you can even get behind the aleph you are camping (as close as you can to it) and deploy while moving backwards, as they have a huge radius. When they come in (you should be cloaked if they are almost coming in), back off, lose eye, and start defending as normal. If you are desperate you can open-space drop mines in front of a capship (especially the smaller ones, as they have less HP) to take out the shields. Use cloak to avoid eye.
| Mine | Load Time | Cargo Size | Signature | Lifespan | Damage Modifier | Power | Endurance | Radius | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|
| EMP Mine 1 | 2.0 | 2 | 15% | 18.0 | Light shields (DM13) | 250 | 2500 | 200 | Tactical |
| EMP Mine 2 | 2.0 | 2 | 15% | 21.0 | Light shields (DM13) | 300 | 3000 | 250 | Adv. Tactical |
Caltrop Mine
Caltrop mines are not normally deployed by ships, although the Freighter can deploy them for $1000 each. Generally though, they are purchased on the F5 menu and deployed by a mine layer drone. They have a large radius and last a very long time. However, after a few ships fly through it they tend to not have much endurance left, resulting in a minefield that does very little to no damage to even really fast ships.
- Deploy on alephs the enemy is likely to fly through (e.g. to attack your miners or bomb) to force them to slow down. You will have to replace these fairly often to remain effective, which costs a fair amount of money.
| Mine | Load Time | Cargo Size | Signature | Lifespan | Damage Modifier | Power | Endurance | Radius | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|
| Caltrop Mine | 2.0 | 10 | 25% | 600.0 | Mines/towers (DM16) | 400 | 2000 | 200 | None |
Towers, Combat Drones, Plasgens, etc.
These are deployed similarly to probes, but are able to attack nearby ships or stations. Some of them will also try to shoot down missiles. Most are used by specific factions instead of missiles or mines.
Like mines, these take 4 seconds to activate. As well, they only fire at objects that are both in their personal scan range and in weapon range.
All Factions
Tower AC Drone
Tower Drones are not normally deployed by ships, although the Freighter can deploy them for $1000 each. Generally though, they are purchased on the F5 menu and deployed by a tower drone. They have unlimited ammo and last for a long time given they are not destroyed by enemy guns. They will fire at ships and missiles.
- Deploy on alephs the enemy is likely to fly through, along with a caltrop. The caltrop will force them to slow down while the tower kills them.
- The weapon used by this tower is not the same as the autocannon used by ships.
- You can nan the tower to keep it alive for longer under enemy fire.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tower AC Drone | 5.0 | 10 | 1500 | 75% | 1200.0 | 200 | 90 | Mines/towers (DM16) | 50.0 | 5.0 | 0.01 | 100% | 500 | 1000 | None |
Tower SC Drone
Tower Drones are not normally deployed by ships, although the Freighter can deploy them for $1000 each. Generally though, they are purchased on the F5 menu and deployed by a tower drone. They have unlimited ammo and last for a long time given they are not destroyed by enemy guns. They will fire at ships and missiles.
- Deploy on alephs the enemy is likely to fly through, along with a caltrop. The caltrop will force them to slow down while the tower kills them.
- The weapon used by this tower is not the same as the skycap used by ships.
- You can nan the tower to keep it alive for longer under enemy fire.
- Technoflux get these instead of caltrops and AC towers, and can spam them effectively by building two at a time. They also don't need a Tactical to build them. Either place several towers on an aleph or put them near your base to shoot at bomb runs, stealth bombers, transports, etc.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tower SC Drone | 5.0 | 10 | 2000 | 75% | 1200.0 | 200 | 90 | Mines/towers (DM16) | 40.0 + 40.0 x 20m | 2.0 | 0 | 100% | 1000 | 1333 | Tactical |
Rixian Unity
Rixian Unity lack missiles, therefore their stealth ships and capital ships deploy various combat drones instead.
Combat Drone
Used by Rixian stealth fighters to attack small ships. Replaces LRM Hunter missile.
- The combat drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Combat Drone 1 | 3.0 | 2 | 1200 | 50% | 20.0 | 50 | 90 | Light-medium (DM04) | 12.0 | 2.0 | 20 | 120.0 | 0.008 | 100% | 1200 | 1200 | None |
| Combat Drone 2 | 3.0 | 2 | 1200 | 50% | 20.0 | 50 | 120 | Light-medium (DM04) | 13.3 | 2.2 | 20 | 120.0 | 0.005 | 100% | 1200 | 1200 | Tactical |
| Combat Drone 3 | 2.0 | 2 | 1200 | 50% | 20.0 | 50 | 150 | Light-medium (DM04) | 15.0 | 2.5 | 24 | 144.0 | 0.003 | 100% | 1200 | 1200 | Adv. Tactical |
Heavy Combat Drone
Used by Rixian stealth fighters to attack capital ships. Replaces LRM Killer missile.
- The combat drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hvy Combat 1 | 4.0 | 2 | 1000 | 50% | 30.0 | 50 | 90 | Heavy (DM03) | 26.0 | 5.0 | 30 | 156.0 | 0.01 | 50% | 800 | 800 | Tactical |
| Hvy Combat 2 | 4.0 | 2 | 1000 | 50% | 30.0 | 50 | 90 | Heavy (DM03) | 32.5 | 6.3 | 37 | 192.4 | 0.01 | 50% | 800 | 800 | Adv. Tactical |
Station Drone
Used by Rixian stealth bombers to attack stations.
- When attacking using this, get in range of the station and start deploying station drones at the maximum range while flying around the station. You can remain uneyed doing this.
- However, the station drones themselves will be eyed and once the enemy notices the drones or that their base is under attack, they will launch to defend.
- The station drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Station Drone 1 | 3.0 | 3 | 600 | 50% | 30.0 | 50 | 90 | Stations (DM17) | 70.0 | 4.0 | 20 | 350.0 | 0.075 | 25% | 450 | 990 | None |
| Station Drone 2 | 2.0 | 3 | 600 | 50% | 30.0 | 50 | 90 | Stations (DM17) | 87.5 | 5.0 | 25 | 437.5 | 0.075 | 25% | 450 | 990 | Adv. Tactical |
Seismic Drone
Used by Rixian stealth bombers to destroy asteroids.
- The seismic drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Seismic Drone | 3.0 | 3 | 600 | 50% | 30.0 | 50 | 90 | Asteroids (DM09) | 70.0 | 4.0 | 20 | 350.0 | 0.075 | 25% | 360 | 720 | Tactical |
Heavy Station Drone
Used by Rixian capital ships to attack stations.
- The station drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hvy Station 1 | 3.0 | 6 | 600 | 50% | 30.0 | 50 | 90 | Stations (DM17) | 175.0 | 5.0 | 20 | 700.0 | 0.075 | 25% | 700 | 1540 | None |
| Hvy Station 2 | 2.0 | 6 | 600 | 50% | 30.0 | 50 | 90 | Stations (DM17) | 218.8 | 6.3 | 25 | 875.0 | 0.075 | 25% | 700 | 1540 | Drydock |
Heavy Seismic Drone
Used by Rixian capital ships to destroy asteroids.
- The seismic drone will only fire at the object you were targetting when you deployed it. Make sure you have the right target selected.
- Note that the amounts in the table are the base damage, particle speed, and range. Rixian Unity have a 15% bonus added on to damage and 20% onto particle speed and range.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hvy Seismic Drone | 3.0 | 3 | 600 | 50% | 15.0 | 50 | 90 | Asteroids (DM09) | 120.0 | 4.0 | 35 | 1050.0 | 0.075 | 25% | 500 | 1250 | Shipyard |
Technoflux
Technoflux do not use mines and instead use plasgens. Note that plasgens and mines are interchangeable: a non-TF ship can pick up and use a plasgen while a TF ship can pick up and use a proximity mine or minepack, however they cannot load up on them in base. Belters cannot reverse engineer plasgens.
Plasma Generator
Technoflux substitute for proximity mines. Generates a plasma field. Fires at any nearby enemy ships with a high degree of accuracy, dealing damage to them as long as they stay in the range of the plasgen. The plasgen can only deal a certain amount of damage before it stops firing. Unlike minefields, they do not deal damage based on the speed or size of the target. This means that you can't use plasgens to force enemy ships to slow down, and in fact they would prefer to fly past them full speed so they aren't in range for as long.
- Deploy near alephs you are camping to deal extra damage.
- Deploy in front of drones you are attacking to deal extra damage.
- Deploy in front of bomb runs or other attacking ships to deal extra damage.
- Deploy during dogfights to damage enemy ships.
- Unlike minefields, which you want enemies to fly through as quickly as possible, you want enemies to fly near plasgens relatively slowly so that they remain in range for longer.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Plas Gen 1 | 4.0 | 2 | 300 | 50% | 15.0 | 25 | 360 | Mines/towers (DM16) | 80.0 + 0.2 x 10m | 2.0 | 5 | 200.5 | 0 | 100% | 1000 | 218 | None |
| Plas Gen 2 | 4.0 | 2 | 300 | 50% | 18.0 | 25 | 360 | Mines/towers (DM16) | 100.0 + 0.2 x 10m | 2.0 | 6 | 300.6 | 0 | 100% | 1000 | 218 | Expansion |
| Plas Gen 3 | 4.0 | 2 | 375 | 50% | 21.0 | 25 | 360 | Mines/towers (DM16) | 120.0 + 0.2 x 10m | 2.0 | 7 | 420.7 | 0 | 100% | 1000 | 273 | Adv. Expansion |
Heavy Plasma Generator
Technoflux substitute for mine packs. Generates a plasma field. Fires at any nearby enemy ships with a high degree of accuracy, dealing damage to them as long as they stay in the range of the plasgen. The plasgen can only deal a certain amount of damage before it stops firing. Unlike minefields, they do not deal damage based on the speed or size of the target. This means that you can't use plasgens to force enemy ships to slow down, and in fact they would prefer to fly past them full speed so they aren't in range for as long.
- Deploy near alephs you are camping to deal extra damage.
- Deploy in front of drones you are attacking to deal extra damage.
- Deploy in front of bomb runs or other attacking ships to deal extra damage.
- Deploy during dogfights to damage enemy ships.
- Unlike minefields, which you want enemies to fly through as quickly as possible, you want enemies to fly near plasgens relatively slowly so that they remain in range for longer.
- Note that similarly to the minepack, the heavy plasma generator takes up less space and deals more damage more quickly, but has less range, life span, and fewer shots.
- Note that Technoflux fighters have twice the dispenser capacity of other fighters and can carry both heavy and regular plasgens.
| Item | Arm Time | Cargo Size | Scan | Signature | Lifespan | Hitpoints | Turnrate | Dam. Mod. | DPS | Firerate | Ammo | Total Damage | Spread | Leading | P. Speed | P. Range | Prerequisite |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hvy Plas Gen 1 | 4.0 | 1 | 225 | 50% | 7.0 | 25 | 360 | Light-medium (DM04) | 140.0 + 0.2 x 20m | 2.0 | 4 | 280.4 | 0 | 100% | 1000 | 164 | Supremacy |
| Hvy Plas Gen 2 | 4.0 | 1 | 225 | 50% | 7.0 | 25 | 360 | Light-medium (DM04) | 180.0 + 0.2 x 20m | 2.0 | 5 | 450.5 | 0 | 100% | 1000 | 164 | Adv. Supremacy |
Miscellaneous
Ammo Pack
All ships carry a certain amount of ammo, and if that ammo runs out they can no longer fire particle (PW) or plasma (PE) weapons. However, ships are able to carry ammo packs in cargo, allowing them to reload their ammo. Each ammo pack takes up one slot in cargo and is worth a full load of ammo. The size of a full load of ammo depends on the ship.
- Generally, the default number of ammo packs for interceptors and fighters is sufficient. Three loads of ammo will usually outlast your ship. You can take just one ammo pack if you need the space (e.g. for more fuel). Certain activities (e.g. killing a carrier or light base with miniguns) may warrant taking extra ammo packs.
- For scouts, you generally don't need to take any ammo packs with you, although you can take one if you don't need the space for anything else. The exception is Technoflux scouts, which can be used as light fighters, and heavy/luxury scouts with a gunner. Take as much ammo as you need.
- The number of ammo packs you take on a medium or capital ship depends on several factors, including how many turret gunners you have, how long you plan to be out of base for, and whether you need the space for other stuff (e.g. anti-base missiles). If you have no turret gunners, and your ship isn't designed to fight using its front guns, don't take any ammo packs.
- Don't take any ammo packs if you are only using energy weapons. Use the space for fuel, extra missiles, or other items.
Booster Fuel
All ships carry a certain amount of fuel, and if that fuel runs out they can no longer boost. However, ships are able to carry extra fuel in cargo, allowing them to reload their fuel. Each fuel pack takes up one slot in cargo and is worth a full load of fuel. The size of a full load of fuel depends on the ship.
- Generally, the default number of fuel packs for interceptors and fighters is sufficient. Note that once you have pulse probes the default loadout will replace a fuel pack with one on the interceptor. Put the fuel back unless you want the extra pulse probe or you're staying in one sector. If you need to travel far, consider taking additional fuel packs.
- If you are galving, you won't need extra ammo so take lots of fuel with you, especially if your team is galving multiple sectors in sequence.
- If you are using a fighter bomber, fill your cargo with fuel. You should have one anti-base missile loaded (unless your team has to sneak fighter bombers), one or two in cargo, and the rest fuel.