User:Mathchamp/Equipment Quick Guide: Difference between revisions
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=====[[File:Srmnervegas.jpg]] SRM Nerve Gas===== | =====[[File:Srmnervegas.jpg]] 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 | 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. | *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). | *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). | ||
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*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. | *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. | *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 | *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. | *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. | ||
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====Large Missiles==== | ====Large Missiles==== | ||
Revision as of 23:13, 16 April 2012
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. 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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. Unlike with transports, this can be used to capture stations without a docking bay, including teleport receivers and refineries (confirm please?). 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.
- When capturing a teleport receiver or a refinery (please confirm if this is possible), fire from far away so the missile has enough time to turn and track the tiny station. Pay attention to where missiles are fired out of your cruiser and align your ship's missile tube with the target station.
| Weapon | 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).
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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.
| Weapon | 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 |