User:Mathchamp/Equipment Quick Guide

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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 most 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 A chart of the damage modifiers and armour classes can be found here (however it is out of date).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".

Ewnan.jpg 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.
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

Pwgatt.jpg 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


Ewdisruptor.jpg 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


Ewgalvonic.jpg 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

Minigun.jpg 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


Pwemp.jpg 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

Ewutl.jpg 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


Ewsniper.jpg EW Sniper

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.

Pwacturret.jpg 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


Pwacturret.jpg 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


Pwskycap.jpg 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


PEskycap.PNG 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).

PESkyRip.jpg 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


EWA-BSCan.jpg 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


Missiles

Chaff

Shields

Cloaking Devices

Boosters

Dispenser Items

Miscellaneous