Energy Weapons

  Gatling

There are two main varieties of the gatling weapon, the Gatling Cannon and Gatling Turret, The Gatling Cannon a wide-spread wepon which is most useful for close-range encounters. It is very similar to the flechette cannon. The Gatling Cannon (and its NPC variants) is a much more commonly used weapon. Even for an unskilled pilot, this weapon can be amazingly effective on low level robots; a more skilled pilot can take advantage of this weapon's excellent aiming capabilities and use it to great advantage against other players.

Type Damage Velocity Energy Delay Mass Targeting DPE Level
Gatling Cannon 300 180 8/blast 0.075s 800kg Little 37.50 5/4/4/-/-
Gatling Turret 400 180 12/blast 0.100s 2000kg Excellent 33.33 5/-/5/-/-
Frigate Gatling Turret 800 380 n/a 0.100s 10kg Moderate n/a n/a
Hive Gatling Turret 415 180 12/blast 0.100s 2000kg Excellent 34.5 Bot Drop

  Plasma Devastator

The Plasma Devastator is the large-port version of the Gauss Cannon. It does more damage at a faster rate of fire, but uses more energy. The Plasma Devastator Mark II is an over-clocked version of the Plasma Devastator. It does even more damage and the bolt travels even faster (200m/s from 180m/s) but it requires even more energy than before.

Variant Damage Velocity Energy Delay Mass Targeting DPE Level
MkI 1450 180 50/blast 0.4s 1200kg Good 29.00 -/-/3/-/-
MkII 1450 200 60/blast 0.4s 1200kg Good 26.67 -/-/4/-/-

  Mega Positron Blaster

A heavy duty blaster with a good re-fire rate and fairly low energy consumption. This is the large-port version of the Positron Blaster. Requires the Hive Queen Hunter I badge.

Variant Damage Velocity Energy Delay Mass Targeting DPE Level
Mega Positron Blaster 1200 205 18/blast 0.25s 500kg Okay 66.67  

-/-/2/-/-

Mine Launchers

There are three (3) types of mine launchers, Concussion, Proximity and Lightning. The Concussion does no damage, but instead exerts a large amount of force on whomever or whatever sets it off, be it friend or foe. The Proximity drops mines that explodes when an enemy enters the proximity radius (70m). The Lightning is the ultimate heavy weapons botting weapon when used properly. These mines deal 1000 damage per second through a bolt of lightning within a 100m radius.


Variant Damage Velocity Energy Delay Mass Splash Radius Detonation Ammo Lifetime Level
Concussion 6000 0 m/s 0 2s 1200 kg 200m Proximity (70m) 6 15 min 5/-/5/7/-
Proximity 2500 0 m/s 0 2s 1500 kg 80m Proximity (70m) 10 15 min 5/-/4/6/-
Lightning 1000/s 0m/s 0 2s 2400 kg 100m Proximity (70m) 4 15 min 7/-/?/?/-

Missile Launchers

There are three (3) types of missile launchers, Chaos Swarms, Locust Swarms and Stingray Homing.The Chaos Swarms are essentially an upgraded version of the Locust Swarm Missiles. The have a 30m splash radius and a 25m proximity instead of 25m and 15m, respectively.The Locust Swarms are the first swarm missile launcher you will have access to, these are decent weapons of terror in the hands of anyone able to buy them. If you really want to cause mass havoc, buy the Chaos Swarms when they become available for their increased proximity and blast radius. The Stingray is the large port weapon you start with when you create a character.

Missile Launcher Damage Velocity Energy Delay Mass Splash Radius Detonation Ammo Lifetime Level
Stingray Homing 95 m/s 0 1.5 s 400 kg 40m Contact 14 20 s -/-/-/-/-
Locust Swarms 750 75 m/s 0 1.5 s 2500 kg 25m Proximity (15m) 40[1] 25 s -/-/6/-/-
Chaos Swarms 850 80 m/s 0 1.5 s 2500 kg 30m Proximity (20m) 40[2] 25 s -/-/7/-/-

Rocket Launchers

There are two (2) types of large-port rocket launchers, Screamers and Jackhammers. At 48,000 damage per tube [3] (roughly half a Trident's shield strength) the Screamers are the big daddy of dumb-fire rockets. Screamers are very effective when engaging smaller bots or catching an enemy player off guard. Two disadvantages of Screamers are their narrow proximity detonation (20m) and the fact that they require energy to fire. The Jackhammers are rapid firing, making them ideal for rocket netting light fighters, they can also be 'stack-fired' while boosting to rapidly take down a capital vessel's shields.

Rocket Launcher Damage Velocity Energy Delay Mass Splash Radius Detonation Ammo Lifetime Level
Screamer 3000 85 m/s 60/rocket 0.7 s 1200 kg 30m Proximity (20m) 16 ? 3/-/5/-/-
Jackhammer 2000 90 m/s 0 0.5 s 1200 kg 60m Proximity (30m) 12 ? -/-/4/-/-
  1. Note: swarms are fired in batches of 8; this ammo level indicates that there are 5 total shots per launcher
  2. Note: swarms are fired in batches of 8
  3. the same as a classic "Avalon" torpedo tube