Energy Weapons

  Gatling

There are two main varieties of the gatling weapon, the Gatling Cannon and Gatling Turret. The Gatling Cannon a rarely-used weapon which is most useful for close-range encounters. It is very similar to the flechette cannon. The Gatling Turret (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, especially on heavier ships where manuevering a good shot can become difficult.

Type Damage Velocity Energy Delay Mass Targeting Grid Energy DPE DPS Level
Gatling Cannon 300 180 8/blast 0.075s 800kg Little 4 37.50 4000 1/-/5/-/-
Gatling Turret 400 180 12/blast 0.100s 2000kg Excellent 4 33.33 4000 5/-/5/-/-
Frigate Gatling Turret 800 380 n/a 0.100s 10kg Moderate n/a n/a 8000 n/a
Hive Queen Gatling Turret 415 180 12/blast 0.100s 2000kg Excellent 4 34.6 4150 Bot Drop

  Plasma Weapons

Plasma weapons are the large-port equivalents of the Gauss Cannon. They do more damage at a faster rate of fire, but use more energy.

Variant Damage Velocity Energy Delay Mass Targeting Grid Energy DPE DPS Level
Eliminator MkI 1000 170 60/blast 0.4s 1400kg Good 4 16.67 2500 -/-/1/-/-
Eliminator MkII 1200 175 60/blast 0.4s 1400kg Good 4 20.00 3000 -/-/2/-/-
Devastator MkI 1450 180 50/blast 0.4s 1200kg Good 4 29.00 3625 -/-/3/-/-
Devastator MkII 1600 200 60/blast 0.4s 1200kg Good 4 26.67 4000 -/-/4/-/-
Annihilator 1800 202 70/blast 0.5s 1400kg Good 11 25.71 3600 -/-/7/-/-
 

  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 Grid Energy DPE DPS Level
Mega Positron Blaster 1200 205 18/blast 0.25s 500kg Okay 4 66.67 4800 2/-/2/-/-
 

Mine Launchers

There are four (4) types of mine launchers, Concussion, Proximity, Lightning, and Teller-Ulam. 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, sending them flying off course. The Proximity drops mines that explode when an enemy enters the proximity radius (70m). The Lightning mines deal 1000 damage per second to all ships within a 100m radius with a devastating arc of lighting. It is considered by some to be the ultimate heavy weapon botting weapon when used properly, as well as offering an excellent deterrent to pirates and even, with the right pilots, offing capships.

Variant Damage Velocity Energy Delay Mass Splash Radius Detonation Ammo Lifetime Level
Concussion 10000 N (0 damage) 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 1800/s 0 m/s 0 2s 2400 kg 100m Contact 4 15 min 8/-/7/9/-
BioCom Miniature Teller-Ulam 10500 0 m/s 550 2s 15000kg 550m Proximity (120m) 1 30 min

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 2800 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 95 m/s 60/rocket 0.7 s 1200 kg 35m Proximity (20m) 16 ? 3/-/5/-/-
Jackhammer 2000 90 m/s 0 0.5 s 1200 kg 60m Proximity (30m) 12 ? -/-/4/-/-

Concussion Railgun

The Concussion Railgun is currently available as a prototype weapon through a mission tree available at commercial stations from Combat 3. The Concussion Railgun is unique in that it does not require energy to fire, however this advantage is offset by its large mass and the fact that it cannot currently be reloaded. The shot size of the ConcRail is also larger than other railguns, making it easier to score hits.

Rail Gun Damage Speed Energy Delay Mass Targeting Ammo Range Level
Concussion 1400 400 m/s 0/blast 2 s 4000 kg None 10 ? mission

Building the Concussion Railgun

The items needed to manufacture four Concussion Railguns are the following:

  • 2x Power Regulators
  • 8x Volatile Chemicals
  • 15x Premium Ferric Ore
  • 15x Premium Ishik Ore
  • 15x Premium Xithricite Ore
  • 5x Synthetic Silksteel
  • 1x Guardian Processor Core

Building the Teller-Ulam Mine

This is the list of items needed to manufacture one Teller-Ulam Mine:

  • 16 Power Regulators
  • 280 crates of Premium Carbonic Ore
  • 50 crates of Premium Van Azek Ore
  • 460 crates of Premium Ferric Ore
  • 80 crates of Premium Silicate Ore
  • 40 crates of Pentric Ore
  • 60 crates of Premium Xithricite Ore
  • 22 Solid Explosives
  • 4 Plasteel
  • 20 Amplification Modules
  • 16 Plasma Cores
  • 10 XiRite Alloy
  • 4 Queen Proccessors
  • 4 Dentek Proccessors
  • 6 Outer Hull Plate
  • 4 Hull Panels
  • 16 Guardian Proccessors
  • 24 Artemis Proccessors

Notes

  1. Swarms are fired in batches of 8; this ammo level indicates that there are 5 total shots per launcher
  2. Swarms are fired in batches of 8
  3. the same as a classic "Avalon" torpedo tube

See Also