Difference between revisions of "Weapon Varieties"
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− | Despite the sheer volume of different weapons, every one ultimately falls into a number of different | + | Despite the sheer volume of different weapons, every one ultimately falls into a number of different behaviors, each with its own particular niche and purpose. Most weapon types deal either [[Energy Damage]], though this rule holds far less true as the weapons' power levels increase. In addition to their base nature, each weapon may have one or more Special Properties. Note that many of the rarer weapons in the game may not be explicit as to which group they belong to and may even be a hybrid of two or more groups. |
=Varieties= | =Varieties= | ||
==Pulse== | ==Pulse== | ||
− | A pulse weapon fires one or more projectiles straight ahead. They tend to be average in terms of power, and begin travel at the speed of the firing ship (inherits velocity). Most pulse guns have a small amount of tracking | + | A pulse weapon fires one or more projectiles straight ahead. They tend to be average in terms of power, and begin travel at the speed of the firing ship (inherits velocity). Most pulse guns have a small amount of tracking which can make hitting a target difficult, unlike a MagCannon where the turning of the projectile is much higher. Enemies with high agility will usually dodge the shot, unless flying directly towards the shooter, whereas larger, slower moving targets have a harder time getting out of the way. Pulse weapons typically deal [[Energy Damage]], but some variants deal [[Physical Damage]] for increased energy efficiency and lower DPS. |
Examples: [[Pulse Gun]], [[Paint Abuser]] | Examples: [[Pulse Gun]], [[Paint Abuser]] | ||
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==Torpedo== | ==Torpedo== | ||
− | Torpedo weapons behave in a similar manner to Pulse weapons | + | Torpedo weapons behave in a similar manner to Pulse weapons and generally have an average amount of tracking. What sets a torpedo apart from Pulse weapons is the way they fire. A torpedo will fire a shot that sits in place for a moment of time before rapidly accelerating at the target. The amount of time before they launch off can be seen on the stat card as "Engine Delay" or better known as "spool time" or "spooling" to many players. Higher engine delays can make hitting a target difficult as they may move out of range or behind an obstacle while the torpedo is arming. It should be noted that if an enemy makes physical contact with the torpedo while arming, it will destroy the projectile and no damage will be done. With these limitations, they have incredibly high DPS but have a similarly high elec cost making it difficult to sustain a barrage indefinitely. The torpedo typically deals Energy damage. |
Examples: [[Torpedo II]] | Examples: [[Torpedo II]] | ||
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==Thorax== | ==Thorax== | ||
− | + | Thoraxes are a type of torpedo but perform slightly different. Similar to a torpedo, they are vulnerable to physical contact while spooling but suffer from a much longer engine delay and shorter range. They also have a lower degree of tracking which makes hitting with one a harder task compared to their brother. Their DPS is slightly lower than a torpedo but they have much higher elec efficiency which makes it far more effective over long fights or on ships with less energy charge. If the firing ship can maintain the optimal range, these weapons are very effective. | |
Examples: [[Bronze Thorax]], [[Jade Thorax]] | Examples: [[Bronze Thorax]], [[Jade Thorax]] | ||
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==Retreater== | ==Retreater== | ||
− | A retreater weapon functions like a Pulse weapon but fires backwards instead of forwards, making pursuit more difficult. | + | A retreater weapon functions like a Pulse weapon but fires backwards instead of forwards, making pursuit more difficult. Their use isn't for combat but rather pushing you forward to either escape an enemy or move around the universe faster. |
Examples: [[Retreater]], [[Radish Torch]] | Examples: [[Retreater]], [[Radish Torch]] | ||
− | == | + | ==Sebastapol== |
− | + | Sebastapol weapons, often referred to as vervs, are essentially "shotguns" but with a twist. They fire multiple (usually three), short range, self damaging projectiles with little to no tracking in a wide cone in front of your ship. They have insane DPS, notably for their tech level, but at a high cost. Their self damage, and [[damage type]] of the self damage, should be taken into decent consideration when using. Weaker ships may find these weapons unwieldy and too dangerous to use and end up killing themselves. Higher resistances reduce the amount of self damage taken from these weapons, but extra damage from mods or skills will increase it as well. There are [[Vervaardiger]] sebastapols for all damage types except mining and radiation. | |
Examples: [[Sebastapol]], [[Vervaardiger 'Berhinger III' EX-T]] | Examples: [[Sebastapol]], [[Vervaardiger 'Berhinger III' EX-T]] | ||
− | == | + | ==Beam== |
− | + | Beam weapons are commonly used as they are instant, unavoidable sources of damage. They travel up to to their maximum range instantly and deal damage, making it impossible to miss. Lasers can be blocked by obstacles, however, provided the laser isn't [[Ethereal]]. Most lasers have a forward facing tracking cone where the heading of the laser will shift to hit the target if it is inside. These cones vary widely between each laser and some come with full 360 degree tracking meaning they can hit from any angle your ship is facing. They have slightly less DPS than Pulse weapons of a similar tech level and quality, and are slightly less power efficient. They generally do Laser damage, surprisingly enough, but they also have a very diverse array of damage types early on. This includes the Mining Laser line (Mining), the Neutron Laser line (Radiation) and the Surgical Laser line (Surgical) as well as various kinds of Heat lasers. These variants have considerably lower DPS but offer the early utility of these damage types. | |
Examples: [[Medium Laser]], [[Shade Beam]], [[Really Big Laser]] | Examples: [[Medium Laser]], [[Shade Beam]], [[Really Big Laser]] | ||
− | |||
=Special Properties= | =Special Properties= | ||
− | Special properties are abilities that weapons have that do not completely redefine the | + | Special properties are abilities that weapons have that do not completely redefine the behavior of a weapon. An Ethereal, Full Tracking Laser still behaves like a laser, despite its additional properties. |
==Ethereal== | ==Ethereal== | ||
− | Found only on | + | Found only on radiation weapons, notably the [[Ethereal Laser]] series, a weapon with this property will ignore physical objects between the firing ship and the target where normally a shot may be intercepted by a planet, sun or hostile ship. |
==Multi-Projectile== | ==Multi-Projectile== | ||
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==Parasite== | ==Parasite== | ||
− | Weapons with this property place an item in the target's cargo hold which confers some sort of negative effect. The simplest form of [[Parasite]] merely does damage over time | + | Weapons with this property place an item in the target's cargo hold which confers some sort of negative effect. The simplest form of [[Parasite|parasite]] merely does damage over time, but others can impose negative effects, weigh down the victim, or even multiply to consume space. Parasites cannot be unequipped normally, but can be removed by docking at a station or using an [[Exterminator|exterminator]]. |
==Tweak== | ==Tweak== | ||
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==Knockback== | ==Knockback== | ||
− | Weapons with this property | + | Weapons with this property alter the velocity of the target marginally, pushing them away or pulling them in, on a successful hit. Nearly all [[Physical Damage]] weapons come with knockback, though it's not exclusive to physical. |
==Self Damage== | ==Self Damage== | ||
− | Weapons with this property cause damage to the firing ship when fired. They are usually found on | + | Weapons with this property cause damage to the firing ship when fired. They are usually found on [[Sebastapol|Sebastapols]], but there are a number of exceptions. |
Latest revision as of 00:33, 15 December 2020
Despite the sheer volume of different weapons, every one ultimately falls into a number of different behaviors, each with its own particular niche and purpose. Most weapon types deal either Energy Damage, though this rule holds far less true as the weapons' power levels increase. In addition to their base nature, each weapon may have one or more Special Properties. Note that many of the rarer weapons in the game may not be explicit as to which group they belong to and may even be a hybrid of two or more groups.
Contents
Varieties
Pulse
A pulse weapon fires one or more projectiles straight ahead. They tend to be average in terms of power, and begin travel at the speed of the firing ship (inherits velocity). Most pulse guns have a small amount of tracking which can make hitting a target difficult, unlike a MagCannon where the turning of the projectile is much higher. Enemies with high agility will usually dodge the shot, unless flying directly towards the shooter, whereas larger, slower moving targets have a harder time getting out of the way. Pulse weapons typically deal Energy Damage, but some variants deal Physical Damage for increased energy efficiency and lower DPS.
Examples: Pulse Gun, Paint Abuser
MagCannon
MagCannon weapons are similar to pulse weapons in that they fire one or more projectiles, though they do not inherit the velocity of the firing ship. The main feature of this weapon type is its improved tracking, allowing it to home in on its target with greater ease. This is paid for with reduced DPS, higher energy costs and slower bullet speeds compared to its more straightforward counterpart. The MagCannon usually deals Energy Damage.
Examples: MagCannon IV, Excommunicator
Torpedo
Torpedo weapons behave in a similar manner to Pulse weapons and generally have an average amount of tracking. What sets a torpedo apart from Pulse weapons is the way they fire. A torpedo will fire a shot that sits in place for a moment of time before rapidly accelerating at the target. The amount of time before they launch off can be seen on the stat card as "Engine Delay" or better known as "spool time" or "spooling" to many players. Higher engine delays can make hitting a target difficult as they may move out of range or behind an obstacle while the torpedo is arming. It should be noted that if an enemy makes physical contact with the torpedo while arming, it will destroy the projectile and no damage will be done. With these limitations, they have incredibly high DPS but have a similarly high elec cost making it difficult to sustain a barrage indefinitely. The torpedo typically deals Energy damage.
Examples: Torpedo II
Thorax
Thoraxes are a type of torpedo but perform slightly different. Similar to a torpedo, they are vulnerable to physical contact while spooling but suffer from a much longer engine delay and shorter range. They also have a lower degree of tracking which makes hitting with one a harder task compared to their brother. Their DPS is slightly lower than a torpedo but they have much higher elec efficiency which makes it far more effective over long fights or on ships with less energy charge. If the firing ship can maintain the optimal range, these weapons are very effective.
Examples: Bronze Thorax, Jade Thorax
Retreater
A retreater weapon functions like a Pulse weapon but fires backwards instead of forwards, making pursuit more difficult. Their use isn't for combat but rather pushing you forward to either escape an enemy or move around the universe faster.
Examples: Retreater, Radish Torch
Sebastapol
Sebastapol weapons, often referred to as vervs, are essentially "shotguns" but with a twist. They fire multiple (usually three), short range, self damaging projectiles with little to no tracking in a wide cone in front of your ship. They have insane DPS, notably for their tech level, but at a high cost. Their self damage, and damage type of the self damage, should be taken into decent consideration when using. Weaker ships may find these weapons unwieldy and too dangerous to use and end up killing themselves. Higher resistances reduce the amount of self damage taken from these weapons, but extra damage from mods or skills will increase it as well. There are Vervaardiger sebastapols for all damage types except mining and radiation.
Examples: Sebastapol, Vervaardiger 'Berhinger III' EX-T
Beam
Beam weapons are commonly used as they are instant, unavoidable sources of damage. They travel up to to their maximum range instantly and deal damage, making it impossible to miss. Lasers can be blocked by obstacles, however, provided the laser isn't Ethereal. Most lasers have a forward facing tracking cone where the heading of the laser will shift to hit the target if it is inside. These cones vary widely between each laser and some come with full 360 degree tracking meaning they can hit from any angle your ship is facing. They have slightly less DPS than Pulse weapons of a similar tech level and quality, and are slightly less power efficient. They generally do Laser damage, surprisingly enough, but they also have a very diverse array of damage types early on. This includes the Mining Laser line (Mining), the Neutron Laser line (Radiation) and the Surgical Laser line (Surgical) as well as various kinds of Heat lasers. These variants have considerably lower DPS but offer the early utility of these damage types.
Examples: Medium Laser, Shade Beam, Really Big Laser
Special Properties
Special properties are abilities that weapons have that do not completely redefine the behavior of a weapon. An Ethereal, Full Tracking Laser still behaves like a laser, despite its additional properties.
Ethereal
Found only on radiation weapons, notably the Ethereal Laser series, a weapon with this property will ignore physical objects between the firing ship and the target where normally a shot may be intercepted by a planet, sun or hostile ship.
Multi-Projectile
Weapons with this trait fire more than one projectile per firing. They are denoted by a multiplier on the damage stat (2x100, 3x100 etc.).
Full Tracking
A property generally found only on large sized laser weapons intended for freighters or capital ships, a weapon with this property will fire towards the target regardless of where the firing ship is facing.
Splash
Found in laser or projectile forms, this property causes the weapon to fire additional shots from the point of impact that strike enemies within the (usually short) range of the effect.
Chain
Similar to Splash, but each additional target hit may fire at one or more targets as if within range of the original impact point.
Transference
Transference weapons effectively heal damage taken on the target while removing the same amount from the firing ship's shields. Both of these are instances of Transference Damage. This effect is almost always on lasers, though there are "healing burst" weapons available towards the endgame which follow a Pulse configuration. Certain classes, ships or modifications can improve the ratio of damage healed by the target to shields lost by the user, notably the Shield Monkey class, who specialises in this form of weapon, as does the Engineer as a secondary role.
Parasite
Weapons with this property place an item in the target's cargo hold which confers some sort of negative effect. The simplest form of parasite merely does damage over time, but others can impose negative effects, weigh down the victim, or even multiply to consume space. Parasites cannot be unequipped normally, but can be removed by docking at a station or using an exterminator.
Tweak
Weapons with this property confer some form of temporary negative effect on the target in addition to doing damage. Unlike Parasites, these effects are short term debuffs that expire over time as opposed to when the parasite is removed.
Splitter
Weapons with this property fire projectiles which split into more projectiles upon impacting a target.
Bounce
Weapons with this property fire projectiles that, when striking a target, bounce to other nearby targets.
Knockback
Weapons with this property alter the velocity of the target marginally, pushing them away or pulling them in, on a successful hit. Nearly all Physical Damage weapons come with knockback, though it's not exclusive to physical.
Self Damage
Weapons with this property cause damage to the firing ship when fired. They are usually found on Sebastapols, but there are a number of exceptions.