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Weapon.jpg
Weapons are one of the basic types of equipment needed on every ship. To use a weapon you need the same skill level in Weaponry as the tech level of the weapon. Weapons are generally used to blow things up. From the original ion peashooter to the magnificent "Titan" weapons, you can obtain many of them from Space Stations. Rare and powerful weapons can be found as certain AI loot, dungeon rewards, Ruin extracts, mission prizes or even man-made creations by real players. Although, rumor has it that much better weapons are to be found out in the real world...but those have all come from characters such as Calypso and Bizman...


Weapon Basics

Every ship or base has a limit to the number of weapons that can be equipped at any given time. This number varies wildly, where some ships can have 6 or even 8 weapons at a time (e.g., Warden), while others can't have any (e.g., Gelato). Weapons, like Shields, can only be equipped or unequipped while docked. The default key for firing the selected weapon is the Space Bar, and the default key for switching weapons is the E key. Multifiring is a skill which allows you to shoot more than one weapon at a time.

Firing a weapon requires Energy, and the amount necessary depends on the weapon. It follows that if your ship doesn't have enough energy, it can't fire that weapon. Weapons also have a recoil time which determines how long you must wait before shooting again. The range of a weapon is how far the weapon will fire. For projectile weapons, this is how far it will travel before dissolving. For laser and transference type weapons, the target has to be within range to be shot. It follows that, with a projectile weapon, you can still hit an out of range target after you've shot by having that target move closer to you, but with a laser weapon you (usually) cannot.

See Electrical Engineering, Energy, Ratios, and Damage Types.

Weapons List

Energy Weapons

EnergyWeaponsc2.png

Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments

Heat Weapons

HeatWeaponsc2.png

Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments

Laser Weapons

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Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments Beam Comments Image
Faulty Kalthi Fiery Pulse 22 65 155 x3 450 2.50 654.00 179 for 5s 48,750 62.00 0.24 261.60 AI Base 1,000 Credits Kalthi Heat Pulse Adds 209.41 damage (Huge Fire) over 40s, Ethereal Arcadian Laserc2.png

Mining Weapons

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Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments

Physical Weapons

PhysicalWeaponsc2.png

Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments

Radiation Weapons

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Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments
Bule Systems Jammer 0 15 .08-8 300 5 5000 10000 1.60 1000.00 0.00 Bule Abadi Spectre Inbuilt Get out of there! Sticky, Side Effect: Radar -50% for 15 seconds, Speed -20 for 15 seconds

Surgical Weapons

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Name Tech Size Damage Range Recoil Elec Vis Weight DPS EPS DPE Source/Price Description Comments

Transference Weapons

TransferenceWeaponsc2.png

Name Tech Size Heal Damage Range Recoil Elec Vis Weight HPS EPS HPE Source/Price Description Comments Beam Comments
Thyme Cannon 12 78 97 x2 550 1.20 446.00 336 for 2s 78,000 80.83 0.22 371.67 Gargan Missions Fills your target with antiseptic parasites, wait, what? Adds 161.66 damage (Thyme (Anti) Septic) over 7.5s Ethereal

Base Weapons

Weapons only useable on bases.
See List of base gear.

External References

Some external sites presenting the data from the tables below in different formats: