Damage type
Simple damage without any bonuses
Antimatter
Deals increased damage to the ship's hull, increased damage from 50 to 300%, the % indicated below in the characteristics of the turret
Plasma
Deals increased damage to the ship's shield, increased damage from 50 to 300%, the % indicated below in the characteristics of the turret
Electricity
Damage without bonuses, does not damage the stone (Plasma near the turrets, which are more often with an electrician, also does not damage the stone)
Energy
Damage to lasers.
Also energy damage inherent in miners and salvage, does not damage the shield in this case.
Particles
Damage type in defensive turrets and collisions
Turret type
Simple machine guns
Damage type physical / antimatter / plasma / electricity.
Sometimes they have a parameter “Ionized projectiles”, thanks to which they, with a certain chance, can hit targets under the shield.
Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun.
The radius is usually 3-15km
Bolter
The machine gun is coming
Type of antimatter damage.
The peculiarity of this weapon is that damage is always only antimatter..
Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun.
The radius is usually 3-15km
Lasers
Beams that deal constant damage and are not needed in proactive shooting
Damage type energy / plasma
Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun.
The radius is usually 3-15km
Tesla
The most powerful weapon in the game in terms of damage
Damage type electricity / plasma
Encounter damage on the slot varies from 1 to 65000, depending on the level of tech and the material of the gun.
The radius is usually 1-7km
Lightning
An alternative to Tesla, shoots long-range charges.
Damage type electricity / plasma
Encounter damage on the slot varies from 1 to 32000, depending on the level of tech and the material of the gun.
The radius is usually 10-30km
Pulse Turrets
Always have % the chance of piercing the target's shield
Damage type physical / antimatter
Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun.
The radius is usually 5-20km
Rail cannons
Ranged weapon with penetrating damage parameter
Damage type physical / antimatter
Encounter damage on the slot varies from 1 to 32000, depending on the level of tech and the material of the gun.
The radius is usually 10-35km
The rate of fire often leaves much to be desired.
Cannon turrets
Long range heavy weapon
Damage type physical / antimatter
Encounter damage on the slot varies from 1 to 5000, depending on the level of tech and the material of the gun.
The radius is usually 10-50km
Rate of fire is so so.
Rocket launchers
There are two types, self-powered and no. Incredibly fun and lazy weaponry.
Damage type physical / antimatter.
Encounter damage on the slot varies from 1 to 17000, depending on the level of tech and the material of the gun.
The radius is usually 15-65km
Defensive turrets: Anti-fighter, Automatic, Lasers
They perform the function of defending the ship against fighters and torpedoes.
Mining Turrets
Have stone damage +20000%
Divided into rough and not rough, rough ones bring more resources than not, but at the same time, not crude turrets extract resources immediately at your expense, not in the cargo hold
Damage type energy
Encounter damage on the slot varies from 1 to 150, depending on the level of tech and the material of the gun.
The radius is usually 2-8km
Disposal turret
Divided into rough and not rough, rough ones bring more resources than not, but at the same time, not crude turrets extract resources immediately at your expense, not in the cargo hold
Damage type energy
Encounter damage on the slot varies from 1 to 7500, depending on the level of tech and the material of the gun.
The radius is usually 2-8km
Repair Turrets
Restores target's shield / hull
The radius is usually 3-10km
Power turrets
Push and pull enemies
The radius is usually 3-10km
Usefulness and what is needed for what
Effective weapon:
Lightning, Rockets, Rail cannons, Pulse Turrets
Neutral efficiency:
Bolters, Lasers
Not effective:
Automatic turrets, Cannon turrets, Tesla
Against players:
Effective weapon:
Tesla
Neutral efficiency:
Lightning, Rockets
Not effective:
Pulse Turrets, Rail Turrets, Bolters, Automatic turrets, Lasers, Cannon turrets.
Tesla, Lightning, Rockets
Teslas have colossal damage (Shield damage per turret per 1 slot can go up to 150000 including all bonuses) making them the most effective weapon for demolishing players.
To use them, you need a fast maneuverable ship., otherwise, you just get tired of trying to reach someone on your slow battleship.
Lightning
Lightning has half the damage of Tesla, thanks to which the NPCs are perfectly mowed, and are suitable for pvp with a not too strong player, at the same time their radius reaches 30 km. Lightning is quite suitable for any type of ship
Rockets
Rockets are powerful weapons, which can reach 100000 hull damage (30-50.000 on the shield), but already for two cells, accordingly, the rockets will be weaker than tesla and lightning. But they have one peculiarity, is the ability to attack in volleys, you fly away from the target to the maximum distance to fire your rocket, take acceleration to your target while releasing rockets, in the end for 30-40 km of flight, a huge dense cloud of rocket collects, which deals devastating damage on hit, and causes a sharp drop in FPS – There is nothing more fun and more effective than this.
Use only self-powered rockets.
Turret crafting
– It is not always a good idea to put as many components as possible in the craft., after all, for example, in this case, the rate of fire will be maximum, which means that the total firing time before overheating (if your weapon has one) will be very small, which is naturally bad
– There are many sided turrets to watch, put more turret factories, drag them to different sectors, and then you will find something worthwhile
– Be sure to check the maximum damage of all guns with optimal bonuses and number of slots
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