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weapons

FIXME

Weapons are primarily designed to inflict damage on other ships. They play an obvious role in altering one's combat strategies, as they largely determine your ship's strengths and weaknesses in combat.

They may however be used to break up space debris, intercept missiles, and repair ships (with repair lasers).

Some weapons are very energy efficient, usually a result of requiring ammunition.

Direct fire weapons like those listed below can be characterized as either a beam, area of effect, or a bolt.

Contents 1 Weapon Types 1.1 Bolt weapons 1.2 Beam weapons 1.3 Shockwave weapons 1.4 Flak weapons 1.5 Ammunition Based Weapons 2 Damage 2.1 Hull 2.2 Shield 3 Weapons List 4 See Also Weapon Types Bolt weapons Fire discrete projectiles which travel through space at the listed speed. May fire repeatedly at the specified rate of fire. Accuracy depends on the bullet speed, which ranges from slow capital ship cannons to Flak that exceeds the speed of beam weapons. Most weapons fit into this category. Beam weapons Are virtually impossible to evade because all beam weapons have a very high propagation speed. Generate a beam until the trigger is released or energy is depleted. Few Beam Weapons commonly seen in-game: The Alpha, Beta and Gamma Kyon Emitters, the Pulsed Beam Emitter and the Ion Disruptor. Shockwave weapons Are almost impossible to evade since some can cover an area that is over 1 km wide. Fire a cone of destruction hitting victims multiple times, inflicting a huge multiplier on large targets. Often a source of friendly fire. Few Shockwave weapons available: Only the Phased Shockwave Generator and the Plasma Burst Generator are available. Flak weapons Are primarily designed as anti-fighter weapons. Create a large damage area capable of seriously damaging fighters. Very few Flak Weapons are available: The Fragmentation Bomb Launcher, Flak Artillery Array, Starburst Shockwave Cannon and Cluster Flak Array Ammunition Based Weapons Far more energy efficient than their equivalents, they require constant supplies of ammunition to fire. Each ammunition crate holds 200 rounds of ammunition. This means certain weapons use ammunition faster than others. Storing and re-equipping becomes a matter of logistics. OOS combat uses ammunition very quickly. Few Ammunition Based Weapons Available: The Mass Driver, Energy Bolt Chaingun, Matter/Anti-Matter Launcher (and P-M/AML) and the Gauss Cannon are the only weapons requiring Ammunition. Available Ammunition Types: Mass Driver Ammunition, Energy Bolt Chaingun Ammunition, Gauss Cannon Ammunition and Matter/Anti-Matter Warheads Damage Damage is inflicted in two ways.

Hull Hulls are the outer shells of ships, they usually protect the equipment that makes a ship a ship rather than a blasted out derelict. Damage to the hull directly damages the ship and its equipment.

Shield Shields are a protective energy field which primarily keeps micrometeorites and other debris from harming the hull in the course of normal navigation. They also protect the hull from weapons fire. Typically the shields must first be overcome to damage a ship.

Weapons List A graphical table can be found at public.tableausoftware.com/views/X3Weapons/X3WeaponReport

Name Shield Damage(Per second) Shield (per MJ) Hull Damage(Per second) Hull (per MJ) Energy (MJ/s) Range (Km) Speed (m/s) Required ammo Cargo type Cargo Space Fusion Beam Cannon 9000 32 12800 46 278 6.63 2660 no L 30 SPARE LASER 1 12000 182 1800 27 66 100 25000 no L 33 SPARE LASER 2 2300 41 1100 20 56 1.79 5993 no S 1 Matter/Anti-Matter Launcher 10000 10000 3700 3700 1 3.62 445 Matter/Anti-Matter Warhead M 21 Electro-Magnetic Plasma Cannon 5200 64 2000 25 81 2.0 588 no S 5 Prototype Starburst Shockwave Cannon 11700 17 1900 3 679 2.0 2000 no XL 28 Point Singularity Projector 25200 101 9500 38 250 6.42 321 no XL 200 Starburst Shockwave Cannon 13100 17 2100 3 759 2.0 2000 no L 28 Gamma Kyon Emitter 10700 15 6400 9 714 4.85 12143 no XL 25 Beta Kyon Emitter 5000 17 3000 10 300 3.41 9765 no M 5 Alpha Kyon Emitter 2300 41 1100 20 56 1.79 5993 no S 1 Experimental Electro-Magnetic Plasma Cannon 4600 64 1800 25 72 2.0 588 no S 5 Prototype Matter/Anti-Matter Launcher 8900 8900 3300 3300 1 3.62 445 Matter/Anti-Matter Warhead M 21 Phased Array Laser Cannon 9400 34 7000 25 278 6.37 2561 no L 32 Phased Shockwave Generator * 2500 4 134 0.2 569 1.44 254 no L 28 Cluster Flak Array 12000 17 1800 3 692 1.98 2200 no L 33 Repair Laser 0 0 100 1 100 2.2 4400 no - 1 Incendiary Bomb Launcher / * 46200 97 8100 17 478 5.14 312 no XL 110 Phased Repeater Gun 7200 52 765 6 138 2.32 1560 no S 4 High Energy Plasma Thrower 9400 50 1500 8 188 2.31 431 no S 6 Tractor Beam 0 0 0 0 2000 2.0 4000 no S 50 Particle Accelerator Cannon 6000 50 748 6 120 1.92 703 no S 3 Mobile Drilling System 118 6 325 16 20 4.83 84 no XL 100 Ion Pulse Generator 13000 27 544 1 475 3.88 347 no M 28 Energy Bolt Chaingun 8900 1483 1400 233 6 2.81 604 Energy Bolt Chaingun Ammunition S 1 Plasma Beam Cannon 11900 35 4500 13 336 5.85 10644 no XL 120 Flak Artillery Array 12800 20 1900 3 629 2.11 7051 no L 30 Fragmentation Bomb Launcher 8800 46 1400 7 192 1.97 359 no S 5 Ion Shard Railgun 10200 21 3700 8 476 3.33 498 no M 22 Pulsed Beam Emitter 18100 67 673 3 269 0.977 6980 no M 8 Concussion Impulse Generator 9800 32 3200 10 307 3.46 420 no M 25 Plasma Burst Generator * 427 9 109 2 50 0.787 375 no S 7 Gauss Cannon 42200 42200 17900 17900 1 4.78 353 Gauss Cannon Ammunition XL 55 Ion Cannon 66100 131 3800 8 503 5.12 387 no XL 150 Photon Pulse Cannon 46500 111 8200 20 420 6.62 333 no XL 100 Ion Disruptor 3300 20 10 0.1 164 0.938 2027 no M 10 Mass Driver 0 0 185 15 12 0.997 739 Mass Driver Ammunition S 1 Impulse Ray Emitter 1400 54 140 5 26 1.39 1162 no S 1 Tri-Beam Cannon 11100 30 7800 21 374 6.19 5630 no XL 135 * Actual damage much higher, an area of effect weapon. Will hit several/many targets and each many times. Very energy efficient. Capital weapon which can be charged up, using more energy but dealing more damage. For further details check out charging.

*** IBL “set the target on fire”, adding burn damage. For 3 seconds, about 3000 damage per second are inflicted. This is not cumulative with multiple IBL hitting the target so it's barely noticable when firing 4-8 IBL simultaneously.

weapons.txt · Last modified: 2019/06/01 23:46 (external edit)