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Weapons, Glorious Weapons
in the 4 types
Damage and Energy Conservation
Weapons do more damage when energy is low and energy weapons fire slowly
when energy is depleted. Sooooo.. Watch that energy bar! Energy weapons
and mines take lots of energy. Mounted guns take less. Missiles take
Rules for Getting Weapons
4 WEAPONS POSITIONS - You are limited to 4 weapons that fire using the Z, X, C and V keys.
T-Cannon - A weak but cheap weapon, this can actually be deadly when combined with heavier weapons. This gun doesn't do much damage, but with a little bit of flying you can use it to drain enemy shields to hit them with a powerful weapon.
Minigun - A fast firing but short ranged light gun. A decent weapon for cheap, it is mostly useful for draining enemy shields at short range. You won't get many kills with this one, but it's good for leading into a combo when you don't have money for a better weapon. This gun isn't affected by the speed of your ship.
Energy Rifle - A long cooldown brings down this powerful weapon. There is a high energy cost and a long cooldown time, but the energy damage and hull damage is fantastic for a forward gun, especially for one you can get so cheaply. This isn't affected by your ship movement.
Light Laser - A mediocre weapon with great energy draining. Lasers generally are weapons with a long life, high speed, and high energy drain. The downside to this is that they have longer cooldown than other weapons and take more energy to fire. This one won't do too much damage to the average ship. This gun isn't affected by your ship movement.
Light Mass Driver - A great general forward weapon, but lacks energy damage. This does six times a light laser's hull damage and fires about three times faster. The downside is that the enemy shields easily deal with these slow projectiles, so they must have been previously hit hard for this weapon to hit hard. This weapon's speed is affected by your ship movement.
Light Gauss Cannon - A good weapon to use against drained ships. This weapon's high speed projectiles are made to deal great damage against enemy ships that are low on energy. You might give them a small scratch otherwise, but a low energy ship will get a shell lodged deep in their ship. This weapon fires fairly fast and isn't affected by ship movement, so aiming is a piece of cake.
Sliver Cannon - A short range weapon that tears enemies to shreds… Each of these bullets lasts a mere 1/8th of a second, so you'll have to be almost on top of your enemy to make any use of this weapon. If you are that close, however, you've got them beat. This weapon isn't affected by your ship speed.
Mass Driver - Another solid mass driver, it builds on the old one's technology and has a much heavier slug. With dropped shields this is the way to take out an enemy at range. The larger bullet and higher speed make it a bit less cumbersome to aim, so fire away!
Laser - Same as a light laser, but with double the power in one weapon. Double damage and energy damage make this a potent threat. It drops shields extremely easily, and the damage is quite good... A few of these backed by mass drivers is quite a combination. It's faster than a light laser, and again it isn't affected by your ship's movement.
Ship Slayer - A powerful sniping weapon, this has an unfortunately high cooldown time. A natural progression from the energy rifle, this new gun fires a large round at an extremely high velocity for the purpose of destroying enemy ships quickly and efficiently. Their shields will need to be low for full effect, then they will really feel the pain. This weapon isn't affected by your ship's movement.
Laser Drill - A short range laser-based weapon. Slightly better range than the sliver cannon, and also a scrape with this weapon will leave the target with their shields dropped. Uses surprising little energy as well - this weapon will outclass the enemy's at short range. Not affected by your ship's movement.
Penetrator Cannon - A long range shield piercing cannon. The long, thin shell shot from this cannon will travel through most shields, but because of its odd make up the damage is slightly less than other weapons. Nonetheless, but a few of these in an enemy and they'll go down. This is a great weapon for finishing damaged ships or softening up and enemy for a bomb kill. This weapon has a very good rate of fire. This weapon is not affected by your ship's movement.
High Energy Laser - The power of four light lasers in one weapon. Ruin the enemy's shields and day with one of these. Long lasting, fast flying, highly damage, and can set up a combo in a snap. This weapon is a must have if you need a weapon to drop the enemy's shield or to shoot into a distant firefight. This weapon is not affected by your ship's movement.
Cyclone Cannon - Ultimate spread-fire weapon. The fastest firing rate in the game - fill the sky with bullets! This weapon has terrible spread to the shots, so point in the general direction of the enemies and let the fun ensue. This weapon is affected by your ship's speed.
Heavy Gauss Cannon - Long range ultimate sniping weapon. This will tear those caught in its path a new exhaust port. This weapon is for those who believe in lining up their shots - it does a lot of damage and fires fast enough to be a viable option in close combat.
Rapid-Fire Railgun - The power of a gauss cannon with the speed of a cyclone cannon. The ultimate forward gun is right here. With almost the firing rate of the cyclone cannon, high power, and almost no spread, you can lay the field to waste! Has unfortunately low lifetime on the bullets, so watch for snipe attacks... Otherwise, every other weapon is outclassed. This weapon is not affected by your ship's movement.
Anti-Energy Bomb - A bomb made for taking down people's shields. Damage is light compared to other bombs. You can get it cheap, but this weapon isn't very useful. If you can fire multiple bombs and try to hit someone first with this bomb to drop their shields it might be a good choice early, but generally you'll want to use a different weapon for dropping an enemy's shields. The one thing this bomb does do is add confusion to the battlefield, and you might be able to get an enemy to fly into it (or a stronger weapon!) while trying to avoid your fire.
Minibomb - A fast firing bomb made to add clutter to the battlefield. Light damage, but fast firing. The damage is ok for dealing damage to those with dropped shields, but it is still fairly light. This is more or less a forward weapon replacement, a lot like a mass driver... If you need that role filled by a bomb or would like another of that type of weapon, then this is a good pick.
Light Disruption Bomb - Good damage to both shields and hull. An efficient coup de grace weapon. When dropped into a firefight this bomb can quickly change the tides over in your favor. The damage is good against those with low energy, and it's energy damage will help it do its damage.
Speed Bomb - A bomb that isn't affected by ship movement. This isn't affected by ship movement, but it has a slight penalty to damage. If you need a weapon that flies straight every time, here it is.
Heavy Energy Bomb - A bomb made to instantly drop enemy shields while doing decent damage. Much more useful than the regular energy bomb, this will instantly destroy enemy shields as well as dealing good damage, meaning it's likely it'll do it's full damage to the target. Don't pass this off as useless...
Piercer Bomb - A bomb made to ignore enemy shields and deal its damage directly. A bomb that can be used at any time in a firefight to gain the upper hand or dispatch your enemy. This is a very powerful weapon - don't miss!
Disruption Bomb - High hull damage and decent energy damage, this will bring an enemy down that's been hit a few times. Make sure you hit an enemy at the right time with this, and make sure you hit. It's pointless to hit an enemy that's got shields up with this, make sure you've hit them then swoop in for the kill - this will make sure they have a flashy exit.
Speedbomb MKII - An armor piercing bomb that isn't affected by your ship's movements. It fires faster than a normal Speedbomb and deals more damage than an armor piercing bomb, but the energy it takes to fire it is pretty killer. Hit an enemy with this whenever, the damage is constant regardless of shields.
High Explosive Bomb - A bomb made to deal with small ships in one shot. Blast those scouts out of the air. Cripple fighters and bombers. Land a few forward gun shots across an enemy's shield and then hit them with this - they won't have long to live after even if they survive the initial damage. You just have to hit...
Immortal Bomb - A bomb made to last for a long time. When you need to have a bomb that lasts... and lasts... and lasts... This is your choice. It will also bounce more than normal bombs before exploding. The damage isn't as high as a high explosive bomb, but it's still devastating if you want to use it normally.
Plasma Bomb - A powerful bomb, which also drops enemy shields. Amazing energy damage mixed with the high hull damage - you have a winner right here. Let it rip... If you can hit someone do it, as their shields will drop and they will take heavy damage.
Heavy Disruption Bomb - A bomb that does piercing damage and lethal damage if shields are dropped. This bomb will almost destroy a scout if its shields aren't dropped, and will kill a scout at least eight times over if they are dropped. In short, the damage on this is terrific, and so is the energy drain - its speed make it a bit hard to use effectively, but with some skill it will add much more power to your ship.
Ramming Missile - An old missile without a warhead. It'll give your enemies a good whack, but it definitely lacks fireworks. It might help deal that extra bit of damage in an early battle, but it does virtually no energy damage.
Explosive Packed Missile - A missile with explosives crudely added. These are most effective dealing with ships with dropped shields. They start moving a bit slowly, so aiming can be a pain. Damage is good for something so cheap, however.
Light Missile - A small but professionally made missile. Unlike many other missiles these are made to offset the ship's movement when firing, so they'll travel at what you're pointing at. The move fast, but also sadly are small and not therefore very damaging. They are much better at piercing shields than cheaper missiles, however.
Missile Circle - A lot of smaller missiles are packed into one larger one and ejected during the primary's explosion. This will fire off a lot of smaller missiles when it goes off, so it's good for adding a bit of confusion to a battle. Real damage is hard to do because the odd firing times on the missile and the almost impossible task of aiming - you might get lucky, however.
Light Armor Piercing Missile - A missile that ignores enemy shields and isn't affected by your ship's movement. This small missile does a good amount of damage regardless of the enemy's energy, and also flies in the direction you shoot it. This is a good addition regardless of your other weapons.
Light MIRV - This missile splits into 8 smaller missiles after firing. This fires in a tight fan rather than in a full circle, so you can do good damage with an accurate shot or do damage to an area with a shot in someone's general direction.
Military Grade Missile - A commonly used military grade missile - it's not affected by your ship's movement. This missile is good at everything, but great at nothing. It's one simple fast missile that does decent energy and hull damage, and not being affected by ship movement is a nice plus.
Missile Shower - A combination of two light MIRVs. Unlike a MIRV this would be very hard to aim, but with double the produced missiles of a MIRV this could ruin a firefight between two enemies, or deal damage from a distance.
Armor Piercing Missile - An armor piercing missile with a more powerful payload. The missile is the same as a light armor piercing missile but it does 2.5x times the damage on average. This missile also has a powerful motor, so it'll get up to its max speed fast.
Missile Spray - When you have to fire a lot of weak missiles quickly, this is a good choice. This has one of the highest firing rates of *any* weapon. The damage isn't great, but when you need to fire a lot of missiles obscenely quickly, go for it.
Heavy MIRV - Fires a fan of powerful missiles. Fires twelve armor piercing missiles in a tight fan... Good for clearing out an area or ruining someone's ship.
Nuclear Missile - An extremely powerful missile, designed to take out enemies in one hit. Long lasting but with an extremely long cool-down, This weapon is what you need when you need to deal a ton of damage in one place.
Heavy Missile Circle - A heavier version of the missile circle. Forty missiles packed into one - this one is packed with military grade missiles however, so it's very deadly.
Plasma Shower Missile - Nice fireworks. This is quite a fun weapon shoot into the middle of a group... This weapon fires no less than 96 small plasma bombs after spreading out a bit. A whole area will be destroyed - but a ship or two (especially small ones) might make it out alive. This IS the ultimate weapon, but the cool-down time will mean you won't be able to fire it whenever you want. If you think you might be in trouble fire this off, and your situation most likely will be solved. Don't fire it into an enemy, or it won't separate into its various stages.
Light Piercing Mine - This does light damage regardless of enemy energy. These are meant to soften up targets for further attacks. They do no energy damage and aren't terribly damaging, but they might help you out a bit.
Light Energy Mine - This mine does light energy damage and a bit of hull damage. Someone hit by this mine will have their shields dropped a bit so that they can be more easily killed by other weapons.
Themal Wake - Lays a trail of superheated wake - This can be used offensively or defensively. This wake does very little damage, but it does decent energy damage.
Space Mine - These mines are a bit stronger than energy mines. In addition to being stronger than cheaper mines, these mines also spin to bounce along walls and cover a larger area.
Piercing Mine - This mine does moderate damage regardless of enemy shields. This is simply a stronger version than the light piercing mine, it does about two times the damage.
Energy Mine - This mine does great energy damage and a bit of hull damage. This mine does do decent damage if you drop it and leave it be, but it's main purpose is to drop shields leaving your enemies weakened for a quick follow-up attack.
Explosive Wake - Lays a trail of small explosives - This can be used offensively or defensively. This wake does good damage, but the enemy's shield would need to be dropped for it to work effectively.
Crippler Mine - This mine does an amazing amount of armor piercing damage. This mine is guaranteed to tear a hole in your enemy's armor. Drop a few of these and you can get a kill quickly an easily.
Blackout Mine - This mine does amazing energy damage and a bit of hull damage. This mine does good hull damage, but it will drop most people's shields a great ways or completely so you can destroy them with other weapons.
Plasma Wake - Lays a trail of plasma - This can be used offensively for draining purposes with some fancy flying. This is a lot of fun to use, but it's hard to use effectively. The plasma wake drains an enemy's shields fast, so it sets up combos very well. A bomber probably would just be better off with high explosive mines, but a fighter or scout could use these to their advantage. Four of these on a scout might make it a deadly weapon, as it takes exactly 19 to kill a scout, 30 to kill a fighter, and 50 to kill a bomber, and it is dropped extremely quickly. A few random kills can be gained from weakened ships as well.
High Explosive Mine - Fast dropping powerful mines. These mines are extremely good - they drop fast, do good energy and hull damage and spin for area and crawl along walls - they are clearly the best type of mine.