Difference between revisions of "Weapons"

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[[Category:Lists]]
 
[[Category:Lists]]
This is a quick reference for all ground-based '''Weapons''' currently in the Beta, as well as relevant statistics. For statistics pertaining to weapons carried by air assets, see [[Air Weapons]]. Weapons are divided into three classes: [[Ballistic Weapons|ballistic]], [[Missile Weapons|missile]], and [[Energy Weapons|energy]].
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This is a quick reference for all ground-based '''Weapons''' currently in the game, as well as relevant statistics. For statistics pertaining to weapons carried by air assets, see [[Air Weapons]]. Weapons are divided into three classes: [[Ballistic Weapons|ballistic]], [[Missile Weapons|missile]], and [[Energy Weapons|energy]].
  
 
<!--The tables below are up to date as of version 0.10.3-->
 
<!--The tables below are up to date as of version 0.10.3-->
<br /><br />
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==Discussion==
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==About Damage Stat==
The raw damage values displayed in this table aren't the actual damage in-game. There are multiple reasons for this and some unknowns which should be taken into account before comparing any weapon to another, especially between categories.
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The raw damage values displayed in the weapon stat tables aren't the actual damage in-game. There are multiple reasons for this and some unknowns which should be taken into account before comparing any weapon to another, especially between categories.
  
 
The ''Damage'' column is the theoretical maximum direct-hit damage to a single component, ignoring the effectiveness of the associated [[damage type]] against the particular target. Effectiveness and actual total damage done can be affected by the following:
 
The ''Damage'' column is the theoretical maximum direct-hit damage to a single component, ignoring the effectiveness of the associated [[damage type]] against the particular target. Effectiveness and actual total damage done can be affected by the following:
  
* Multiple-launch missile weapons, especially the LRMs, tend to be somewhat inaccurate and miss the target with some missiles even when at optimal range and the target is a large, stationary Mech, therefore not inflicting 100% of its potential.
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* Multiple-launch missile weapons, especially the [[LRM]]s, tend to be somewhat inaccurate and miss the target with some missiles even when at optimal range and the target is a large, stationary [[Mech]], therefore not inflicting 100% of its potential.
  
 
* Weapons that fire multiple shots in a volley or that fire rapidly may suffer from damage being spread across multiple components (or missing entirely with some portion of the shots), making it more difficult to land a killing blow.
 
* Weapons that fire multiple shots in a volley or that fire rapidly may suffer from damage being spread across multiple components (or missing entirely with some portion of the shots), making it more difficult to land a killing blow.
  
* Some weapons may offer splash damage that can damage multiple components (or even multiple Mechs) at once. Splash damage will damage everything within its radius, with the center of the effect being more damaging, and the edge inflicting little to no damage. Components are damaged ''independently'', so an [[Uller]] hit in the shoulder with an AC20 may suffer the full damage from the AC20 (modified by the damage type effectiveness against mechs), and suffer ''additional'' partial AC20 damage to the head, center torso, back, and/or arm, depending on how close these components are to the center of the explosion. Thus, especially in the case of weapons with large splash radiuses, the sum total damage done can much larger than the listed (maximum single-component) damage. As a result of this, hitting a vehicle on the edge between components may do more total damage than hitting the center of a single component, where it would be further away from other components, thereby reducing the extra splash damage.
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* Some weapons may offer splash damage that can damage multiple components (or even multiple Mechs) at once. Splash damage will damage everything within its radius, with the center of the effect being more damaging, and the edge inflicting little to no damage. Components are damaged ''independently'', so an [[Uller]] hit in the shoulder with an [[AC20]] may suffer the full damage from the AC20 (modified by the damage type effectiveness against mechs), and suffer ''additional'' partial AC20 damage to the head, center torso, back, and/or arm, depending on how close these components are to the center of the explosion. Thus, especially in the case of weapons with large splash radiuses, the sum total damage done can much larger than the listed (maximum single-component) damage. As a result of this, hitting a vehicle on the edge between components may do more total damage than hitting the center of a single component, where it would be further away from other components, thereby reducing the extra splash damage.
  
 
Some weapons' (e.g. [[HGauss]]) damage seems to "spread" to the center torso. The relation between assumed damage and real damage is unknown; It seems to be higher, but this still needs to be confirmed.
 
Some weapons' (e.g. [[HGauss]]) damage seems to "spread" to the center torso. The relation between assumed damage and real damage is unknown; It seems to be higher, but this still needs to be confirmed.
  
 
Finally, a table cannot hope to convey ''all'' aspects of a weapon's performance; The best way to evaluate a weapon's worth is to test it in action.
 
Finally, a table cannot hope to convey ''all'' aspects of a weapon's performance; The best way to evaluate a weapon's worth is to test it in action.
<br /><br />
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==Ballistic Weapons==
 
==Ballistic Weapons==
Many ballistic weapons can be fired with effect at targets more distant than their listed range, but accuracy and/or damage will suffer. When firing AC10 or AC20 family weapons near or beyond their listed range, it may be necessary to take wind and shot drop into consideration. The LongTom Artillery is the extreme member of the ballistic weapons family and fires a long-range, relatively slow-moving, arcing shot.
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Many [[Ballistic Weapons|ballistic weapons]] can be fired with effect at targets more distant than their listed range, but accuracy and/or damage will suffer. When firing [[Standard AutoCannons|Standard]], [[Ultra AutoCannons|Ultra]], [[Hyper-Velocity AutoCannons|Hyper-Velocity]] or [[Rotary AutoCannons| Rotary AutoCannon]] family weapons near or beyond their listed range, it may be necessary to take shot drop into consideration. The [[Long Tom Artillery]] is the extreme member of the ballistic weapons family and fires a long-range, relatively slow-moving, arcing shot.
  
Many of these weapons will overheat in continuous firing (represented in-game as a bar under the weapon name on the weapons display). If they overheat, they will become unusable for a few seconds, after which they will become usable and start to cool at their normal rate. However, if overheated, ultra ACs will jam for 10 seconds before cooling.
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Many of the ballistic weapons will overheat in continuous firing (represented in-game as a bar under the weapon name on the weapons display). If the weapon happens to overheat, it will become unusable for a short time (3s-10s depending of the weapon), after which it will be fully cooled and usable again. In most cases overheating the weapon is unwanted because the normal cooling rate is a faster way to cool the weapon, excepion being [[Hyper-Assault Gauss Rifle]]s, which are intended (and more effective) to shoot until overheat is reached.
  
 
A note on damage dropoff: The base damage is modified by the [[damage type]] ''before'' subtracting the lossage for distance. Significantly, this has the effect of giving kinetic- and light kinetic-type weapons increased effective range against air assets than against ground assets, since the damage type modifier against air assets is much higher.
 
A note on damage dropoff: The base damage is modified by the [[damage type]] ''before'' subtracting the lossage for distance. Significantly, this has the effect of giving kinetic- and light kinetic-type weapons increased effective range against air assets than against ground assets, since the damage type modifier against air assets is much higher.
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==Missile Weapons==
 
==Missile Weapons==
Of the missile weapons, only [[MRM]]s and and standard [[SRM]]s cannot lock onto a target. However, Tbolts and MRMs have limited seeking towards an active [[NARC]] or [[TAG]] (although there is a bug with MRMs seeking a TAGed or NARCed target, in that the missiles spread out too far). Additionally, MRMs, when dumbfired, can be guided after launch by moving the aiming reticule.
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Of the missile weapons, only [[MRM]]s and and standard [[SRM]]s cannot lock onto a target, however MRMs can be guided after launch by moving the aiming reticule.
  
The minimum range listed here refers to the distance the missiles have to travel before they are armed and ready to explode, missiles that hit before traveling the listed distance will just bounce of their target dealing no damage. [[LRM]]s, [[Arrow IV]]s and [[ELRM]]s have another additional minimum range caused by the high arc they fly after exiting their launcher. This range is roughly 150m for [[LRM]]s and 500m for [[Arrow IV]] and [[ELRM]]s, but it can vary a little depending on torso elevation and height differences between attacker and target.
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The minimum range listed in the tables refers to the distance the missiles have to travel before they are armed and ready to explode. Missiles that hit before traveling the listed distance will just bounce of their target dealing no damage. [[LRM]]s, [[ELRM]]s and especially [[Arrow IV]]s have another additional minimum range caused by the high arc they fly after exiting their launcher. <!-- Find out values: This range is roughly 150m for [[LRM]]s and 500m for [[Arrow IV]] and [[ELRM]]s, but it can vary a little depending on torso elevation and height differences between attacker and target.-->
  
Clan SRMs are identical to their IS counterparts. Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target. (E)LRMs carried by aircraft are the same as standard LRMs but have better speed, maneuverability, a 25% faster lock, and fly directly towards their target (as opposed to arcing up after launch and only descending when they've reached their target -- significantly, this means the air-carried variants have no minimum range). Streak SRMs carried by aircraft are the same as standard SSRMs but have more speed and maneuverability, distance, lock rate and lock range, but will be unguided if fired without a lock.
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[[Clan]] SRMs are identical to their [[IS]] counterparts, and Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target.
  
 
Note that the Frag [[damage type]] is highly ineffective against vehicles.
 
Note that the Frag [[damage type]] is highly ineffective against vehicles.
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==Energy Weapons==
 
==Energy Weapons==
Energy weapons do not need ammunition. Note that the EMP and Flame [[damage types]] are not very effective against vehicles (though if you can manage to hit an air unit with a Flamer it will do much better damage than against other vehicle types).
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One advantage of all [[Energy weapons]] is that they do not need ammunition, which enables longer effective operating times in many circumstances (no [[APC]] near the frontlines, long way to nearest friendly hangar). Main downside of energy weapons is the increased [[heat]] buildup that threatens the well-being of heat sinks and the asset itself.
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Most laser weapons offer high pinpoint damage without ammunition travel time (hitscan) which can effectively melt chosen part of enemy armor in hands of capable pilot.
  
 
Note that laser damage displayed in the table below is the maximum damage possible. This assumes that the laser in question has been focused on a target for the full length of its beam duration.
 
Note that laser damage displayed in the table below is the maximum damage possible. This assumes that the laser in question has been focused on a target for the full length of its beam duration.
Also note that firing Pulse Lasers - but not X-Pulse Lasers - will occasionally fire an extra pulse. This is a known feature.
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Also note that firing Pulse Lasers (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.
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Flame [[damage type]] doesn't really do damage against ground assets, but if you can manage to hit an air unit with a [[Flamer]], it will do decent damage.
  
 
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Revision as of 15:20, 3 June 2019

This is a quick reference for all ground-based Weapons currently in the game, as well as relevant statistics. For statistics pertaining to weapons carried by air assets, see Air Weapons. Weapons are divided into three classes: ballistic, missile, and energy.


About Damage Stat

The raw damage values displayed in the weapon stat tables aren't the actual damage in-game. There are multiple reasons for this and some unknowns which should be taken into account before comparing any weapon to another, especially between categories.

The Damage column is the theoretical maximum direct-hit damage to a single component, ignoring the effectiveness of the associated damage type against the particular target. Effectiveness and actual total damage done can be affected by the following:

  • Multiple-launch missile weapons, especially the LRMs, tend to be somewhat inaccurate and miss the target with some missiles even when at optimal range and the target is a large, stationary Mech, therefore not inflicting 100% of its potential.
  • Weapons that fire multiple shots in a volley or that fire rapidly may suffer from damage being spread across multiple components (or missing entirely with some portion of the shots), making it more difficult to land a killing blow.
  • Some weapons may offer splash damage that can damage multiple components (or even multiple Mechs) at once. Splash damage will damage everything within its radius, with the center of the effect being more damaging, and the edge inflicting little to no damage. Components are damaged independently, so an Uller hit in the shoulder with an AC20 may suffer the full damage from the AC20 (modified by the damage type effectiveness against mechs), and suffer additional partial AC20 damage to the head, center torso, back, and/or arm, depending on how close these components are to the center of the explosion. Thus, especially in the case of weapons with large splash radiuses, the sum total damage done can much larger than the listed (maximum single-component) damage. As a result of this, hitting a vehicle on the edge between components may do more total damage than hitting the center of a single component, where it would be further away from other components, thereby reducing the extra splash damage.

Some weapons' (e.g. HGauss) damage seems to "spread" to the center torso. The relation between assumed damage and real damage is unknown; It seems to be higher, but this still needs to be confirmed.

Finally, a table cannot hope to convey all aspects of a weapon's performance; The best way to evaluate a weapon's worth is to test it in action.


Ballistic Weapons

Many ballistic weapons can be fired with effect at targets more distant than their listed range, but accuracy and/or damage will suffer. When firing Standard, Ultra, Hyper-Velocity or Rotary AutoCannon family weapons near or beyond their listed range, it may be necessary to take shot drop into consideration. The Long Tom Artillery is the extreme member of the ballistic weapons family and fires a long-range, relatively slow-moving, arcing shot.

Many of the ballistic weapons will overheat in continuous firing (represented in-game as a bar under the weapon name on the weapons display). If the weapon happens to overheat, it will become unusable for a short time (3s-10s depending of the weapon), after which it will be fully cooled and usable again. In most cases overheating the weapon is unwanted because the normal cooling rate is a faster way to cool the weapon, excepion being Hyper-Assault Gauss Rifles, which are intended (and more effective) to shoot until overheat is reached.

A note on damage dropoff: The base damage is modified by the damage type before subtracting the lossage for distance. Significantly, this has the effect of giving kinetic- and light kinetic-type weapons increased effective range against air assets than against ground assets, since the damage type modifier against air assets is much higher.


[Show/Hide]

Weapon
Max Range Dmg Drop
Range
Dmg Drop
/m
Damage/Shot Damage
Type
Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Burst
DPS
Heat
/Shot
Cooldown
Time
Jam
Duration
Ammo
/ton
Ammo cost
/ton
BA Recoilless Rifle 318m --- --- 400 Flak --- --- --- 16 164 164 --- --- --- --- ---
BA Grenade Launcher 465m --- --- 250 (250) Heavy Kinetic (Missile) 65 Frag 1.9m / 3m 35 292 292 --- --- --- --- ---
BA Light MG 600m --- --- 7 Kinetic --- --- --- 857 (1200)* 120 168 --- 1s 3s --- ---
BA Medium MG 317m 300m 1 17 Kinetic 500 (700)* 170 238 --- 1s 3s
AC2 1200m 1200m 10 6 x 58 Light Kinetic 6 x 20 Frag 1m / 1.5m 11.8 96 96 9 --- --- 360 250
AC5 795m 800m 3 x 130 3 x 45 1m / 1.8m 12.6 116 116 3 128 450
AC10 625m 600m 20 225 (225) Heavy Kinetic (Energy) 500 1.3m / 2.6m 17.7 156 156 15 28 750
AC20 345m 350m 300 (300) 600 1.6m / 3.2m 26.6 310 310 38 22 1000
(C)UAC2 1200m 1200m 10 13 Light Kinetic --- --- --- 302 (500)* 92 328 0.5 3.5s 7s 800 250
UAC5 810m 800m 10 3 x 115.5 Kinetic 18.8 (45.5)* 131 315 7 4s 8s 128 450
CUAC5 17.6 (45.5)* 122 5s
(C)UAC10 665m 650m 20 2 x 300 Heavy Kinetic 25.8 (56)* 263 649 30 5s 8s 48 750
(C)UAC20 360m 350m 2 x 490 28 (63.8)* 459 1209 68 6s 10s 32 1000
HVAC2 1500m 1500m 10 12 x 29 Light Kinetic --- --- --- 8.8 71 71 28 --- --- 360 500
HVAC10 955m 950m 100 225 (225) Light Kinetic (Energy) 550 Frag 1.45m / 2.8m 22.5 219 219 34 22 1000
RAC2 1000m 800m 0.05 19 Kinetic --- --- --- 589 (1080)* 223 408 1.1 4s 6s 600 250
RAC5 700m 650m 0.43 65 315 (600)* 410 778 2.6 5s 200 450
(C)LBX2 1330m 1350m 10 2 x 81 Light Kinetic --- --- --- 20 76 76 7 --- --- 60 125
(C)LBX5 900m 900m 5 x 81 15 142 142 10 48 500
(C)LBX10 700m 700m 10 x 81 12 228 228 24 24 950
(C)LBX20 450m 450m 20 x 81 10 380 380 76 12 1350
LtGauss 1255m 1250m 200 649 Heavy Kinetic --- --- --- 11 138 138 11 --- --- 16 1000
Gauss 900m 900m 977 1230 8.5 202 202 14 12 1850
CGauss 1092 18
HGauss 705m 450m 4.3 2125 349 349 32 6 2000
iHGauss 800m 800m 977 1932 318 318 29
HAG20 1200m 1200m 40 82 Kinetic --- --- --- 97 (900)* 159 1476 3 16s 6s 240 1500
HAG30 129 (900)* 211 8s
HAG40 153 (900)* 251 10s
Machine Gun 1600m 300m 0.001 3.5 Light Kinetic --- --- --- 739 (1200)* 60 98 0.003 4s 6s --- ---
Thumper 13900m --- --- 1000 Energy --- --- 10m 9 158 158 200 --- --- 8 2400
Long Tom (Std range) 2250m --- --- 1850 Missile 1000 Energy 28m / 35m 5 231 231 400 --- --- 5 2400
Long Tom (Short range) 1500m 20m / 25m 7.5 347 347 300
Long Tom (Long range) 3000m 36m / 45m 5 231 231 500
*Max rate of fire All stats are current as of release 0.10.3

Missile Weapons

Of the missile weapons, only MRMs and and standard SRMs cannot lock onto a target, however MRMs can be guided after launch by moving the aiming reticule.

The minimum range listed in the tables refers to the distance the missiles have to travel before they are armed and ready to explode. Missiles that hit before traveling the listed distance will just bounce of their target dealing no damage. LRMs, ELRMs and especially Arrow IVs have another additional minimum range caused by the high arc they fly after exiting their launcher.

Clan SRMs are identical to their IS counterparts, and Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target.

Note that the Frag damage type is highly ineffective against vehicles.

[Show/Hide]

Weapon
Min Range Max Range Lock On
Range
Lock On
Time
Damage/Shot Damage
Type
Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
BA SRM2 6m 400m --- --- 400* Light Kinetic 200* Missile 2m / 4m 2 x 8 201 --- --- 1000*
(C)SRM2 --- 350m --- --- 2 x 100 Missile 2 x 100 Frag 0.95m / 2m 16.3 55 12 48 125
(C)SRM4 355m 4 x 100 4 x 100 15.7 107 24 96 250
(C)SRM6 6 x 100 6 x 100 15.1 154 36
(C)DSRM4 --- 355m --- --- 8 x 100 Missile 8 x 100 Frag 0.95m / 2m 14.5 198 48 96 250
(C)DSRM6 12 x 100 12 x 100 13.5 276 72
SSRM2 --- 350m 350m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 49 16 36 175
SSRM4 4 x 100 4 x 100 14 95 32 72 350
SSRM6 6 x 100 6 x 100 13.5 138 48
DSSRM4 --- 350m 350m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 190 64 72 350
DSSRM6 12 x 100 12 x 100 13.5 275 96
CSSRM2 --- 450m 450m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 49 16 36 225
CSSRM4 4 x 100 4 x 100 14 95 32 72 450
CSSRM6 6 x 100 6 x 100 13.5 138 48
CDSSRM4 --- 450m 450m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 190 64 72 450
CDSSRM6 12 x 100 12 x 100 13.5 275 96
MRM10 20m 660m --- --- 10 x 82 Missile 10 x 82 Frag 1.5m / 5m 11.3 158 46 240 1050
MRM20 20 x 82 20 x 82 8.6 239 92
MRM30 30 x 82 30 x 82 6.9 288 138
MRM40 40 x 82 40 x 82 6 335 185
LRM5 100m 1365m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 103 29 180 850
LRM10 2s 10 x 87 10 x 87 9.1 135 88
LRM15 2.3s 15 x 87 15 x 87 7.4 165 129
LRM20 2.5s 20 x 87 20 x 87 6.5 193 176
CLRM5 20m 1375m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 103 29 180 850
CLRM10 2s 10 x 87 10 x 87 9.1 135 87
CLRM15 2.3s 15 x 87 15 x 87 7.4 165 129
CLRM20 2.5s 20 x 87 20 x 87 6.5 193 176
ELRM10 100m 1870m 1500m 2s 10 x 87 Missile 10 x 87 Frag 1m / 3m 9.1 135 88 120 1100
ELRM15 2.3s 15 x 87 15 x 87 7.4 165 129
ELRM20 2.5s 20 x 87 20 x 87 6.5 193 176
ATM3 120m 780m 750m 0.9s 3 x 138.5 Missile 3 x 138.5 Frag 1m / 3m 11.1 78 43 108 1100
ATM6 1.2s 6 x 138.5 6 x 138.5 8 113 86
ATM9 1.5s 9 x 138.5 9 x 138.5 6.8 145 129
ATM12 1.8s 12 x 138.5 12 x 138.5 5.8 165 172
ATM3 (ER) 150m 1500m 1250m 1s 3 x 87 Missile 3 x 87 Frag 1m / 3m 11.3 50 43 108 1100
ATM6 (ER) 1.2s 6 x 87 6 x 87 8.2 73 86
ATM9 (ER) 1.4s 9 x 87 9 x 87 7.1 94 129
ATM12 (ER) 1.6s 12 x 87 12 x 87 6.1 108 172
ATM3 (HE) --- 320m 300m 0.6s 3 x 184.5 Missile 3 x 184.5 Frag 1m / 3m 10.4 98 51 108 1100
ATM6 (HE) 6 x 184.5 6 x 184.5 8.1 152 102
ATM9 (HE) 9 x 184.5 9 x 184.5 7.3 205 153
ATM12 (HE) 12 x 184.5 12 x 184.5 6.4 242 204
TBolt5 --- 4680m 750m 1s 327 Missile 1.5m --- --- 10 52 50 20 800
TBolt10 1.5s 654 10 105 80 10
TBolt15 2s 981 8.3 131 110 7
TBolt20 2.5s 1308 7.5 157 140 5
Arrow IV 200m 4300m 1000m 16s 4 x 175 Missile 4 x 116.5 Missile 9.5m / 50m 7 131 300 32 1000
CArrow IV 1200m
*Single missile (BA SRM2 launches one missile at a time) All stats are current as of release 0.10.3

Energy Weapons

One advantage of all Energy weapons is that they do not need ammunition, which enables longer effective operating times in many circumstances (no APC near the frontlines, long way to nearest friendly hangar). Main downside of energy weapons is the increased heat buildup that threatens the well-being of heat sinks and the asset itself.

Most laser weapons offer high pinpoint damage without ammunition travel time (hitscan) which can effectively melt chosen part of enemy armor in hands of capable pilot.

Note that laser damage displayed in the table below is the maximum damage possible. This assumes that the laser in question has been focused on a target for the full length of its beam duration. Also note that firing Pulse Lasers (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.

Flame damage type doesn't really do damage against ground assets, but if you can manage to hit an air unit with a Flamer, it will do decent damage.

[Show/Hide]

Weapon
Max Range Beam Duration Damage/Shot Damage
Type
Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Heat Damage
/Shot
Shots
/min
Sustained
DPS
Burst
DPS
Heat
/Shot
Cooldown
Time
Overheat
Duration
BA Small Laser 400m 0.5s 310 Energy --- --- --- --- 24 130 130 --- --- ---
BA mHL 175m 1.5s 1349 Energy --- --- --- --- 8.6 203 203 --- --- ---
BA SPL 200m 0.06s 47.5 Energy --- --- --- --- 413.8 344 344 --- --- ---
BA mPPC 540m --- 530 Energy 113 EMP 1.6m / 2.4m 40 8 91 91 --- --- ---
BA Flamer 100m --- 80 Flame 15 Flame 8m / 10m 20 185 (300)* 119 193 --- 4s 6s
Small Laser 300m 0.5s 161 Energy --- --- --- --- 20 57 57 9 --- ---
Medium Laser 500m 288 13.3 67 67 39
Large Laser 700m 555 10 97 97 102
ERSL 400m 0.5s 146 Energy --- --- --- --- 20 51 51 19 --- ---
ERML 600m 260 13.3 61 61 47
ERLL 800m 555 10 97 97 115
CERSL 450m 0.5s 202 Energy --- --- --- --- 20 71 71 28 --- ---
CERML 700m 403 13.3 94 94 75
CERLL 900m 692 10 121 121 177
HSL 200m 1.5s 423 Energy --- --- --- --- 11.4 85 85 46 --- ---
HML 400m 703 9.2 114 114 106
HLL 600m 1475 7.1 183 183 331
SPL 250m 6 x 0.06s 6 x 24.5 Energy --- --- --- --- 26.3 68 68 24 --- ---
MPL 400m 2 x 0.06s 2 x 89 34.1 107 107 24
LPL 650m 3 x 0.06s 3 x 133.5 22.7 160 160 62
CSPL 350m 6 x 0.06s 6 x 24.5 Energy --- --- --- --- 26.3 68 68 24 --- ---
CMPL 500m 2 x 0.06s 2 x 104 34.1 124 124 28
CLPL 850m 2 x 0.06s 2 x 148.5 34.1 177 177 60
SXPL 300m 0.06s 14 Energy --- --- --- --- 413.8 103 103 2 --- ---
MXPL 500m 28 206 206 3.5
LXPL 750m 47 344 344 8.5
LPPC 450m --- 220 Energy 130 EMP 0.6m / 2.5m --- 9.5 59 59 80 --- ---
PPC 720m 480 230 0.8m / 3m 7.5 94 94 160
ERPPC 900m 176
CERPPC 600 357 127 127 277
HPPC 650m 960 460 0.8m / 6m 5.5 138 138 320
Flamer 100m --- 20 Flame 30 Flame 6m / 8m 6.5 79 (150)* 27 51 5 6s 10s
*Max rate of fire All stats are current as of release 0.10.3

See Also