The spaceship can be equipped with onboard weapons, which are divided into three slot classes. Weapon installation takes place in the Assembly Hall, which can be found in the station's hangar. Weapons can also be repaired directly from the ship's deck outside the station.
There are three classes of onboard weapons: light, medium, and heavy.
Light weapons are affordable and easy to handle, with a focus on speed. They are suitable for light ships and can serve as defense against small-sized targets.
Medium weapons are effective while maintaining relative speed. They are suitable for medium-sized ships and serve as additional support on heavy battleships for fighting faster targets.
These weapons are designed only for the heaviest ships and typically target the largest monsters or large enemy stations.
There are three types of damage: kinetic, laser, and plasma.
Kinetic weapons cause damage through physical impact or explosion.
Laser weapons use highly concentrated photon beams of high energy. They are effective against organic targets and solid materials without reflective properties.
Plasma weapons fire superheated gas discharges enclosed in a containment field. A reaction occurs inside the plasma projectile after firing, accumulating heat. The thermal energy ionizes the gas, creating plasma. Thus, the damage to the target increases with the length of the projectile's trajectory. Plasma weapons are highly effective against organic targets and solid materials with low thermal resistance.
The target distance factor is divided into three groups: short range, medium range, and long range.
Weapons in this category have the highest accuracy but a limited attack angle. They are suitable for short distances, especially in close proximity to the ship.
This category of weapons combines accuracy, damage efficiency, and lower attack angle requirements. They are optimal for medium distances.
Weapons suited for long ranges are specialized and effective only in specific situations.
The firing rate is determined by the reload speed, which is specified for each weapon in seconds. The quality and crew presence in the engineering workstation module, where the weapon is installed, affect this rate.
Weapons have three basic firing modes. Right-click (RMB) on a specific weapon to switch the mode.
In this mode, the weapon will not fire until you click the left mouse button (LMB). If the weapon can aim at the target and is ready to fire, a diamond icon will appear on it. In this state, it waits for you to fire by clicking on the weapon (LMB).
In this mode, the crew automatically fires at the target as soon as possible. It then waits for the weapon to reload while continuously trying to aim at the target. Once the weapon is reloaded, the shot is repeated until the target is destroyed.
In this mode, the weapon ignores all targets except those it can fire at in C-M mode. These are typically enemy missiles and certain Evil units like Fireflies.
Each weapon has a firing angle limit, which is the range within which it can rotate to aim at the module. If the target is outside this operational field, the weapon cannot fire at it and will be highlighted in a warning color on the combat HUD.
The angular velocity indicates how quickly the weapon can change its angle and adapt to the target's position change. Typically, heavier weapons have a lower angular velocity, making them less suitable for rapidly moving targets too close to the ship.
If multiple targets are locked and are so far apart that a very obtuse angle forms between them and the weapon, it may happen that the weapon will not finish aiming before the target is switched, and will start rotating towards the new target instead of firing. When switching back, this situation will repeat itself, causing the weapon to be unable to attack. The solution is to mark only targets that are close to each other.
Some weapons, such as rocket launchers or torpedo launchers, require ammunition. The ammunition must be stored in the ship's cargo hold. The crew can reload the weapons automatically.
The crew assigned to the module workstations is responsible for targeting and reloading the weapon. Therefore, they play a crucial role in the weapon's effectiveness within the DPS.
Targets are distinguished in two states: locked and marked.
The onboard computer can only lock a limited number of targets at once.
Click on the target icon on the left side of the screen to mark or unmark a target. A marked target will be highlighted with a white background.
The onboard computer only selects marked targets for firing. Therefore, it is advisable to unmark targets you do not intend to shoot at.
Only locked targets can be marked.
Weapon installation and removal, i.e., rearming the module, is done by opening the respective module's card and selecting the "Rearm" option.