Onboard Weapons - Official Guide for Outspace Game

Onboard Weapons

Last update 22.04.2025

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.

Weapon Class Division

There are three classes of onboard weapons: light, medium, and heavy.

Light Weapon Class

Kinetic Damage Symbol

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 Weapon Class

Beam Damage Symbol

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.

Heavy Weapon Class

Plasma Damage Symbol

These weapons are designed only for the heaviest ships and typically target the largest monsters or large enemy stations.

Damage Type Division

There are three types of damage: kinetic, laser, and plasma.

Kinetic

Kinetic Damage Symbol

Kinetic weapons cause damage through physical impact or explosion.

Laser

Beam Damage Symbol

Laser weapons use highly concentrated photon beams of high energy. They are effective against organic targets and solid materials without reflective properties.

Plasma

Plasma Damage Symbol

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.

Range and Accuracy

The target distance factor is divided into three groups: short range, medium range, and long range.

Short Range

Short Range Symbol

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.

Medium Range

Medium Range Symbol

This category of weapons combines accuracy, damage efficiency, and lower attack angle requirements. They are optimal for medium distances.

Long Range

Long Range Symbol

Weapons suited for long ranges are specialized and effective only in specific situations.

Probability of Hit Calculation

z = ((a + T) - (s / d)) * b

Z = random number between 0 and z

A hit occurs if Z > s * 0.5 .

Crew Tactical Skill (T)

The average of all TACTICAL attributes of the crew in all TACTICAL workstations of the module where the weapon is placed.
* change in 2025 - If a crew member's attribute exceeds the station's maximum value, it is capped at that value.

Target Distance (s)

The current distance between the target and the weapon at the moment of firing. Always based on the actual server-side distance between the weapon and the target, even if the game client may show slightly different conditions.

Target Size (d)

The size of the target, i.e., the area that needs to be hit.

Weapon Accuracy by Range (a)

The accuracy value corresponding to the target's distance.

Bonuses and Penalties (b)

For example, the effects of applied cards.


Target Weapon Crew Simulation
Distance (s) Size (d) Fire range Range accuracy (a) Crew Tactical (T) Hit probability Hit-rate (z) Rand (Z) Minimal hit value (s * 0.5) RESULT
Plasma Cannon
1 km 1 Short 8 5 88% 0 - 12 7 0.5 hit
4 km 1 Short 8 5 74% 0 - 10 6 1.75 hit
6 km 1 Medium 7 5 43% 0 - 6 2 3 missed
9 km 1 Medium 7 5 0% 0 - 4 2 4.25 missed
11 km 1 Long 5 5 0% 0 - -1 0 5.5 missed
14 km 1 Long 5 5 0% 0 - -4 0 6.75 missed
THEL Laser
1 km 1 Short 20 5 94% 0 - 24 23 0.5 hit
6 km 1 Short 20 5 81% 0 - 19 7 2.92 hit
11 km 1 Short 20 5 59% 0 - 14 14 5.33 hit
16 km 1 Medium 18 5 0% 0 - 8 6 7.75 missed
20 km 1 Long 15 5 0% 0 - -0.333 0 10.17 missed
25 km 1 Long 15 5 0% 0 - -5 0 12.58 missed
Gatling Reaper
1 km 1 Short 10 5 90% 0 - 14 1 0.5 hit
4 km 1 Short 10 5 75% 0 - 11 6 2 hit
7 km 1 Medium 7 5 25% 0 - 5 4 3.5 hit
10 km 1 Medium 7 5 0% 0 - 2 1 5 missed
13 km 1 Long 4 5 0% 0 - -4 0 6.5 missed
16 km 1 Long 4 5 0% 0 - -7 0 8 missed
Titan Rocket launcher
1 km 1 Short 45 5 97% 0 - 49 1 0.5 hit
9 km 1 Short 45 5 88% 0 - 42 22 4.23 hit
16 km 1 Short 45 5 74% 0 - 34 18 7.97 hit
23 km 1 Medium 45 5 54% 0 - 27 9 11.7 missed
31 km 1 Medium 45 5 18% 0 - 19 6 15.43 missed
38 km 1 Long 45 5 0% 0 - 12 11 19.17 missed
Light Torpedo Tube
1 km 1 Short 100 5 99% 0 - 104 5 0.5 hit
116 km 1 Short 100 5 0% 0 - -11 0 57.92 missed
231 km 1 Short 100 5 0% 0 - -126 0 115.33 missed
346 km 1 Medium 100 5 0% 0 - -241 0 172.75 missed
460 km 1 Medium 100 5 0% 0 - -355 0 230.17 missed
575 km 1 Long 100 5 0% 0 - -470 0 287.58 missed
Plasma Cannon Mk2
1 km 1 Short 7 5 88% 0 - 11 9 0.5 hit
4 km 1 Short 7 5 71% 0 - 9 0 1.75 missed
6 km 1 Medium 6 5 33% 0 - 5 3 3 hit
9 km 1 Medium 6 5 0% 0 - 3 2 4.25 missed
11 km 1 Long 5 5 0% 0 - -1 0 5.5 missed
14 km 1 Long 5 5 0% 0 - -4 0 6.75 missed
Plasma Cannon Mk3
1 km 1 Short 6 5 86% 0 - 10 9 0.5 hit
4 km 1 Short 6 5 68% 0 - 8 0 1.75 missed
6 km 1 Medium 5 5 20% 0 - 4 0 3 missed
9 km 1 Medium 5 5 0% 0 - 2 1 4.25 missed
11 km 1 Long 4 5 0% 0 - -2 0 5.5 missed
14 km 1 Long 4 5 0% 0 - -5 0 6.75 missed
Plasma Cannon Mk4
1 km 1 Short 5 5 85% 0 - 9 7 0.5 hit
4 km 1 Short 5 5 63% 0 - 7 5 1.75 hit
6 km 1 Medium 4 5 0% 0 - 3 2 3 missed
9 km 1 Medium 4 5 0% 0 - 0.500 0 4.25 missed
11 km 1 Long 3 5 0% 0 - -3 0 5.5 missed
14 km 1 Long 3 5 0% 0 - -6 0 6.75 missed
THEL2 Duplex
1 km 1 Short 18 5 93% 0 - 22 17 0.5 hit
6 km 1 Short 18 5 78% 0 - 17 1 2.92 missed
11 km 1 Short 18 5 53% 0 - 12 9 5.33 hit
16 km 1 Medium 16 5 0% 0 - 6 5 7.75 missed
20 km 1 Long 13 5 0% 0 - -2 0 10.17 missed
25 km 1 Long 13 5 0% 0 - -7 0 12.58 missed
THEL4 Quadplex
1 km 1 Short 16 5 93% 0 - 20 15 0.5 hit
6 km 1 Short 16 5 76% 0 - 15 3 2.92 hit
11 km 1 Short 16 5 44% 0 - 10 9 5.33 hit
16 km 1 Medium 14 5 0% 0 - 4 0 7.75 missed
20 km 1 Long 10 5 0% 0 - -5 0 10.17 missed
25 km 1 Long 10 5 0% 0 - -10 0 12.58 missed
Coilgun
1 km 1 Short 80 5 98% 0 - 84 78 0.5 hit
7 km 1 Short 80 5 95% 0 - 78 26 3.33 hit
12 km 1 Medium 70 5 89% 0 - 63 0 6.17 missed
18 km 1 Medium 70 5 83% 0 - 57 5 9 missed
24 km 1 Medium 70 5 75% 0 - 51 23 11.83 hit
29 km 1 Long 60 5 57% 0 - 36 34 14.67 hit
Exorcist TWHEL
1 km 1 Short 17 5 93% 0 - 21 12 0.5 hit
7 km 1 Short 17 5 74% 0 - 16 1 3.25 missed
12 km 1 Short 17 5 36% 0 - 10 3 6 missed
18 km 1 Medium 16 5 0% 0 - 4 1 8.75 missed
23 km 1 Medium 16 5 0% 0 - -2 0 11.5 missed
29 km 1 Long 12 5 0% 0 - -12 0 14.25 missed
ARECIBO Gun
1 km 1 Short 12 5 91% 0 - 16 7 0.5 hit
5 km 1 Short 12 5 73% 0 - 12 10 2.49 hit
9 km 1 Medium 8 5 0% 0 - 4 4 4.48 missed
13 km 1 Medium 8 5 0% 0 - 0.050 0 6.48 missed
17 km 1 Medium 8 5 0% 0 - -4 0 8.47 missed
21 km 1 Long 6 5 0% 0 - -10 0 10.46 missed

Firing Rate

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.

Firing Mode

Weapons have three basic firing modes. Right-click (RMB) on a specific weapon to switch the mode.

Manual Fire

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).

Auto Fire

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.

Dedicated Fire at C-M Targets

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.

Firing Angle

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.

Ammunition

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.

Crew

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.

  • At the tactical workstation, the T (tactical) attribute of the crew members influences the shooting accuracy and the number of critical hits. Partial or zero occupation of tactical workstations negatively affects the weapon's targeting ability.
  • At the engineering workstation, the E (engineering) attribute of the crew members influences the reload speed (Fire Rate). Partial or zero occupation of engineering workstations negatively affects the reload speed.

Target Marking

Targets are distinguished in two states: locked and marked.

Locking

  • Click (LMB) on a target and select "Lock" from the context menu to initiate the locking process.
  • The square icon on the target stabilizes once the process is complete.
  • A target icon will appear on the left side of the screen.

The onboard computer can only lock a limited number of targets at once.

Marking

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 Control

Mouse

  • Click the left mouse button (LMB) to fire the weapon if it is in manual mode and no obstructions prevent firing.
  • Right-click (RMB) to switch the weapon's mode (Auto, Manual, C-M).
  • Middle-click (MMB) to rotate the ship so that it horizontally aims the weapon at the target (the condition is that the target is locked and marked).

Touch Screen

  • Tap the weapon (Touch) to fire if it is in manual mode and no obstructions prevent firing.
  • Hold your finger on the weapon for several seconds (Touch hold) to switch the weapon's mode (Auto, Manual, C-M).

Keyboard Shortcuts

  • The number keys 1-9 switch between marked targets.
  • Press the (N) key in the options at the bottom of the screen to lock the nearest enemy units.

Weapon Installation and Removal

Weapon installation and removal, i.e., rearming the module, is done by opening the respective module's card and selecting the "Rearm" option.

 

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