Skunk Gun stats
|Mining Laser Mk1||23,000||550||-||1,800||3,600||8||0||100 mining multiplier.|
Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup
|Mining Laser Mk2||210,000||700||-||1,800||3,600||8||0|
|Heavy Laser Mk11||700,000||10,000||-||1,500||5,000||4||2||1,250||2,500||1||750||3,000|
7x mining multiplier. 1000 hull damage.
|Railgun Mk12||2,147,483||18,000||18,000||1||8,000||10,000||500||2,500||500||2,500||2000 hull damage.|
High heat buildup.
|Pulsed Maser Mk1||65,000||3,600||450||3||2,380||3,400||0.7||0.15||240||2||1,250||6,250||Low heat buildup & low cooldown|
|Pulsed Maser Mk2||340,000||4,500||450||8||2,520||3,600||0.7||0.15||192||2||1,250||6,250|
|Pulsed Maser Mk3||640,000||10,050||3,350||3||3,000||1,500||2.0||0.05||180||Bullets stick to target and damage for 10s each.|
Slow start but low heat built-up and high DPS in the end.
|Particle Repeater Mk1||190,000||8,400||140||60||1,320||2,200||0.6||0.250||72||2||2,500||2,500||Fast fire rate, heat buildup & shot speed; fast cooldown|
|Particle Repeater Mk2||710,000||9,600||160||60||1,440||2,400||0.6||0.250||72||2||2,500||2,500|
|Particle Repeater Mk3||1,030,000||11,250||225||50||1,800||2,800||0.8||0.275||86||2||2,500||2,500||Rare, repeatedly craftable and improved over Mk2.|
|Plasma Cannon Mk1||92,000||5,600||4,000||1.4||2,880||1,800||1.6||0.05||1,592||2||1,675||4,975||Slow fire rate & shot speed, but heavy damage if it hits|
|Plasma Cannon Mk2||460,000||6,400||4,000||1.6||3,040||1,900||1.6||0.05||1,392||2||1,675||4,975|
|Plasma Cannon Mk32||1,111,111||-||160,000||-||4,000||1,000||4||2,900||500||2||1,000||2,000|
4s charge for max damage.
|Inertial Hammer Mk1||150,000||7,200|
12 pellets/shot (adjustable with weapon mods).
|Inertial Hammer Mk2||570,000||8,400|
|V Crushers 1||D||1616||2.5||1||6000||128||0||375||4||Skunk launches 2 rockets at once|
|Meteorites 1||D||4532||1.5||1||15000||128||0||175||6||Skunk launches 2 rockets at once|
|Astrobees||G||15964||0.3||8||6000||128||350||350||18||Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target.|
|Tristars||G||31185||0.2||3||36000||128||210||210||36||Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target.|
|Novadrone||R||16675||0.2||1||80000||256||1000||50||60||Missile is guided by ROV interface.|
|Constrictor 2||D||12500||0.25||1||12500||325||90||60||Disable capital ship engine + booster on hit.*|
|Kyon Torpedo 3||R||160340||0.2||80000||200000||256||2000||50||60||Craftable missile guided by ROV interface that does very high shield damage.|
Blast radius - damage falls off lineary to 0 from explosion center.
Missile types: D - Dumbfire, G - Selfguided, R - Remote controlled.
All guided missiles have the attribute "retarget": if the current target is destroyed, the missile will start tracking nearest enemy.
Missiles in flight can be destroyed (but not targeted) by other weapons. Some fighters may damage themself by launching a missile and immediately detonating it by their own or incoming weapon fire; similarly Skunk missiles may detonate near Skunk (damaging it) if launched while under enemy fire. Interesting thing is that missiles can't damage asteroids or cargo containers (not crates!); however they may destroy the locks on lockboxes, leaving their contents (crates) vulnerable to further missile or other AoE fire [unsure about booby-trapped lockboxes - needs checking - Snafu]
Note that even guided missiles will often miss their target repeatedly when fired against a skilled pilot, due to extreme fighter manoeuvrability and the pilot's ability to boost.
*Constrictor missiles are interesting. They will disable an engine cluster (/not/ all engines in the case of (eg) OL ships) disabling boost for a period of time if they hit, with a visual & audio cue. They will immediately stop a boosting engine cluster (unsure about the whole lot) from boosting if already in boost. This needs testing further to discover limits & timing - Snafu