- Title: X4: Foundations
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This Guide will tell you everything you need to know about the weapons in X4. How they work, what they are good at, bad at, and what kind of special effects they have.
This knowledge has been gathered in over a year of digging through the files, testing the values found and how things actually work out in-game, and of course, tons of actual playtime.
Introduction
Hello and welcome to my humble little pile of data. Four years after the release of X4 i still see plenty of confusion about how weapons work in X4, which is no suprrise with how little information is given to the player to begin with. So little that it left me wondering just too many times and i started digging and testing. Then more digging and testing.
The result you see here, a detailed data sheet for all the weapons in the game and how exactly they work.
Enjoy!
The Encyclopedia (And its bugs)
The In-game Encyclopedia is the only place where you can see some informations about the weapons, ships etc. in X4. Sadly, it is severely lacking in the amount of info that is displayed, and the things that are displayed are written in a rather confusing manner.
So let’s get explaining.
Burst Damage Output = The raw damage per second of the weapon.
Sustained Damage Output = The damage per second with heat and cooldown calculated in.
Against Shielded Targets = The raw damage per second against a target with shields. Some weapons have shield penetrating damage or extra damage against shields.
Against Unshielded Targets = The raw damage per second against targets without shields. Some weapons deal more/less damage to hull than to shields.
Rate Of Fire = How often the weapon fires per second. Doesn’t count multiple projectiles.
Max Rate Of Heat Buildup = The heat generated per second.
Projectile Speed and Effective Range should need no further explanation.
BUGS! Those are the reasons why you will see different numbers here than in-game!
The encyclopedia appears to have a bug in it’s calculation for weapons with ammo clips, like the Pulse Lasers and Bolt Repeaters.
It seems to calculate one shot-interval too many, resulting in a lower rate of fire and dps displayed than the weapons actually have. It essentially fails to consider that the first shot in a magazine is fired instantly and has no delay.
For example, the TER Mk1 Pulse Laser is shown to have a rate of fire of 1.33 shots per second with 82 damage per second, while it actually has 2 shots per second and 124 dps.
This appears to apply to ALL weapons with burst magazines.
The heat build up is incorrect for the Shard Battery and Tau Accelerator. It only considers the heat generation of a single bullet while actually all bullets generate heat.
The numbers for the alpha strike weapons, Mass Driver, Boson Lance and Meson Stream, are completely wrong. Likely a result of how very different those weapons work and the formula can’t figure them out.
The L Pulse turrets and the Terran L Bolt turret also have incorrect numbers, They have values for burst clips, but they are never used since the reload time of the weapon is longer than the burst clip reload. The encyclopedia though still calculates the unused values into it’s damage formula.
The Terran L Bolt turret can use it’s burst clips though if you apply a reload-mod to it at the workbench. Once the reload time is lower than one second, the burst clip will become functional.
Additional Terms
There are many, many more statistics and values for weapons than what is listed in the Encyclopedia and I will slightly different terms, along many new ones to describe a weapons performance.
Statistics and terms you will see in this list are:
DamageDPS : Damage per second.
SDPS : Sustained Damage per second. Considers overheating.
Damage: The damage a single shot will deal.
ROF: Rate of fire. How many shots the weapon fires per second. Used for fast firing weapons like Bolt repeater
Reload: The time the weapon takes to reload a single shot. Used for slow firing weapons like Plasma
+Shield: A weapons bonus damage against Shields.
+Hull: A weapons bonus damage against Hull. Shield Ignoring.
+Blast: A weapons explosive blast damage, enabling it to damage objects in an area.
Blast Range: The range of the blast damage. Blast damage is reduced by distance from the impact.
Charge Time: Time until a weapon is fully charged and deals full damage. Otherwise it will result in reduced damage.
Sticky Ammo: The weapons ammo will stick to the targets hull and deal damage over time. For example, if a weapon has 25 damage and a stick time of 5 seconds, the target will take 5 damage per second.
Magazines/ClipsClip Size: How many shots the weapon can fire before it has to pause to reload.
Clip ROF. How many shots are fired per second by the weapon within a clip.
Clip Reload: The time it takes to reload the clip/magazine.
Range and AccuracySpeed: Projectile Speed. How quickly the bullet moves. Higher speeds allow the target less time to evade.
Range: How far the bullet flies until disappearing.
Dispersion: How accurate the weapon is. The larger the number, the bigger the bullet spread and less accurate the weapon is.. Anything below 0.30 is GOOD. Anything above 0.40 is BAD
HeatH-Shot: Heat per shot. The heat generated per bullet fired.
H-Second: Heat per second. The heat the weapon generates per second when continuously firing.
Initial Heat: Heat generated BEFORE the weapon is fired. If this causes overheat. No shot is fired.
Cooldown: The speed at which the weapon gets rid of heat.
CD-Delay: Cooldown Delay. Time added after overheating before the cooldown will begin.
Reactivate: The heat level at which the weapon is able to fire again after overheating.
Every weapon has a max heat of 10.000 so i won’t list it.
MissilesMissiles have their own list of specific values, like:
Salvo Size: How many missiles are released per launch
Max range: The maximum distance a missile will fly before self destructing. Can be influenced by ships speed.
AI Targeting Range: The range at which AI controlled ships and turrets will fire missiles.
Lock-on Range: The range at which guided missiles will start obtaining a target lock. Only applies to the player.
Mobility: The turn rate and strafing speed of the missile.
Flare Resistance: The chance of a missile to not be distracted by a flare. Keep in mind a single unit of flares launches multiple. Taken from the files. Extremely hard to test if accurate.
Heat and cooldown
The heat mechanic is simple enough, but still has some quirks.
There are three ways heat is generated.
1. Standard: After every bullet fired heat is applied.
2. Initial Heat : Heat is applied before the bullet is fired. If it overheats, no shot is fired.
3. Constant Heat: Applies to beam weapons only. Heat is applied per second rather than per shot.
All weapons have a maximum heat of 10000. Once a weapon reaches that number, the weapon overheats and cooldown will be stopped for a time. 1,13 seconds for most weapons. Only then it will start cooling down.
Weapons only start cooling down once they are ready to fire. A Plasma Cannon Mk1 for example will only start cooling down 4 seconds after its last shot.
Most weapons cool down at 2000 heat per second, needing 5 seconds + cooldown delay to return to zero heat.
For every weapon that has heat, the cooldown speed appears to get halved. So if two weapons have heat, the cooldown for both will lower to 1000 per second.
If three weapons have heat, it goes down to 500 per second.
And so on…
That means the more weapons you have, the more Burst DPS you will do, but your sustained DPS will get lower and lower.
I recommend to not use more than 4 guns on a ship, else your cooldown speed will hit extremely low levels.
Standard Weapons 1
Standard weapons are the most basic offensive equipment. They are straightforward, reliable and come without any special effects. They are available from all core factions.
Pulse Laser
Most basic weapon that is very reliable. It generates very little heat, has a fast projectile and is pretty cheap. Excellent in a dogfight but struggles a bit at range due to the dispersion.
Good vs: Fighters and lightly protected mediums.
Bad vs: Heavier mediums and anything bigger.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
99
174
165
286
SDPS
90
158
147
254
Damage
32
47
58
86
ROF
3.11/s
3.72/s
2.86/s
3.33/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Clip Size
2
4
2
4
Clip ROF
7/s
8/s
5/s
6/s
Clip Reload
0.5s
0.7s
0.5s
0.7s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
4147m/s
4147m/s
4562m/s
4562m/s
Range
3110m
3110m
5018m
5018m
Dispersion
0.30
0.34
0.21
0.24
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
53
46
73
61
H-Second
164
171
208
203
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Bolt Repeater
Basic weapon with more damage than the Pulse Laser but slower projectile. Very high firing rate and high burst damage. Not so good in a dogfight, better in Boom and Zoom.
Good vs: Heavy fighters, Mediums.
Bad vs: Light fighters.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
111
220
198
387
SDPS
92
179
155
297
Damage
15
32
33
78
ROF
7.45/s
6.9/s
6/s
4.97/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Clip Size
18
20
21
24
Clip ROF
12/s
10/s
8/s
6/s
Clip Reload
1s
1s
1s
1s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
2400m/s
2400m/s
1920m/s
1920m/s
Range
3000m
3000m
4800m
4800m
Dispersion
0.17
0.14
0.34
0.26
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
45
55
75
100
H-Second
335
379
450
496
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Standard Weapons 2
Beam Emitter
Beam Emitters provide pinpoint accuracy but very low damage output. Their tracking speed is also slow, making dogfighting difficult. Prefers to snipe at a distance. Medium Mk2 provides significant long range damage though.
Beams start reloading the moment they are fired.
Good vs: Light fighters, drones.
Bad vs: Heavy fighters and anything bigger.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
50
97
80
157
SDPS
46
88
66
135
Damage per beam
200
488
480
1256
Reload
4s
5s
6s
8s
Range
3000m
3000m
4364m
4364m
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
440
636
1168
936
H-Second
110
159
292
234
Initial Heat
1000
1000
1000
1000
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Shard Battery
Your space shotgun. Bad at long range, devastating at close range. Massive damage output and heat generation. Excellent in a dogfight to quickly shred targets. It’s damage is similar to the Plasma Cannons but offers greater versatility against all targets at the cost of range.
Good vs: Everything.
Bad vs: Long range, extended engagements.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
245
475
374
730
SDPS
139
271
217
425
Damage
5x 49
4x 95
6x 78
5x 146
ROF
1/s
1.25/s
0.8/s
1/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
2880m/s
3456m/s
4032m/s
4838m/s
Range
2304m
2305m
3685m
3687m
Dispersion
1.25
1.00
1.25
1.00
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
1225
976
1464
1170
H-Second
1225
1220
1171
1170
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Plasma Cannon
The Plasma Cannon is the heavy hitter and the main anti-capital weapon for small and medium craft. It fire one big, high damage shot with stupid high heat generation. don’t expect to fire more than 2-3 shots before going red on heat. You might just as well ignore the DPS value and look just at the Sustained DPS. Skillful flying can allow to land devastating shots on fighters.
Good vs: Mediums and capital ships.
Bad vs: Fighters, Drones.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
256
443
460
797
SDPS
143
261
244
447
Damage
1024
1331
1841
2393
Reload
4s
3s
4s
3s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
1229m/s
1229m/s
983m/s
983m/s
Range
4056m
4056m
6488m
6488m
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
5122
3414
5756
3836
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Faction Weapons 1
Faction weapons are special weapons acquired only by their specific factions. They fill specific niches and often don’t work well as a main weapon and are better suited as a support weapon. Often they are hyper specialised for a specific task.
ARG Ion Blaster
A weapon specifc to the Argon Federation. It is a fully automatic weapon with increased shield damage, making it excellent at defeating capital ship shields and quickly removing the shields of medium ships. Small fighters will lose shields in just a few hits.
Good vs: Capital ship shields.
Bad vs: low-shield targets like fighters, wasting the weapons potential.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
50 +360 shield
32 +1024 shield
45 +684 shield
24 +1652 shield
SDPS
298
770
540
1243
Damage
10 +72 shield
8 +256 shield
25 +228 shield
12 + 826 shield
ROF
5s
4/s
3/s
2s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
1920m/s
1920m/s
2496m/s
2496m/s
Range
2880m
2880m
4618m
4618m
Dispersion
0.07
0.06
0.04
0.03
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
122
155
190
284
H-Second
610
604
570
568
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
HOP Blast Mortar
The Blast Mortar is a weapon specific to the Holy Order Of The Pontifex. It is an extremely powerful explosive weapon that is only available on Small ships, but outperforms the Medium Plasma Cannon in every way. With its blast damage it can even hit multiple targets, like turret groups.
Good vs: Mediums, Capitals, Surface Elements.
Bad vs: Fighters, Drones
Small Mk1
Small Mk2
DPS
385
751
SDPS
256
502
Damage
443 +443 blast
864 +864 blast
Reload
2.3s
2.3s
Blast Radius
100m
120m
Small Mk1
Small Mk2
Speed
1440m/s
1440m/s
Range
3312m
3312m
Dispersion
0.02
0.02
Small Mk1
Small Mk2
H-Shot
2216
2216
H-Second
963
963
Cooldown
2000
2200
CD-Delay
0.2
0.6
Reactivation
8000
5000
PAR Mass Driver
The Mass Driver is a Godrealm Of Paranid specific weapon and essentially a sniper rifle. High damage per shot, long range and a very fast projectile matched with no tracking and very high heat. Overall an overpriced weapon without many effective applications. AI Pilots are completely unable to hit a target with it.
The weapon is able to cool down while the shot is being held.
The weapon also has a zoom effect and a tiny charge time.
Reload is calculated as cooldown until next shot.
Good vs: Fighters
Bad vs: Everything else
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
77
138
124
220
Damage
1500
1500
2400
2400
Reload
20s
11s
20s
11s
Charge Time
0.1/s
0.1/s
0.1/s
0.1/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
10000m/s
10000m/s
10000m/s
10000m/s
Range
12000m
12000m
16000m
16000m
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Initial Heat
8000
4500
8000
4500
Cooldown
500
600
500
600
CD-Delay
4
3
4
3
Reactivation
500
5000
500
5000
Faction Weapons 2
PAR Burst Ray
The Burst Ray is the second special weapon of the Godrealm Of Paranid. It is a hyperspecialised anti-module weapon. It deals nearly no damage to ships or shields, but provides a massive damage increase against turrets, engines and shield generators.
Good vs: Turrets, Engines, Shield Generators.
Bad vs: Everything else.
Small Mk1
Small Mk2
DPS
20 +8 hull
32 +21 hull
SDPS
19
39
Damage
11 +4.5 hull
7 +4.5 hull
ROF
1.84/s
4.67/s
Module Damage Increase
700%
1300%
Small Mk1
Small Mk2
Clip ROF
6/s
6/s
Clip Reload
1.5s
0.5s
Small Mk1
Small Mk2
Range
2000m
1800m
Dispersion
2.00
2.00
Small Mk1
Small Mk2
H-Shot
108
108
H-Second
199
504
Cooldown
2000
2500
CD-Delay
1.13
1.2
Reactivation
7500
7500
TEL Muon Charger
The Muon Charger is the faction specific weapon of the Teladi Company. It is a weapon that has to be charged for a short while to maximise damage. The bullets will stick to the target and deal their damage over time. Because of the high chance of the bullets to bounce off of the target, the damage can vary wildly and is generally lower than what the statistics would suggest. On the plus side, the weapon basically never overheats.
Good vs: Mediums, Capitals.
Bad vs: Fighters.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
204
396
330
644
Effective DPS
142~
277~
231~
450~
Damage
3x 91
3x 176
3x 165
3x 322
ROF
0.75/s
0.75/s
0.67/s
0.67/s
Charge Time
1s
1s
1s
1s
Stick Time
1s
1s
1s
1s
Ricochet chance
30%
30%
30%
30%
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
1571m/s
1571m/s
1257m/s
1257m/s
Range
2357m
2357m
3771m
3771m
Dispersion
0.13
0.13
0.09
0.09
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
225
225
387
387
H-Second
169
169
260
260
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
7500
7500
7500
7500
Split Weapons 1
Split weapons are only available from the Split, with the Boson Lance being exclusively available from Zyarth. Split weapons offer higher rate of fire and damage than their commonwealth counterparts, but are only effective if you plant your barrel right into your targets face due to their hilariously large dispersion.
Thermal Disintegrator
The Split version of the Pulse Laser. It offers increased damage output and a shield penetrating ability at the cost of worse projectile speed and accuracy. It is extremely effective in Low Attention combat. This weapon uses sticky projectiles and deals damage over time.
Good vs: Mediums, Capitals.
Bad vs: Fighters
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
78 +31 hull
127 +71 hull
145 +32 hull
302 +55 hull
SDPS
91
150
164
299
Damage
20 +8 hull
18 +10 hull
64 +14 hull
76 +14 hull
ROF
3.93/s
7.1/s
2.31/s
3.98/s
Stick Time
2s
3s
2s
3s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Clip Size
5
11
3
7
Clip ROF
7/s
8/s
10/s
7/s
Clip Reload
0.7s
0.3s
1.1s
0.9s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
1728m/s
1728m/s
1901m/s
1901m/s
Range
2592m
2592m
4148m
4148m
Dispersion
0.53
0.50
0.75
0.69
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
83
73
56
80
H-Second
326
518
129
318
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Neutron Gatling
The Split variant of the Bolt Repeater. It offers greater damage potential but is hilariously inaccurate and the effective dps will be significantly reduced if the target is more than 200m away from the barrel. Because of that dispersion and the damage increase being too small to compensate, the Neutron Gatling is a contender for the worst weapon in the game.
Good vs: The inside of a Barn.
Bad vs: Everything else.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
136
276
238
473
SDPS
95
192
163
322
Damage
8
12
34
43
ROF
17/s
23/s
7/s
11/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
2160m/s
2160m/s
1728m/s
1728m/s
Range
2700m
2700m
4320m
4320m
Dispersion
1.28
1.73
0.92
1.45
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
40
31
106
69
H-Second
680
713
741
759
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Split Weapons 2
Tau Accelerator
The Split variant of the Shard Battery. It offers a faster rate of fire with slightly increased damage output at the cost of range, speed and heat efficiency. It is extra bursty and excellent for quickly destroying priority targets.
Good vs: Everything
Bad vs: Long range
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
270
524
414
810
SDPS
147
287
230
451
Damage
3x 30
3x 50
3x 69
3x 108
ROF
3/s
3.5/s
2/s
2.5/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
2592m/s
3110m/s
3266m/s
3919m/s
Range
2074m
2074m
2939m
2978m
Dispersion
1.25
1.00
1.25
1.00
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
450
384
648
519
H-Second
1350
1344
1296
1297
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Boson Lance
This is the Split variant of the PAR Mass Driver. It offers increased damage at the cost of range.
As with the Mass Driver, AI Pilots are completely unable to hit anything with them.
A dragon with six Boson Lances Mk2 can deal 28.800 damage, but will be cooling down for several minutes after each salvo.
The weapon is able to cool down while the shot is being held.
The weapon also has a tiny charge time.
Reload is calculated as a cooldown until the next shot.
Good vs: Fighters, Mediums
Bad Vs: Capitals
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
107
206
171
331
Damage
1875
3000
3000
4800
Reload
20s
16s
20s
16s
Charge Time
0.1/s
0.1/s
0.1/s
0.1/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
10000m/s
10000m/s
10000m/s
10000m/s
Range
5000m
5000m
7000m
7000m
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Initial Heat
8000
8000
8000
8000
Cooldown
500
600
500
600
CD-Delay
4
3
4
3
Reactivation
1000
1000
1000
1000
Terran Weapons 1
Terran weapons are straight up better than the commonwealth counterparts, but are limited to terran ships only. The TER Pulse Laser is the only terran weapon that can be installed on ships of any faction. (Aside from turrets of course.)
TER Pulse Laser
The terran variant of the Pulse Laser is just a straight upgrade over the standard Pulse Laser. Increased damage output and projectile velocity at the cost of minor increase in heat generation and reduction in range.
Note:The S mk1 and M mk1 have an identical or slower rate of fire than the clip reload, essentially removing the clip. The clip only comes into play if you apply a mod at the workbench and increase the firing rate.
This confuses the encyclopedia, causing wrong numbers to be displayed.
Good vs: Fighters
Bad vs: Capitals
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
124
198
183
319
SDPS
105
171
156
273
Damage
62
99
122
195
ROF
2/s
2/s
1.5/s
1.64/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Clip Size
2
4
2
4
Clip ROF
2/s
2.3/s
1.5/s
1.725/s
Clip Reload
0.5s
0.7s
0.5s
0.7s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
6220m/s
6220m/s
6842m/s
6842m/s
Range
2737m
2737m
4394m
4394m
Dispersion
0.09
0.10
0.06
0.07
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
145
127
194
168
H-Second
290
254
293
275
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Proton Barrage
The terran variant of the Bolt Repeater. It is better in every single way and a contender for one of the best weapons in the game. Sadly it is only able to be fitted to terran made ships and really expensive.
Good vs: Fighters, Mediums, lightly shielded capitals.
Bad vs: Bank accounts.
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
144
281
228
444
SDPS
112
217
180
346
Damage
42
95
52
195
ROF
3.43/s
2.96/s
4.4/s
3.93/s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Clip Size
18
20
21
24
Clip ROF
4/s
3.3/s
5.3/s
4.5/s
Clip Reload
1s
1s
1s
1s
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Speed
3600m/s
3600m/s
2880m/s
2880m/s
Range
2646m
2646m
4236m
4236m
Dispersion
0.17
0.14
0.23
0.19
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
H-Shot
53
46
73
61
H-Second
452
476
440
459
Cooldown
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
Terran Weapons 2
Meson Stream
This is the terran variant of the Mass Driver and Boson Lance. Instead of a projectile it fires a beam, removing the need to lead the target. It also sports an even further increase in damage. A Katana or Falx with a full load can do up to 49.000 damage in a single salvo!
Like the Proton Barrage, it can only be fitted to terran ships.
And as usual, the AI is basically incapable of using this weapon properly.
Reload is calculated via a full cooldown.
Good vs: Everything
Bad vs: Bank accounts
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
DPS
137
266
236
612
Damage
2911
5675
6282
12250
Reload
20s
20s
24s
20s
Range
4200m
4200m
6800m
6800m
Small Mk1
Small Mk2
Medium Mk1
Medium Mk2
Initial Heat
6500
6500
6500
6500
Cooldown
500
500
500
600
CD-Delay
0.13
0.13
4
3
Reactivation
2000
2000
500
5000
Xenon, Khaak, and other weapons
Weapons used by the Xenon and Khaak and those which don’t quite fit into the other categories.
XEN Impulse Projector
The only weapon used by Xenon fighters. It is a rapid fire, low to medium damage weapon.
Small Mk1
Medium Mk1
DPS
113
231
SDPS
93
183
Damage
18
28
ROF
6.3/s
8.26/s
Small Mk1
Medium Mk1
Clip Size
7
8
Clip ROF
13/s
22/s
Clip Reload
0.65s
0.65s
Small Mk1
Medium Mk1
Speed
2800m
2304m
Range
3600m
5760m
Dispersion
0.20
0.14
Small Mk1
Medium Mk1
H-Shot
54
52
H-Second
340
429
Cooldown
2000
2000
CD-Delay
1.13
1.13
Reactivation
9500
9500
KHK Kyon Emitter
The only weapon used by the Khaak. Once upon a time this weapon was extremely deadly, but today it barely is able to harm mediums.
Small Mk1
Medium Mk1
DPS
72
115
SDPS
65
100
Damage
51
220
Reload
0.7s
1.9s
Range
2100m
4500m
Small Mk1
Medium Mk1
H-Shot
138
204
H-Second
194
106
Cooldown
2000
2000
CD-Delay
1.13
1.13
Reactivation
7500
7500
Astrid Cannon
The Astrid’s main cannons are essentially rapid fire versions of the Mk1 Pulse Laser. As such, it is not very powerful.
It has a very oddly set up clip.
Astrid Cannon
DPS
100
SDPS
94
Damage
10
ROF
10/s
Clip Size
1
Clip ROF
10/s
Clip Reload
0.1s
Speed
4500m
Range
4950m
Dispersion
0.30
H-Shot
10
H-Second
100
Cooldown
2000
CD-Delay
1.13
Reactivation
9500
Capital Weapons
Those are the main guns of destroyers and battleships. They all feature massive damage output and the longest firing range, enabling them to siege down stations.
Destroyer Main Guns
Behemothmain battery is reliable, accurate and with good damage. It is overall a good gun with no distinct strengths or weaknesses.
Phoenixmain battery is easily the worst of all destroyers, providing the lowest damage output. Only saving graze is that it keeps the 10km range.
Odysseusmain battery is very accurate, fast and hits hard. Though the heat generation lowers damage in extended engagements.
Rattlesnakemain battery comes with four guns, enabling a massive damage output at the cost of cooldown speed ( 4 guns cool slower than 2 ) and greatly reduced range.
Terranmain battery is easily the best with the highest damage output which compensates for the lack of plasma turrets in the terran arsenal. It is the only main battery used on multiple ships.
Behemoth
Phoenix
Odysseus
Rattlesnake
Terran
DPS
2122
1683
2001
2717
3250
SDPS
1705
1186
1335
1835
2374
Damage
2588
1169
5669
1608
988
ROF
0.82/s
1.44/s
0.35/s
1.69/s
3.29/s
Behemnoth
Phoenix
Odysseus
Rattlesnake
Terran
Clip Size
3
—
—
5
18
Clip ROF
1.2/s
—
—
2.04/s
4.896/s
Clip Reload
2s
—
—
1s
2s
Behemnoth
Phoenix
Odysseus
Rattlesnake
Terran
Speed
1659m/s
1659m/s
2157m/s
1327m/s
1440m/s
Range
10452m
10452m
10871m
6688m
8893m
Dispersion
0.03
0.03
0.01
0.15
0.21
Behemnoth
Phoenix
Odysseus
Rattlesnake
Terran
H-Shot
486
475
2301
464
183
H-Second
398
422
812
784
602
Cooldown
2000
2000
2000
2000
2000
CD-Delay
1.13
1.13
1.13
1.13
1.13
Reactivation
9500
9500
9500
9500
9500
Battleship Main Guns
Massive weapons installed on the biggest ships in the game. They deal very heavy damage at maximum range.
Asgard Beam reload is calculated as a full cooldown.
Asgard Beam
Erlking Cannon
DPS
12680
4807
SDPS
—
3980
Damage
954931
12979
Reload
75s
1.7s
Charge time
—
1s
Asgard Beam
Erlking Cannon
Range
14000m
9221m
Dispersion
—
0.03
Asgard Beam
Erlking Cannon
H-Shot
—
915
H-Second
3460
338
Cooldown
133
2000
CD-Delay
0.13
1.13
Reactivation
2000
9500
Medium Turrets 1
Medium turrets are supporting weapons available on pretty much all medium ships and larger. They have very large firing arcs which is usually only blocked by the ship and generate no heat, enabling them to keep up a constant barrage.
That however comes at the cost of severely reduced damage output and projectile speed.
Only Large and Xtra Large ships are capable of mounting missile turrets.
Medium turrets CAN NOT defend a ship from fighter attacks. Just ten Xenon M are already enough to overwhelm most ships medium turret batteries. Other factions with heavier weapons and missiles will neutralize turrets even faster.
Differences between factions are minimal and with the rotation speed of all turrets being so extremely high, and all having absolutely flimsy health, you can pick pretty much any look you want. Combat performances are identical between them.
Pulse Turret
Basic turret for fighters defence. This is the most reliable anti-fighter turret outside of the ARG Flak. Fires a near constant stream of reasonably accurate bullets.
Good vs: Light Fighters
Bad vs: Everything else.
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
DPS
86
86
86
86
86
Damage
2x 12
2x 12
2x 12
2x 12
2x 12
ROF
3.6/s
3.6/s
3.6/s
3.6/s
3.6/s
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
Clip Size
3
3
3
3
3
Clip ROF
6/s
6/s
6/s
6/s
6/s
Clip Reload
0.5s
0.5s
0.5s
0.5s
0.5s
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
Speed
1855m/s
1855m/s
1855m/s
1855m/s
1855m/s
Range
3421m
3421m
3421m
3421m
3421m
Dispersion
0.32
0.32
0.32
0.32
0.32
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
Rotation Speed
210°/s
105°/s
105°/s
150°/s
110°/s
Hull
500
750
750
425
800
Bolt Turret
The Bolt Turret is much worse at fighter defence due to an extremely slow projectile and horrible accuracy, but provides higher damage output to medium targets. This turret also performs the best in the anti-missile role because of its large volume of fire.
Good vs: Missiles
Bad vs: Everything else.
ARG Bolt
TEL Bolt
PAR Bolt
SPL Bolt
TER Bolt
DPS
112
112
112
112
112
Damage
2x 9
2x 9
2x 9
2x 9
2x 9
ROF
6.25/s
6.25/s
6.25/s
6.25/s
6.25/s
ARG Bolt
TEL Bolt
PAR Bolt
SPL Bolt
TER Bolt
Clip Size
15
15
15
15
15
Clip ROF
10/s
10/s
10/s
10/s
10/s
Clip Reload
1s
1s
1s
1s
1s
ARG Bolt
TEL Bolt
PAR Bolt
SPL Bolt
TER Bolt
Speed
1074m/s
1074m/s
1074m/s
1074m/s
1074m/s
Range
3301m
3301m
3301m
3301m
3301m
Dispersion
0.54
0.54
0.54
0.54
0.54
ARG Bolt
TEL Bolt
PAR Bolt
SPL Bolt
TER Bolt
Rotation Speed
180°/s
90°/s
105°/s
135°/s
95°/s
Hull
500
750
750
425
800
Medium Turrets 2
Plasma Turret
The Plasma Turret is designed to help take on capital ships with its relatively high damage output. It also is able to sometimes hit mediums for a good chunk of damage. It won’t even attempt to shoot at fighters.
Terrans do not have Plasma Turrets.
Good vs: Mediums, Capitals.
Bad vs: Everything else.
ARG Plasma
TEL Plasma
PAR Plasma
SPL Plasma
DPS
315
315
315
315
Damage
2x 741
2x 741
2x 741
2x 741
Reload
4.7s
4.7s
4.7s
4.7s
ARG Plasma
TEL Plasma
PAR Plasma
SPL Plasma
Speed
550m/s
550m/s
550m/s
550m/s
Range
4463m
4463m
4463m
4463m
Dispersion
0.01
0.01
0.01
0.01
ARG Plasma
TEL Plasma
PAR Plasma
SPL Plasma
Rotation Speed
40°/s
30°/s
30°/s
45°/s
Hull
500
750
750
425
Beam Turret
The Beam Turret is easily the worst turret in the game, being essentially completely useless. While it’s instant and reliable damage application might appear useful at first, the damage output is actually so low, it struggles to damage even the most lightly protected fighter. The beam is also unable to hit missiles for some reason.
Good vs: Nothing
Bad vs: Literally everything
ARG Beam
TEL Beam
PAR Beam
SPL Beam
TER Beam
DPS
24
24
24
24
24
Damage
72
72
72
72
72
Reload
3s
3s
3s
3s
3s
Range
2550m
2550m
2550m
2550m
2550m
ARG Beam
TEL Beam
PAR Beam
SPL Beam
TER Beam
Rotation Speed
120°/s
60°/s
60°/s
90°/s
75°/s
Hull
500
750
750
425
800
Shard Turret
The turret version of the Shard Battery sadly doesn’t inherit the power of the gun mounted version and performs significantly worse. On a capital ship it manages to perform even worse than the Beam turret. They perform somewhat better on Gunships and Frigates as they are able to stay closer to the target and can actually provide some meaningful damage, especially against other medium targets.
Terrans do not have Shard turrets.
Good vs: Mediums
Bad vs: Everything else
ARG Shard
TEL Shad
PAR Shard
SPL Shard
DPS
123
123
123
123
Damage
5x 29
5x 29
5x 29
5x 29
Reload
1.17s
1.17s
1.17s
1.17s
ARG Shard
TEL Shad
PAR Shard
SPL Shard
Speed
1288m/s
1288m/s
1288m/s
1288m/s
Range
3301m
3301m
3301m
3301m
Dispersion
1.25
1.25
1.25
1.25
ARG Shard
TEL Shard
PAR Shard
SPL Shard
Rotation Speed
180°/s
90°/s
105°/s
135°/s
Hullh
500
750
750
425
Medium Turrets 3
Flak Turret
There are two Flak turrets available, one is provided by the Argon Federation, the other is provided by the Free Families.
The Argon Flak is by far the best gun-based turret in the game. It shreds fighters, chews through mediums pretty quickly and even provides okay damage against capitals if one should get close.
It even comes with blast damage and a good radius.
The Split Flak though performs a lot worse despite the increased damage output. The dispersion is so bad, most shots miss even stationary fighters. but it performs better against mediums and capitals.
While the Split Flak also has blast damage, it misses the explosion effect and therefore doesn’t have a damage radius.
Good vs: Fighters (ARG Only), Mediums.
Bad vs: Capitals
ARG Flak
SPL Flak
DPS
175
215
Damage
55 +55 blast
44 +44 blast
ROF
1.59/s
2.45/s
Blast Range
128m
—
ARG Flak
SPL Flak
Clip Size
9
13
Clip ROF
3/s
4/s
Clip Reload
3s
2.3s
ARG Flak
SPL Flak
Speed
1500m/s
1350m/s
Range
3000m
2565m
Dispersion
0.09
0.61
ARG Flak
SPL Flak
Rotation Speed
180°/s
135°/s
Hull
500
425
Erlking and Astrid turret
The Erlking Medium Turret is a super ugpraded version of the Bolt Turret, providing significantly increased performance. It has a unique mechanic where the damage is reduced by range.
The Astrid Turret is a super upgraded version of the Beam Turret, providing significantly increased performance. It actually is a reasonably powerful weapon.
Good vs: Fighters. Mediums.
Bad vs: Capitals
Erlking Bolt
Astrid Beam
DPS
283
120
Damage
26
120
ROF
5.45/s
Constant
Damage Falloff
100% up to 1.85km
—
80% up to 4.6km
—
10% towards max range
—
Erlking Bolt
Astrid Beam
Clip Size
15
—
Clip ROF
8/s
—
Clip Reload
1s
—
Erlking Bolt
Astrid Beam
Speed
3221m/s
—
Range
9222m
4500m
Dispersion
0.43
—
Erlking Bolt
Astrid Beam
Rotation Speed
120°/s
105°/s
Hull
900
—
Missile Turrets
The missile turrets can only be mounted on L and XL ships and can provide a massive increase in firepower at the cost of a limited ammo supply. They have some more hull than other medium turrets, but otherwise all the statistics are carried by the missiles, not the turret itself.
ARG Launchers
TEL Launchers
PAR Launchers
SPL Launchers
TER Launchers
Dumbifre Capacity
+30
+30
+30
+30
+30
Tracking Capacity
+10
+10
+10
+10
+10
Rotation Speed
120°/s
60°/s
60°/s
90°/s
65°/s
Hull
1100
1650
1650
1000
1700
Medium Turrets 4
XEN and KHK turrets
The few turrets used by the Xenon and Khaak.
The Xenon Impulse turret is a upgraded version of the Pulse turret, doing respectable damage with good reliability.
The Positron turret in turn is easily the worst weapon in the entire game, doing even less damage than the Beam turrets of the fleshlings. It is usually only found on Xenon Stations.
The Khaak Kyon Turret is a straight up copy of the ship mounted version.
Good vs: Fighters.
Bad vs: Anything Else
XEN Impulse
XEN Positron
KHK Kyon
DPS
140
20
115
Damage
2x 14
60
220
ROF
5/s
0.33/s
0.33/s
XEN Impulse
XEN Positron
KHK Kyon
Speed
2448m/s
—
—
Range
3241m
2200m
4500
Dispersion
0.21
—
—
XEN Impulse
XEN Positron
KHK Kyon
Rotation Speed
160°/s
90°/s
210°/s
Hull
800
800
500
Large Turrets 1
Large turrets are exclusive to Large and Xtra Large ships. They provide increased firepower and range over medium turrets but come only in limited numbers.
Pulse Turret
The large Pulse Turret is an all-purpose turret able to effectively engage small and medium targets and still put a bit of hurt against capitals.
Note:As mentioned at the start of the guide, the large Pulse Turrets have values for ammo clips which go completely unused, but still mess up the encyclopedia’s calculations.
Good vs: Fighters, Mediums.
Bad vs: Swarms
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
DPS
306
293
295
351
399
Damage
2x 367
2x 293
2x 501
2x 334
2x 619
Reload
2.4s
2s
3.4s
1.9s
3.1s
Speed
2041m/s
2041m/s
2652m/s
1837m/s
2449m/s
Range
6570m
6570m
6831m
5913m
6063m
Dispersion
0.02
0.03
0.02
0.09
0.02
ARG Pulse
TEL Pulse
PAR Pulse
SPL Pulse
TER Pulse
Rotation Speed
40°/s
20°/s
20°/s
30°/s
20°/s
Hull
2300
3450
3450
2000
3600
Bolt Turret
The large Bolt Turret is exclusive to the Terran arsenal and is essentially a slower, but harder hitting variant of the Pulse Turret, providing more damage against capitals. It has a surprisingly large hitbox which still enables it to be somewhat effective against fighters.
Note:As mentioned at the start of the guide, this turret has values for ammo clips, which go unused until you modify the weapon at a workbench to reduce the reload time to below 1 second.
Good vs: Most things.
Bad vs: Swarms
TER Bolt
DPS
481
Damage
625
Reload
1.3s
Clip Size
18
Clip ROF
0.77/s
Clip Reload
1s
Speed
1288m/s
Range
5590m
Dispersion
0.04
Rotation Speed
20°/s
Hull
3600
Beam Turret
The large Beam Turret is a pure anti-fighter weapon, providing about the same damage as a Small Mk2 Beam Emitter, but is more reliable since it’s a turret. It works well enough in that role but is pretty much useless against anything larger.
Good vs: Fighters
Bad vs: Everything else
ARG Beam
TEL Beam
PAR Beam
SPL Beam
TER Beam
DPS
88
88
88
88
105
Damage
441
441
441
441
528
Reload
5s
5s
5s
5s
5s
Range
5000m
5000m
5000m
5000m
5000m
ARG Beam
TEL Beam
PAR Beam
SPL Beam
TER Beam
Rotation Speed
40°/s
20°/s
20°/s
30°/s
20°/s
Hull
2300
3450
3450
2000
3600
Large Turrets 2
Plasma Turret
The Plasma Turret is the primary anti-capital and anti-station turret and the only one that provides more damage than any other weapon, except than destroyer and battleship main guns.
The Terrans do not have Plasma Turrets and to compensate their main batteries are a lot more powerful.
PAR Plasma is the best one, providing second highest damage, highest range and a much faster projectile.
ARG would be a close second with the only major downside being the slower projectile.
TEL still has the range, but looses out on damage dealt.
SPL would be the worst Plasma turret as it doesn’t provide a significant enough damage increase to compensate for the loss of 2km of range.
Good vs: Capitals, Stations.
Bad vs: Anything that moves.
ARG Plasma
TEL Plasma
PAR Plasma
SPL Plasma
DPS
1030
951
1057
1103
Damage
2x 2420
2x 1855
2x 3751
2x 1985
Reload
4.7s
3.9s
7.1s
3.6s
Speed
440m/s
440m/s
572m/s
440m/s
Range
8569m
8569m
8911m
6855m
Dispersion
0.01
0.01
—
0.02
ARG Plasma
TEL Plasma
PAR Plasma
SPL Plasma
Rotation Speed
40°/s
20°/s
20°/s
30°/s
Hull
2300
3450
3450
2000
Erlking Pulse Turret
The Erlking’s Large Turret is a super upgraded version of the Pulse Turret. It is pretty much equal to the XEN Graviton turret, except it has twice the range. It is extremely powerful against all targets.
Slap the Slasher modification on it for a truly insane damage output.
Note:The Erlking L Turret also suffers from unused ammo clip values, confusing the encyclopedia.
Good vs: Everything
Bad vs: Swarms
Erlking Pulse
DPS
2306
Damage
2x 2652
Reload
2.3s
Damage Falloff
100% up to 1.85km
70% up to 4.6km
10% towards max range
Speed
2040m/s
Range
9220m
Dispersion
0.02
Rotation Speed
76°/s
Hull
4140
XEN Graviton Turret
The Xenon’s Graviton Turret is an extremely deadly weapon, combining a fast reload, with a highly damaging projectile and high velocity. It’s only downside is the lack of range, enabling enemies to kite the Xenon capital ships. But once they get into range, these weapons chew through enemy capital ships within a minute. Mediums get blasted in just a few volleys.
Good vs: Mediums, Capitals
Bad vs: Fighters, Long range.
XEN Graviton
DPS
2153
Damage
2x 3229
Reload
3s
Speed
1958m/s
Range
5183m
Dispersion
0.51
Rotation Speed
35°/s
Hull
3500
Missile Turrets
The only advantage that Large missile turrets have over Mediums is that they provide 10x the capacity bonus and have more hull.
ARG Launchers
TEL Launchers
PAR Launchers
SPL Launchers
TER Launchers
Dumbifre Capacity
+300
+300
+300
+300
+300
Tracking Capacity
+100
+100
+100
+100
+100
Rotation Speed
40°/s
20°/s
20°/s
30°/s
20°/s
Hull
5000
7500
7500
4250
7800
Dumbfire Missiles
Dumbfire missiles are simple, rocket propelled projectiles with an explosive warhead. They have no tracking and fly in a straight line similar to how a gun works. They offer increased damage output and range at the cost of having a limited ammo supply. They also generate no heat, making them excellent secondary weapons.
Light Dumbfirescan provide a fighter with a big extra punch against medium targets while also enabling them to snipe turrets off capital ships from a save distance.
Heavy Dumbfiresprovide much increased damage against capital ships and have the longest range of all weapons that can be mounted on turrets. They can provide firepower that rivals a Large Plasma turret on a Medium Turret slot.
Cluster missilesare for dropping big damage spikes on capital ships, especially XL targets are easy to hit. The missile carries over the speed from the launching ship, so a fast fighter is recommended. The light variant is kind of the worst missile in the game with pitiful damage, slow speed and long reload.
Scatter missilesare only available from the Split. It’s essentially a missile based shotgun. Extremely inaccurate with a high damage potential.
Terrans can not produce this missile.
Light Dumbfire Mk1
Light Dumbfire Mk2
Heavy Dumbfire Mk1
Heavy Dumbfire Mk2
Light Cluster
Heavy Cluster
Heavy Scatter
DPS
733
800
880
960
157
270
1200
Damage
1100
1200
3960
4320
2361
12141
12x 4800
Reload
1.5s
1.5s
4.5s
4.5s
15s
45s
4s
Speed
1071m/s
1181m/s
233m/s
259m/s
165m/s
36m/s
918m/s
Range
10km
11km
21km
24km
8.1km
17km
46km
AI Targeting Range
7km
8km
9km
10km
5.5km
7km
3.5km
Tracking Missiles
As the name suggests, those missiles can track and home in on their target, giving them much greater chances to hit moving targets. However, most of them can be distracted by Flares.
Standard Missiles
Heatseeker missilesare simple fire-and-forget weapons. You pick a target, launch and hope for the best. They have the best flight performance and damage, but the least Flare resistance.
Guided missilesuse a proper guidance system to track their target and require a target lock. They are harder to distract with Flares but lose overall flight performance compared to the Heatseeker. They are the cheapest tracking missile available.
Smart missilesare the most advanced using an intelligent targeting AI. They are completely immune to flares and automatically acquire a new target if the current one should be destroyed. They are the best weapon in the game to defend your destroyers from fighters.
Swarm missilesfire a group of eight missiles per launch. Each individual missile only deals little damage. Though the combined damage gives the Swarm the largest punch of the standard missiles. They are generaly more effective against at least medium sized targets, as their flight pattern prevents them from reliably hitting fighters. They are somewhat vulnerable to Flares, but also acquire a new target like the Smart missile.
Torpedosare some of the most expensive weapons in the game but they provide a massive damage potential for even the smallest of craft. Use fast ships to give them an extra speed boost.
Light Heatseeker
Light Guided
Light Smart
Light Swarm
Light Torpedo
DPS
349
343
329
268
479
Damage
698
685
657
8x 134
4791
Reload
2s
2s
2s
4s
10s
Speed
998m/s
887m/s
782m/s
826m/s
100m/s
Range
10km
8.8km
7.8km
8.3km
5km
AI Targeting Range
5km
4.5km
4km
4km
3km
Lock-on Range
—
4.5km
—
—
—
Turn rate and Strafe
22° – 12m/s
22° – 10m/s
21° – 9m/s
10° – 13m/s
1° – 0m/s
Flare Resistance
81%
87%
100%
86%
98%
Heavy Heatseeker
Heavy Guided
Heavy Smart
Heavy Swarm
Heavy Torpedo
DPS
599
587
563
460
575
Damage
3592
3520
3378
8x 690
17246
Reload
6s
6s
6s
8s
30s
Speed
217m/s
191m/s
170m/s
180m/s
67m/s
Range
9.4km
8.3km
7.4km
7.8km
12km
AI Targeting Range
7km
6km
5.5km
5.5km
9km
Lock-on Range
—
5.5km
—
—
—
Turn rate and Strafe
3° – 2m/s
3° – 2m/s
2° – 2m/s
3° – 3m/s
0.3° – 0m/s
Flare Resistance
81%
87%
100%
86%
98%
Special Missiles
These missiles fill a very specific role or come with a special ability, making them not too useful in normal combat situations.
Interceptor missilesare designed to pull targets out of travel drive.
Disruptor missilesreduce the top speed of the target
EMPmissiles also reduce the top speed of the hit target but it is stupidly fast, making it extremely difficult to hit anything smaller than a destroyer.
Starburstmissiles provide an extra large blast radius, or so it appears. Otherwise it is very similar to the Heavy Guided missile.
All the missiles are only available from the Split and are not possible to be produced by Terrans.
Only the EMP Missile is available everywhere.
Light Interceptor
Light Disruptor
EMP
Starburst
DPS
250
89
475
Damage
5x 100
896
3800
Reload
5s
10s
22.5s
8s
Speed
4630m/s
964m/s
57887m/s
192m/s
Range
138km
14km
578km
8.3km
AI Targeting Range
39km
5km
20km
6km
Lock-on Range
29.5
5km
20km
5.5km
Turn rate and Strafe
22° – 10m/s
4° – 12m/s
3° – 3m/s
10° – 9m/s
Flare Resistance
75%
80%
74%
87%
That's everything we are sharing today for this X4: Foundations guide. This guide was originally created and written by Kajar. In case we fail to update this guide, you can find the latest update by following this link.