X4: Foundations Ultimate Weapons Guide (2024)

X4: Foundations Ultimate Weapons Guide (1)

  • 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.

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X4: Foundations Ultimate Weapons Guide (2024)

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