HIGH CALIBER WEAPONS.
High caliber weapons are the most diverse weapon class and generally find a home on heavy fighters, the main batteries of corvettes and frigates, and lighter batteries of destroyers. They can be general-purpose or specialty, but are also generally expensive.
-High Energy Plasma Thrower-
In the field: a large green lance.
In a nutshell: a high-yield gun with good fire rate, good damage, medium-high energy. Pretty cheap for what it does. This is the staple and quintessential M3 weapon.
Found: basically everywhere.
Mounted on: M3’s and in M6 turrets, sometimes in its main battery. Can be featured in M7 turrets, very rarely in M2 turrets.
Uses: this is a good stock weapon for anything bigger than an interceptor. It lacks the projectile speed to hit faster fighters but does quite well against the slower ones, and has significant stopping power. A decent mass of these can press a destroyer if fielded on faster ships. They do tend to munch up energy quite happily. They’re also less than spectacular in turrets, firstly because they’ll have a hard time hitting anything small, and second because there aren’t enough of them in a turret to significantly harm anything big. Using them on destroyers is a bit silly, unless you’re stinking broke or can’t find any CIG’s.
Countermeasures: lucky for you, the HEPT is quite easy to strafe-dodge. They have a range advantage over small-caliber weapons so be careful how you orchestrate your first interceptor charge or you’ll certainly lose a ship or two. Past the first charge your interceptors ought to be fast enough to be significantly safer, unless they do something silly. Heavy M6’s have enough shielding to take a few hard lashings from HEPT’s but I would advise relying on your relative grace to dodge around them. Bigger ships should counter HEPT-carrying ships with flak cannons and speed.
-Energy Bolt Chaingun-
[ external image ]
Taken by FreudianSlip172
In the field: a medium-small greenish spike, fast-firing.
In a nutshell: an ammunition-based alternative to the HEPT. Similar numbers in all other regards.
Found: Teladi space, and a few other select locations.
Mounted on: some M3’s, M6 turrets and main batteries. Sometimes on M7’s.
Uses: The EBC presents a unique opportunity for a select breed of ships: those M3+, M6, and heavy M6. It uses ammunition and therefore uses no energy. Some choices are mounting them in your turrets so your main battery is free to sling CIG’s all day with less worry, or putting them in your main batteries (which hurts quite enough) to allow your turrets a basically limitless supply of energy. And, of course, you can just use them instead of HEPT’s if you really want to. The stats are slightly different, just see which gives you the edge you’re looking for.
Countermeasures: same as the HEPT.
-Concussion Impulse Generator-
In the field: a very bright blue ball/lance, explodes loudly and knocks things around.
In a nutshell: a high-yield, long-range gun with medium-low fire rate, high damage, high energy use. Knocks smaller ships around. Rather expensive.
Found: Mostly everywhere, though in small numbers.
Mounted on: M6/M7 main batteries, M2 turrets.
Uses: The Concussion Impulse Generator is the smallest of the “big guns” and the only reason it isn’t placed in the “Capital” weapons list is because most M6’s can put them in their front battery. It’s unreasonable to ask the CIG to hit anything smaller than an M6, though it can nail (and vaporize) a sluggish M3. Anything fighter-sized that manages to survive the first round of a CIG volley is tossed around, so it has some potential to disrupt a very, very well shielded fighter charge. Mostly, though, they’re used to beat the snot out of M6’s and M7’s. They have a very high energy drain, so making every shot count is crucial. Their range is pretty spectacular, but it seems more effective to wait until a moving target is within 2km.
Countermeasures: the CIG bolt is fairly sluggish, so dodge it if you’re small enough and you should be fine. A full-on volley will drag down your shields quite alarmingly, so try to get a corvette distracted on your smaller, faster ships, or simply keep behind its front battery. Same applies for M7’s. M2’s can track you with them, so again, either use something very large that can outrange them and/or take the heat, or use small, fast, punchy M3’s.
-Ion Shard Railgun-
In the field: a yellowish-green spike.
In a nutshell: a medium-high-yield gun with good fire rate, good damage, medium-high energy. Moderate expense. Drains weapon energy.
Found: Split space, as well as some Military outposts.
Mounted on: M6 turrets and main batteries. Sometimes on M7’s.
Uses: the ISR generally finds itself in the same role as the Concussion Impulse Generator as an M6 weapon. It is a bit more capable than the CIG in terms of hitting smaller targets but is still more at home in an anti-M6/M7 role. It does not toss small ships around like the CIG can, but does have its own added bonus- a hit will drain a target’s weapon energy by a small amount. It’s not very noticeable, but in prolonged engagements against a large target it can be quite helpful.
Countermeasures: mostly the same as the HEPT or the CIG. If you’re hit by them you’ll lose weapon energy, which means they are actually surprisingly annoying in corvette turrets when used against larger fighters. The damage generally is more problematic than the weapon energy drain, however, unless your ship is big enough.
-Ion Pulse Generator-
In the field: a bluish-turquoise ball with a twisting trail. Explodes loudly.
In a nutshell: a medium-high-yield gun with moderate-low fire rate, good damage, medium-high energy. Moderate-high expense. Drains engine power for a short time.
Found: Boron space, rarely.
Mounted on: M6 turrets and main batteries. Sometimes on M7’s.
Uses: the IPG, like the CIG and its Split counterpart the ISR, is generally fielded as an anti-capital or anti-corvette gun. It does have a range advantage over its sister guns, though its fire rate is somewhat on the low side. Like most Boron weaponry it’s outstanding against shields but becomes less useful when you get down to the hull. Again, it does not knock ships around like the CIG, but it does drain a target’s maximum speed by about 20% on hit. It’s not terribly much, and not terribly useful against the sort of targets you’ll be fielding it against- for the most part, the ISR performs the IPG’s duties better. The IPG’s bullet animation is really awesome, though!
Countermeasures: mostly the same as the ISR. If you’re hit by one you’ll lose speed, but it’s not for very long and the damage is generally more problematic than the speed loss.
-Plasma Burst Generator-
[ external image ]
Taken by FreudianSlip172
In the field: omg wtf barbecue.
In a nutshell: a flamethrower. Short range, amazing damage in a small cone, pretty efficient, pretty cheap for what it does.
Found: in pirate space.
Mounted on: Pirate and a few race military M3’s. Sometimes (rarely) in the primary battery or turrets of M6’s.
Uses: The PBG is very, very fun. Its range is a bit midgety so you might get into trouble when dealing with PAC-slinging small ships, but if you can break range to less than 1km, PBG’s will chew anything and everything. The damage cone is rather focused unlike the PSG so you’ll still be engaging just one enemy with it, but it really takes skill to miss. It’s effective on anything smaller than an M2, and has increasing effectiveness at closer range, so if you’re generally a brawler rather than a sniper, this is your baby. I wouldn’t advise mounting it on AI-controlled ships, though, in the interest of controlling friendly fire.
Countermeasures: Forget what I said about the mass driver- THIS is the leading cause of chronic swearing among X-players, again because you never expect it. A lot more ships mount the PBG than you assume, and M6 shields won’t protect you from them nearly as well as you’d like. The best strategy is to stay the bleep away from them, and use their stunted range to your advantage. Prioritize them and engage them with HEPT’s and PAC’s. Do NOT simply jump into a big knot of pirate ships the way you used to in X3R, or you’ll find yourself in the midst of a gang of flamethrower-wielding maniacs from which there is no escape, no matter what kind of shielding you have. If you’re fielding AI controlled ships against PBG-wielding enemies (for whatever reason,) speed is your friend: they must execute their attack and get out of range again as fast as they can.
-Pulsed Beam Emitter-
[ external image ]
Taken by FreudianSlip172
In the field: a very bright, incredibly fast yellow lance.
In a nutshell: incredibly fast-firing, almost luminal-speed gun, short range, terrific shield damage, lower hull damage. A bit energy hungry, a bit expensive.
Found: Split space mostly, and on a few select military outposts.
Mounted on: every bleeping Xenon fighter you find, a handful of pirate ships and race military fighters.
Uses: The PBE is the premier weapon for fighter capping, since is strips shields quite quickly but does very controlled damage to the hull, meaning that when Otmanckatsmoog finally tells you that he doesn’t feel as if luck he is, you can stop firing at THAT INSTANT and leave him with maximum possible hull intact. Outside of this, the PBE plays the same role for M3’s that the PRG plays for M4’s, that of a small-ship swatter. It’s also a great tool for wings of M3’s as suppressing fire, as AI ships caught under fire from PBE’s will begin to flop around like a catfish choking on a boot. It’s dangerous to rely on them, though, because it takes time for them to finish a ship off, giving their prey a healthy opportunity to land a volley of HEPT’s or PAC’s. They are somewhat effective against M6’s but you’ll find that they suck energy very quickly, so they’re best employed against smaller targets. Their range is also very short, meaning turreted ships have a good chance of foiling your PBE charge.
Countermeasures: The PBE never misses (literally), so you must rely on its short range. Prioritize it if you can and remove it with PAC’s and HEPT’s. Don’t attempt to foil it with an interceptor or M3 charge, as (like stated before) once they break PBE range, they’ll just flop around uselessly. The most alarming danger from the PBE is the fact that every single Xenon fighter bigger than the N carries a full load of them, so they’re now even more ruthless than the Kha’ak. Against Xenon armed with PBE’s, try to separate them and engage them individually if you can, or employ a very well-shielded vessel with flak cannons. Do not attempt an interceptor charge against a wing of Xenon- it will end badly for you. Large groups of Xenon can still swamp even your mightily-shielded M7, so hold them at arm’s reach with flak’s and well-aimed CIG’s, and have your fingers ready for the Shift-J command.
-Ion Disruptor-
In the field: a blue, electric zig-zag, instant hit.
In a nutshell: a luminal speed weapon with somewhat short range and low energy efficiency, “sticky” fire, great shield damage, no hull damage, high component damage. Moderate-high expense.
Found: Boron space, and some military outposts.
Mounted on: Boron vessels and some pirate ships.
Uses: The Ion Disruptor is a specialty weapon that you generally shouldn’t mount on your own ships, as its lightning-bolt can spontaneously “chain” over to any other nearby ship- this might be your ship, one of your other wingies, or a passing tradesman. This makes people angry. However, it’s spectacular mounted in your own batteries. It’s quite unique in that it does exactly zero hull damage, but will tear apart a ship’s extensions and systems- and weapons. Because of this it’s the premier choice for boarding actions. Using an M6 or M7 (smaller ships don’t have the energy bank for it), strip a vessel of its weapons first. Once it’s absolutely, completely disarmed, it will usually brake to zero and be dead in the water, i.e. ready for your marines to jump in and raid it. Very handy to have a few of these on hand.
Countermeasures: Prioritize this weapon, but not as high as other
weapons I’ve told you to prioritize, mostly because you can be comfortable in the fact that it can’t damage your hull. It might make you swear a bit, though, when it strips your jumpdrive, or concussion impulse generator, or transporter device, or fight command software. So don’t sweat it too much, it probably won’t kill you, but do take it out to avoid some general frustration. Try engaging it at length with HEPT’s or PAC’s, but don’t rely on this, it has better range than other short-ranged weapons.