Weapons

General Considerations

  • In PvE two major damage types are relevant, Kinetic and Thermal.

    • Thermal Damage is good against stock shields (aka. the majority of PvE enemies), as these have a weakness to this damage. Thermal Damage is also good against stock hull.

    • Kinetic Damage is bad against stock shields, as these have good resistances against this damage type. Kinetic Damage performs exceptionally good against stock hull

=> A mix of the two is great to have, but if only one damage type is chosen thermal is preferable.

  • If mixing thermal and kinetic weaponry, the latter should be put on the larger hardpoints and the former on the smaller.

  • A balance has to be found between DPS output and ammo dependancy. High DPS weapons usually don't have much ammo.

  • The weapon loadout should be designed with the distributor in mind. As a rule of thumb, anything that cannot be sustained on 4 pips to WEP is too heavy for the distributor and will put you at a disadvantage in high pressure situations.

Weapon Mounting

For all weapons, the preferred mounting type is Fixed. Upgrading from a Gimballed weapon to a fixed one comes at a bonus of ~ 20% to ~ 50% more damage output, a reduction of ~ 7% distributor draw and additional ~ 40% to ~ 80% total damage per ammo pool, amongst other minor stat differences. Exact numbers vary across weapon sizes and types. Further, fixed weaponry is immune to chaff and has a micro gimbal effect which snaps to target modules within ~ 1°.

Fixed mounting can be unviable, this could be lack of pilot skill (that being said, only way to learn fixed is to use it), bad hardpoint convergence, or mixing weapons of different shotspeeds.

Turrets should be avoided. They have bad damage output and slow tracking (so slow that in reality they often end up with less ToT than a gimballed counterpart, assuming any piloting at all is done). All ships in the game handle well enough to subsequently perform better with gimballed and/or fixed.

Identifying Hardpoint Groups

When fitting fixed weaponry with the goal of firing multiple weapons at once, hardpoint convergence becomes very important. Use EDSA to identify such groups. Also keep the above considerations in mind.

Shared Mechanics

  • Falloff Start: Beyond this range, the actual damage dealt is interpolated between the maximum damage at the falloff start, to zero damage at the weapons maximum range

  • Piercing: When striking an enemy hull (shields are unaffected), the actual damage dealt can be reduced by the correlation of the weapons piercing vs. the hulls hardness. If the piercing is smaller than the hull hardness, the damage is reduced by the ratio of the piercing/hardness. Full damage is dealt otherwise.

  • Magazines: All ammo-fed weapons draw from a magazine (between 1 and 100 rounds). Magazines cannot be reloaded or discarded manually. Magazines are replenished from an ammo pool.

Laser (Pulse, Burst, Beam)

100% Thermal

General

Lasers in general have low damage per unit of distributor energy consumed (Damage Per Energy). The best of the three types here is the Pulse, closely followed by the Burst. This is important, because this means that the pilot will usually get more use out of a pulse or burst than a beam in most configurations, unless running only few or a single laser on a very capable power distributor. Pulse and Burst have a damage falloff start at 500m, Beam at 600m. This is exceptionally short, and forms one of the major drawbacks of laser weaponry, because lasers depend on high ToT.

Ammo Pool

Lasers consume no ammo.

Engineering Modifications

  • Long Range (Increases maximum range and removes damage falloff completely)

  • Efficient (Removes thermal and distributor problems)

Engineering Experimentals

  • Oversized (Increases Damage)

  • Emissive (Scales with damage, does not stack. prohibits loss of target lock if target heat drops)

  • Phasing (The 10% of default damage lost is applied through shields directly to the hull, in form of absolute damage)

Multicannon

100% Kinetic

General

Mullticannons offer great damage output at very little distributor draw. Further their projectiles have a high shotspeed and a favorable falloff start at 2000m. They depend on high ToT to be effective. Notable is that the large Multicannon has a long spin-up time, making it the worst size in the lineup.

Ammo Pool

Multicannons have a great total damage per ammo pool. Growing bigger in size they become increasingly more ammo efficient.

Engineering Modifications

  • Overcharged (Most favorable combination of damage output increase and ammo pool increase)

Engineering Experimentals

  • Auto Loader (Slowly pulls bullets from pool into magazine)

  • Oversized (Increases Damage)

  • Incendiary (Converts 90% of the damage dealt to thermal, converting Multicannons into extremely effective weapons against NPC shielding)

  • Corrosive (Does not stack and comes with an ammo pool reduction, so should be either applied to the most ammo efficient weapon mounted, or combined with a High Capacity mod on the smallest Multicannon mounted. It buffs the piercing value of all projectiles hitting a ship subsequently to a hit from that weapon by 20 points, and damage by a further 25%)

  • Emissive (Does not scale, does not stack. prohibits loss of target lock if target heat drops. Preferred on pulse laser, if available)

Cannon

100% Kinetic

General

Cannons offer great damage output at very little distributor draw. However, their projectiles have low shotspeeds, and their shotspeed is not the same across all sizes. They have effectively no damage dropoff. As a high alpha, low RoF weapon they do not depend on ToT to be effective.

For this weapon type the gimballed variant is especially bad and should be avoided.

Ammo Pool

Cannons have unfavorable total damage per ammo pool. For a given size, a fixed Cannon will have a similar total damage as a gimballed Multicannon.

Engineering Modifications

  • Overcharged (Most favorable combination of damage output increase and ammo pool increase)

  • Short Range (Amplifies damage and heat, but reduces range)

Engineering Experimentals

  • Oversized (Increases Damage)

  • Dispersal Field (Does not stack and does not scale. Similar to deploying chaff)

Fragment Cannon

100% Kinetic

General

Fragment Cannons offer extreme damage output at very little distributor draw. Further the nature of their shotgun-like spread means that they are only effective at extremely close ranges (~200m and closer, depending on the target size). Due to having a long reload, small magazine and high rate of fire they can not be seen as a ToT depending weapon. A huge variant of these does not exist.

Ammo Pool

In theory they have very great total damage per ammo pool. However it is very easy to waste shots and they can go through their ammo pool very quickly, which may make it appear otherwise.

Engineering Modifications

  • Overcharged (Most favorable combination of damage output increase and ammo pool increase)

  • High Capacity (Slightly higher total damage and slightly higher sustained DPS (full ToT), but significantly longer burst duration)

Engineering Experimentals

  • Incendiary (Converts 90% of the damage dealt to thermal, converting Fragment Cannons into extremely effective weapons against NPC shielding)

  • Drag Munitions (Slows down target)

  • Screening Shell (Cuts the reload, +85% sustained ROF)

  • Corrosive (Does not stack and does not scale. Comes with an ammo pool reduction, so should be either applied to the most ammo efficient weapon mounted, or combined with a High Capacity mod on the smallest weapon mounted. It buffs the piercing value of all projectiles hitting a ship subsequently to a hit from that weapon by 20 points, and damage by a further 25%)

Railgun

67% Thermal, 33% Kinetic

General

Railguns offer extreme damage output at high distributor draw and heat generation. Their damage falloff starts at 1000m, but since they are a high alpha, low RoF hitscan weapon that is fairly easy to manage. Only exists in small and medium size (however installing on larger hardpoints is very much viable). All sizes have a Piercing value of 100.

Ammo Pool

The total damage per ammo pool is subpar to other weapons of similar size.

Engineering Modifications

  • Long Range (Increases maximum range and removes damage falloff completely)

  • Short Range (Amplifies damage and heat, but reduces range)

Engineering Experimentals

  • Feedback Cascade (Hitting an enemies shield while a shield cell is in spin up reduces MJ restored of that shield cell)

  • Super Penetrator (Allows damaging multiple modules at once, increases consistency of targeted module damage)

  • Plasma Slug (Reloads from fuel instead of a damage pool. For railguns this takes 0.022t of fuel per reload, regardless of weapon size and stats. Imperial Hammers require 0.066t per reload!)

Plasma Accelerator

60% Absolute, 20% Thermal, 20% Kinetic

General

Plasma Accelerators offer high damage at high distributor draw and heat generation. They also have very low projectile speed, but a good range and damage falloff start (2000m). They are the only weapon dealing absolute damage, meaning they are not subject to resistance calculations (other than pips). They come in sizes medium and up, and all have a Piercing value of 100.

Ammo Pool

The total ammo pool damage is very good, beating that of multicannons when compared without engineering.

Engineering Modifications

  • Efficient (Removes thermal and distributor limitations)

  • Overcharged (Amplifies damage, heat and distributor draw)

  • Short Range (Amplifies damage and heat, but reduces range)

Engineering Experimentals

  • Oversized (Increases Damage)

  • Plasma Slug (Reloads from fuel instead of a damage pool. For plasma accelerators this takes 0.11t of fuel per reload, regardless of weapon size and stats. Advanced Plasma Accelerators require 0.44t that per reload!)

  • Dispersal Field (Does not stack and does not scale. Similar to deploying chaff)

  • Phasing (The 10% of default damage lost is applied through shields directly to the hull, in form of absolute damage)

Good Weapon Combinations

Unengineered

  • Smaller Fixed Pulse/Burst + Larger Gimballed Multicannon

  • Smaller Fixed Pulse/Burst + Larger Gimballed Fragment Cannon

  • Smaller Fixed Pulse/Burst + Larger Fixed Cannon

  • Railgun(s) + Gimballed/Fixed Multicannon (Heat Problematic!)

  • Railgun(s) + Gimballed Fragment Cannon (and Pacifier) (Heat Problematic!)

  • Railgun(s) + Fixed Cannon (Heat Problematic!)

  • Plasma Accelerator(s) + Gimballed/Fixed Multicannon (Heat Problematic!)

  • Plasma Accelerator(s) + Gimballed Fragment Cannon (and Pacifier) (Heat Problematic!)

  • Plasma Accelerator(s) + Fixed Cannon (Heat Problematic!)

  • Any thermal or absolute damage weapon alone (Heat/Distributor Problematic!)

Engineered

  • Any of the above, with the recommended mods

  • Just Multicannons, partially with Incendiary experimental for Thermal damage

  • Long/Short Range Plasma Slug Railguns + Efficient Plasma Slug Plasma Accelerators (May require additional Fuel Tanks!)

  • A mix of Short and Long range Plasma Slug Railguns (Former for damage, latter for use at range)

Other Weapons

  • Guardian and Anti Xeno Weaponry: Ineffective against human ships

  • Shock Cannons: Very fun, but can’t be engineered and very small ammo pool

  • Mines, Torps: Useless in PvE

  • Seekers/Dumbfires: With the exception of the powerplay locked Packhound missiles useless