FANDOM


Weapon Boosts

Weapon Modifiers Edit

Weapon Modifiers boost a certain effect of a weapon which can either be its range, its damage per shot, its reload time or its bullet speed. There's also a smaller one which does not boost any effects but prevents the weapon from overkilling (scroll down for more info) instead. In order for the modifiers to actually boost the weapon, the modifiers must be placed next to the gun. The maximum amount of modifiers you can have around a weapon is 6. If one modifier is next to 2 or more weapons, its effect will split between them.

Note that some of them apart from boosting a specific part of the weapon also decrease its reload time

There are 5 modifiers available in the design menu which are:

  • Reloader
  • Targeting Subsystem
  • Speed Coils
  • Overcharger
  • No Overkill

All of them can influence multiple parts. However, they all, except for the No Overkill module, have a -15% effect for each supported weopon.

Reloader Edit

Reloaded

The Reloader decreases the reload time of adjacent weapons. The effect is split between adjacent weapons.

Reloader
Cost $20
Hit Points 10
Tons 10
Effects -33% Reload Time

Targeting Subsystem Edit

Targeting Subsystem

The Targeting Subsystem increases the range of adjacent weapons, but also increases the time it takes to reload adjacent weapons. The effect is split between all adjacent weapons.

Targeting Subsystem
Cost $20
Hit Points 10
Tons 30
Effects +20% Range, +25% Reload Time

Speed Coils Edit

Speed Coils

Speed Coils increase the bullet velocity of the weapons next to it, but also increase their reload time. The effect is split between adjacent turrets.

Speed Coils
Cost $5
Hit Points 5
Tons 1
Effects +30% Projectile Speed, +15% Reload Time, +50m flat range

Overcharger Edit

Overcharger

The Overcharger increases the damage adjacent weapons do, but at the cost of reload rate. The effect is split between adjacent weapons.

Overcharger
Cost $10
Hit Points 10
Tons 10
Effects +30% Damage Per Shot, +15% Reload Time

No Overkill Edit

No Overkill
No Overkill will prevent adjacent weapons from shooting if one shot is equal at least twice enemy's HP.

For example, if your weapon deals 100 damage with 1 shot and the enemy ship has 50 HP, with the No Overkill modifier, it would not shoot. But if your weapon dealt 99 damage with 1 shot and the enemy ship has 50 HP, with the No Overkill modifier that weapon would shoot the enemy.

No Overkill
Cost $5
Hit Points 0
Tons 1
Community content is available under CC-BY-SA unless otherwise noted.