Kinetic Weapons: Difference between revisions

From Cruiser Command
Jump to navigation Jump to search
Created page with "{{Upgrade |Name= Kinetic Weapons Tier 1 |Picture= |Console= Weapons |Ship= Battlecruiser |Research Time= 8 |MaxLevel= 1 |Veldite= 40 |Chalcorium= 40 |Pyromantite= 80 |Kermicul..."
 
mNo edit summary
Line 11: Line 11:
|Kermiculite=
|Kermiculite=
}}
}}
Kinetic Weaponry is a second projectile type that excels at dealing hull damage. It can be used at the [[Weapons Console]] by switching from Lasers, after which it can be used in the same conventions. Unlike Lasers, Kinetic Weaponry does not fire completely straight and has a tendency to fire in a thin cone instead. It also fires at roughly the same speed as [[Penta Burst]], yet takes only 400 energy which is less than [[Triple Burst]]. The fault in kinetics tier 1, however, is that compared to a fully upgraded laser it will actually deal less hull damage, its 20 vs. the potential 24 after all [[Upgrade Laser]] has been researched. The hefty cost of kinetics tier is roughly the opportunity cost for at least two [[Upgrade Laser|Upgrade Lasers]] to begin with, bringing it into question if it is worth it unless the later, more expensive techs, will be researched shortly after.
Kinetic Weaponry is a second projectile type that excels at dealing hull damage. It can be used at the [[Weapons Console]] by switching from Lasers, after which it can be used in the same conventions. Unlike Lasers, Kinetic Weaponry does not fire completely straight and has a tendency to fire in a thin cone instead. It also fires four shots which deal 20 hull damage and 8 shield damage at roughly the same speed as [[Penta Burst]] and takes only 400 energy which is less than [[Triple Burst]]. The fault in kinetics tier 1, however, is that compared to a fully upgraded laser it will actually deal less hull damage, its 20 vs. the potential 24 after all [[Upgrade Laser]] has been researched. The hefty cost of kinetics tier is roughly the opportunity cost for at least two [[Upgrade Laser|Upgrade Lasers]] to begin with, bringing it into question if it is worth it unless the later, more expensive techs, will be researched shortly after.


Kinetic Weapons can branch off into two unnamed branches which will be referred to as [[Kinetic Weapons, Quantity]] and [[Kinetic Weapons, Quality]]. Both have particular benefits that can serve better in a given situation.
Kinetic Weapons can branch off into two unnamed branches which will be referred to as [[Kinetic Weapons, Quantity]] and [[Kinetic Weapons, Quality]]. Both have particular benefits that can serve better in a given situation.

Revision as of 11:52, 20 May 2013

Kinetic Weapons
Name Kinetic Weapons Tier 1
Console Weapons
Ship Battlecruiser
Research Time 8
Max Level 1
Cost 40 40 80

Kinetic Weaponry is a second projectile type that excels at dealing hull damage. It can be used at the Weapons Console by switching from Lasers, after which it can be used in the same conventions. Unlike Lasers, Kinetic Weaponry does not fire completely straight and has a tendency to fire in a thin cone instead. It also fires four shots which deal 20 hull damage and 8 shield damage at roughly the same speed as Penta Burst and takes only 400 energy which is less than Triple Burst. The fault in kinetics tier 1, however, is that compared to a fully upgraded laser it will actually deal less hull damage, its 20 vs. the potential 24 after all Upgrade Laser has been researched. The hefty cost of kinetics tier is roughly the opportunity cost for at least two Upgrade Lasers to begin with, bringing it into question if it is worth it unless the later, more expensive techs, will be researched shortly after.

Kinetic Weapons can branch off into two unnamed branches which will be referred to as Kinetic Weapons, Quantity and Kinetic Weapons, Quality. Both have particular benefits that can serve better in a given situation.