| Kinetic Weapons, Quantity
|
|
|
|
| Name
|
Kinetic Weapons, Quantity Tier 2
|
| Console
|
Weapons
|
| Ship
|
Battlecruiser
|
| Research Time
|
15
|
| Max Level
|
1
|
| Cost
|
80 80 120
|
| Kinetic Weapons, Quantity
|
|
|
|
| Name
|
Kinetic Weapons, Quantity Tier 3
|
| Console
|
Weapons
|
| Ship
|
Battlecruiser
|
| Research Time
|
25
|
| Max Level
|
1
|
| Cost
|
120 120 200
|
The Quantity branch of Kinetic Weapons, Tier 2 serves two purposes; the amount of projectiles increases by 50%, making 6 projectiles total, and a 100% increase in projectile speed. The cost and firing rate remain at 400 energy and roughly the speed of a Penta Burst shot. Due to the increase in both speed and projectiles, it can be considered that this upgrade makes it far simpler to strike smaller, moving objects such as small ships. In terms of overall damage, however, it is not quite as efficient as the Kinetic Weapons, Quality branch.
Kinetic Weapons, Tier 3 takes everything a step further. The number of missiles further increases by 17%, making a total of 7 projectiles, the attack becomes homing, and both hull and shield damage increase by 100%. This makes 7 projectiles striking for 40 hull damage and 16 shield damage, nearly striking shields as hard as a Penta Burst for the cost of only 400 energy still. This makes the extensive degree of upgrading quite worth it, especially considering that not only are these projectiles damage efficient but also homing. Kinetic Weapons on the quantity branch becomes a very powerful tool for striking the enemy Battlecruiser or Small Ships whilst they are fleeing, typically requiring no switchover to Laser weaponry again.