Weapons classification | Travelling Elite: Dangerous Guide
Last update: 11 May 2016
Now when you know how to aim, you have to answer the question: 'with what?' There is a wide range of choice between different lasers, futuristic kinetic weapons or even the missiles and mines. Hybrids are also present on the list. Each of the weapon is deadly on its own way but each of them has some flaws too.
Energetic weapons
Energetic weapons are simply the lasers. In the Elite: Dangerous there are three main types of them pulse lasers (with pulsating beams), burst lasers which shoot the short beams and the continual beam lasers. The lasers also deal the thermic damage.
Pulse laser they are the most power and thermal saving. They are also very quick-fired. They also inflict less damage but their rapid fire may be a good solution for those with a less steady hand. | |
Burst laser attacks with the three impulses, thus inflicting much more damage than the pulse laser. On the other hand it overheats easily and takes a lot of power. The shooting comes with a large intervals too. | |
Beam laser emits a constant beam of energy. It deals a massive damage within a longer period and it may damage many components inside the ship at once. It takes a hefty amount of power and generates as much of the heat in a short time. These lasers are the best on short distances. |
Energetic weapon is the best for destroying the enemies shields, and worse for destroying the hull. All of the mentioned weapons come with each type of a hardpoint.
Kinetic weapons
It is a bit more conventional type of arms. It uses the big caliber ammunition which makes the player supplying himself with an ammo. On the other hand, they do not require much power and they aren't overheating the ship as much as the energetic weapon would. Here, there are also three types to choose from.
Cannon: Shoots big bullets and work similar to the today's howitzer. For now it appears only in the fixed mode. The fire is far from rapid but it inflicts a huge damage. | |
Multi-cannon: One of the favorites among the players of Elite. Its fire is very rapid and the recoil is small. Damage isn't too big, but the rapidity recompenses that in a big way. The magazines for it come in different capacities. The reload takes a while and may leave a player defenseless. | |
Fragment Cannon: Similar to a shotgun. Shots slow and it is effective only on short distances, or against massive ships. The shrapnel may damage many enemies' components, but their scattering increases along with the distance. |
Energetic weapon is the best for destroying the enemies' hull, and worse for destroying the shields.
Thermo-kinetic weapon
For now, only one hybrid is available. The Railgun. It shoots the bullets with a huge velocity attacking the target almost without any delay, inflicting a massive damage by doing so. Railgun is hard to control though. It comes only as a fixed weapon and after each fire the weapon needs to recharge for quite a time. As for another disadvantages, the overheating and a big power consumption could be mentioned. |
These weapons are the best for finishing the enemy after destroying its shields as the shooting with a high frequency is impossible. The thermo-kinetic weapons work well against both the hull as the shields.
Plasma Weapons
| Plasma Accelerator: one of the rarest weapons in the Elite. Besides, it can be mounted only on the big ships. The accelerator work similar to the railgun, thus it has to reload after every shot. It can destroy the ship with about 3-4 projectiles. As for another disadvantages, the overheating and a big power consumption could be mentioned. It is best against the big and slow ships. |
Plasma Accelerator works well against both the hull as the shields.
Missiles / Explosives
As for now, three types of explosive weapons are available; missiles, torpedoes and mines. Every of them uses the same kind of expensive ammunition. A small choice and expensive ammunition make this type a rather uncommon one.
Missile Rack: its advantage is the high speed and maneuverability and the tracing ability (the 'dumbfire' rockets don't have this ability). A single missile may not inflict a lot of damage but these can be shot with a large frequency as long as the target is in front of you. | |
Torpedo pylon: alike the missiles these also have the ability of tracing, but they are less agile and they're slower. This is recompensed with the amount of damage they deal when meeting the target. A single shot may destroy a small ship completely. You can only have one, single, very expensive projectile on your ship which makes them more of a curiosity than a real weapon. | |
Mine launcher: this can be used as a defence rather than an offensive weapon. It is helpful during the pursuits when you can throw the mines right in front of the enemy. They can, however, be used as a trap e.g. in the asteroid fields, although it is rather expensive and hard to execute. |
The missile weapons work best against the hull and less against the shields.
Defence Systems
Good weapons may not be enough against the enemy, the defence systems are non-less crucial in the fight. Here are their components described:
Bulkheads (internal): dependable for the role to which you will be adjusting your ship, armor may be its only shield. It is vital to invest some more money into a better kind of the bulkheads. The harder the armor is, the more resistant it is. Some may even reflect the lasers, thus giving you the better protection from the thermic weapon but dealing worse with the kinetic one. There are also the opposite kinds. | |
Generator Shields: right after the armor, shields are the most important source of defense from the damages. The bigger and heavier the generator is, the more damages it will be able to consume. It will also regenerate the shields faster. The power distributor may help with the energy flow. | |
Shield cell bank - internal: Using it, regenerates the shields immediately by using lots of power. It uses its own ammunition and its capacity differ between the components' classes | |
Heatsink launcher - utility: by using it the heated radiator is thrown out of your and is being replaced by a new model. It is a great solution for a quick temperature reducing. It uses its own ammunition. | |
Chaff Launcher - utility: shoots the thick metal stripes which stands for a decoy to confuse the enemies' weapons (doesn't apply to the fixed hardpoints weapons). Uses its own ammunition. | |
Electronic countermeasure - utility: jams the attackers' missiles an torpedoes. Holding the button connected to this device, increases its range up to 5km - releasing the button detonates all incoming ballistic projectiles. | |
Point defence - utility: a small independent turret which trails the incoming mines, missiles or torpedoes and shoots them. It is vital to remember the side on which the turret is mounted to maneuver the ship the right way. Uses its own ammunition. | |
Auto field maintenance unit: component enables you to repair most of the things on the ship without the necessity of landing. There are some limitations to the bigger damages such as the power generator damages. Uses its own ammunition. |
Life Support System
This, ignored by many pilots component, may often save life. There come the situations when the enemy will shatter our front glass pane. In the situations like this the entire oxygen is being sucked out of the ship and only the Life Support System may be of any help.
Dependable of the class of the mounted module, the system may give us 7, 15 or 25 minutes of oxygen in the space suit. The moment of starting up the system is easy to recognize as it shows the outlines of the oxygen mask, the sounds are muffled and our pilot will start panting. Now you will have to decide whether to finish the fight or head to the station right away. Most of the big stations with a force field have its atmosphere, thus right away after entering the tunnel you will be alright. In the case of the small stations, you will have to enter the hangar. Replacing the old pane with a new one is fortunately a rather cheap thing to do.