{"data":{"id":16181,"title":"The Shipyard: Weapon Hardpoints","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16181-The-Shipyard-Weapon-Hardpoints","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16181","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16181","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":6446,"name":"Fixed_weapons.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4d41erixaiknkr\/source\/Fixed_weapons.gif","alt":"","size":6865345,"mime_type":"image\/gif","last_modified":"2017-10-21T08:44:59+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6446","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6446\/similar"},{"id":6448,"name":"Gimbal_weapons.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/hozjy33u2zzxsr\/source\/Gimbal_weapons.gif","alt":"","size":6331631,"mime_type":"image\/gif","last_modified":"2017-10-21T08:37:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6448","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6448\/similar"},{"id":6450,"name":"Legend.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vqwjz0opx1amwr\/source\/Legend.jpg","alt":"","size":42493,"mime_type":"image\/jpeg","last_modified":"2017-10-18T20:43:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6450","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6450\/similar"},{"id":6452,"name":"Super_all.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kgfrm07beqjuer\/source\/Super_all.jpg","alt":"","size":407097,"mime_type":"image\/jpeg","last_modified":"2017-10-21T06:21:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6452","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6452\/similar"},{"id":6454,"name":"Super_weapons.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/soalrm5dkf3rpr\/source\/Super_weapons.jpg","alt":"","size":332120,"mime_type":"image\/jpeg","last_modified":"2017-10-21T06:21:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6454","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6454\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":28,"translations":{"en_EN":"Weapon Hardpoints A Guide to the New Ship Matrix\nGreetings Citizens!\n\nWeapons and their hardpoints. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we\u2019ll cover, and relevant to everyone who\u2019s concerned with how their ships perform in combat. Since the start of the project we\u2019ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we\u2019ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more.\n\nTo begin, every item on a ship is attached to a hardpoint, or \u201citemport\u201d as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization.\n\nIn this article\u2019s topic, for the specific itemports we classify as \u201cweapon\u201d hardpoints, they have some restrictions of their own:\n\n\nThey are restricted to a single size item, no more ranges of item size such as Size 1-3.\n\nThey can only take a weapon directly attached of that size or a gimbal mount of that size attached to it.\n\nSome specific instances may have additional restrictions to limit them to individual items or types, such as the Vanguard nose weapon array.\n\n\nFixed Weapon Mounts\nAttaching a weapon of matching size to the itemport directly is what we call a Fixed weapon mount, and has the inherent benefit of being capable of using the largest weapon made possible by that hardpoint while contending with limited aiming and a requirement to land their shots more accurately.\n\n\nGimbal Weapon Mounts\nAs an alternative to attaching the maximum sized weapon to your itemport, you may choose to use a Gimbal Mount. Gimbals allow players to attach a smaller sized weapon that will enable the user to line their shots up with more ease than a fixed on it\u2019s own. The Gimbal Mount must be the same size as the hardpoint, but can only support a weapon at least one size smaller due to the space it occupies.\n\n\nThese are the only two types of items that can be attached to weapon hardpoints and gimbal mounts can only contain a single weapon hardpoint.\n\n\nOther Weapon Types or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More?\nAside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. These include things like \u201ctri-link,\u201d \u201cquad-link,\u201d \u201cbarrage\u201d and others. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article.\n\nThere are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their \u201cweapon\u201d count drop down, as they more than likely now have an extra turret to account for this. The primary driving factor in this was physical size. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible.\n\nShips that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. This system will be covered further in the dedicated articles on turrets.\n\n\nHow Ship Items are Displayed or: You Changed Things and Now I Can\u2019t Read Any of This\nThe Ship Stats Update has been a long time coming. In addition to refining our own internal policies and metrics, work was needed in order to display that information to you in as comprehensive, yet understandable a manner as possible. To that end, in addition to the changes to the Technical Information panel discussed in Part 3, we have made significant alterations to how default loadouts are presented to the backer.\n\nTo the right you will see the legend that guides all items found in the Technical Overview. For the purposes of this section, we will be focused on weapons, but the information here will apply to reading all items found in the Technical Overview.\n\n\nThings That Go Boom\nTo the right of the Technical Overview, you will find the weapons pane, where the various armaments for a ship are found. This section is itself broken down into four sub-sections.\n\n\nWeapons. The hardpoints we\u2019ve been discussing in this article, where you can attach a variety of ballistic and energy-based armament.\n\nTurrets. Covered in more detail in our next part. You will find both manned and remote turrets here.\n\nMissiles. The things that go in the Missile Racks used to blow stuff up. Torpedoes or missiles can be shown here.\n\nUtility Items. This is where you will find things like the Stor*All box on the Hornet F7C.\n\n\nWhile this article is specifically about weapons, we\u2019re not ignoring Turrets, Ordnance and Other Hardpoints. We\u2019ll be covering each one individually in the next few articles, so stay tuned.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Can I put missiles on weapon hardpoints?\n\nA: No, these are counted as Ordnance hardpoints and will have their own post in the next few days dedicated to all things Ordnance.\n\nQ: Why can I only put a S2 weapon on a S3 Gimbal?\n\nA: This is primarily due to game balance. Gimbal weapons provide a natural advantage due to their independence from the ships movement when aiming. By reducing the maximum size they can take by 1 from the itemport, their damage output is naturally reduced and should keep fixed weapons competitive in terms of DPS.\n\nQ: Why have you removed the range of sizes on a hardpoint?\n\nA: When we looked at it, there were very few ships that actually had this set up. It was primarily the Aurora line and upon examination, we found it not particularly useful long term and an easy cause of various inconsistencies.\n\nFor example, having a range of S1-S2 gave you the option of having Fixed S2, Gimbal S1 or Fixed S1 and nobody ever would pick Fixed S1 as an option when you can Gimbal Lock to achieve the same result. Removing this option cleans up the design rules and overall setup significantly across the board and does so with virtually no impact on players.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"Waffen-Haltepunkte Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nWaffen und ihre Befestigungspunkte. Die n\u00e4chsten Themen, die sich auf die neue Schiffsmatrix konzentrieren, sind m\u00f6glicherweise einige der wichtigsten Bereiche, die wir abdecken werden, und relevant f\u00fcr alle, die sich mit der Funktionsweise ihrer Schiffe im Kampf befassen. Seit Beginn des Projekts haben wir viele Iterationen des Designs auf unseren Schiffshardpoints durchlaufen, und mit SC Alpha 3.0 werden wir eine weitere kleine Iteration an sie durchf\u00fchren, um einen Gro\u00dfteil der Unklarheiten in Bezug auf ihre Gr\u00f6\u00dfe, was mit ihnen gemacht werden kann und vieles mehr zu beseitigen.\n\nZun\u00e4chst einmal ist jedes Element auf einem Schiff an einem Hardpoint oder \"Itemport\" befestigt, wie wir es manchmal mit der Bezeichnung innerhalb des Motors bezeichnen, und jedes hat Einschr\u00e4nkungen hinsichtlich der Art der Elemente, die ihm zugeordnet werden k\u00f6nnen. Dieses System verhindert, dass Menschen Kraftwerke dort aufstellen, wo T\u00fcrme hingehen sollten, Kraftstofftanks, wo das Radar sein sollte, und andere \u00e4hnliche Beispiele f\u00fcr unerw\u00fcnschte Anpassungen.\n\nIn diesem Artikel werden f\u00fcr die spezifischen Itemports, die wir als \"Waffen\"-Hardpoints klassifizieren, einige eigene Einschr\u00e4nkungen vorgenommen:\n\n\nSie sind auf einen einzigen Artikel beschr\u00e4nkt, keine weiteren Artikelgr\u00f6\u00dfenbereiche wie Gr\u00f6\u00dfe 1-3.\n\nSie k\u00f6nnen nur eine direkt angebrachte Waffe dieser Gr\u00f6\u00dfe oder eine Kardanwelle dieser Gr\u00f6\u00dfe nehmen.\n\nEinige spezifische Instanzen k\u00f6nnen zus\u00e4tzliche Einschr\u00e4nkungen haben, um sie auf einzelne Gegenst\u00e4nde oder Typen zu beschr\u00e4nken, wie z.B. die Vanguard Bugwaffenanordnung.\n\n\nFeste Waffenhalterungen\nDas direkte Anbringen einer Waffe gleicher Gr\u00f6\u00dfe an den Itemport ist das, was wir eine feste Waffenhalterung nennen, und hat den inh\u00e4renten Vorteil, dass sie in der Lage ist, die gr\u00f6\u00dfte Waffe, die durch diesen harten Punkt m\u00f6glich ist, zu benutzen, w\u00e4hrend sie mit begrenztem Zielen und der Anforderung, ihre Sch\u00fcsse genauer zu landen, zu k\u00e4mpfen hat.\n\n\nKardanische Waffenhalterungen\nAlternativ zur Befestigung der maximal gro\u00dfen Waffe an deinem Itemport kannst du auch einen Kardanring verwenden. Kardanringe erm\u00f6glichen es Spielern, eine kleinere Waffe anzubringen, die es dem Benutzer erm\u00f6glicht, seine Sch\u00fcsse mit mehr Leichtigkeit auszurichten, als eine selbstst\u00e4ndige Waffe. Der Gimbal Mount muss die gleiche Gr\u00f6\u00dfe wie der Hardpoint haben, kann aber aufgrund des Platzbedarfs nur eine Waffe tragen, die mindestens eine Nummer kleiner ist.\n\n\nDies sind die einzigen beiden Arten von Gegenst\u00e4nden, die an Waffenh\u00e4rtepunkten befestigt werden k\u00f6nnen, und Kardanhalterungen k\u00f6nnen nur einen einzigen Waffenh\u00e4rtepunkt enthalten.\n\n\nAndere Waffentypen oder: Was geschah mit Twin-Link, Tri-Link, Quad-Link, Barriere und mehr?\nAbgesehen von den Doppelgelenkwaffen haben viele der von verschiedenen Designern im Laufe der Zeit beschriebenen Gegenst\u00e4nde den \u00dcbergang vom Rei\u00dfbrett zur Implementierung nicht geschafft. Dazu geh\u00f6ren Dinge wie \"Tri-Link\", \"Quad-Link\", \"Barriere\" und andere. Die meisten von ihnen hatten in verschiedenen Phasen Probleme, einschlie\u00dflich der f\u00fcr sie geltenden Gr\u00f6\u00dfenstrafe, die bald sehr unhandlich wurde. F\u00fcr Doppelgelenkswaffen speziell, sind diese jetzt als Gesch\u00fctzt\u00fcrme, insbesondere ferngesteuerte, und werden in diesem Artikel behandelt.\n\nEs gibt eine betr\u00e4chtliche Anzahl von Schiffen mit dieser Art von Gegenst\u00e4nden, so dass wir Sie ermutigen, sich keine Sorgen zu machen, wenn Sie sehen, wie ihre \"Waffe\" herunterf\u00e4llt, da sie wahrscheinlich jetzt einen zus\u00e4tzlichen Turm haben, um dies zu erkl\u00e4ren. Der Hauptfaktor dabei war die physische Gr\u00f6\u00dfe. Einfach ausgedr\u00fcckt, als wir zwei Waffen auf einem Reittier hatten, war dieses oft deutlich gr\u00f6\u00dfer als die Basiswaffe, die auf dieses Reittier gehen konnte und visuelle oder physische Clipping verursachte und oft dazu f\u00fchrte, dass der Z\u00fcndkreislauf auf ein solches Ma\u00df begrenzt werden musste, dass er praktisch nutzlos wurde. Dieser Wechsel von Twin-Link zu Remote-Turm wurde entwickelt, um dem Spieler so viel Funktionalit\u00e4t wie m\u00f6glich vom Gegenstand zu geben.\n\nSchiffe, die jetzt \u00fcber diese Ferngesch\u00fctzt\u00fcrme verf\u00fcgen, werden feststellen, dass diese Sonderanfertigungen in den meisten F\u00e4llen nur gegen andere, speziell f\u00fcr dieses Schiff gefertigte Gesch\u00fctzt\u00fcrme ausgetauscht werden k\u00f6nnen. Ein Beispiel daf\u00fcr ist der aktuelle Mustangs-Kinnturm (mit 2x S1-Hartpunkten), der gegen einen neuen Mustang-Kinnturm mit 1xS2-Hartpunkt austauschbar sein wird. Dieses System wird in den speziellen Artikeln \u00fcber T\u00fcrme weiter behandelt.\n\n\nWie Schiffspositionen angezeigt werden oder: Du hast die Dinge ver\u00e4ndert und jetzt kann ich nichts davon lesen.\nDas Ship Stats Update kommt schon seit langem. Neben der Verfeinerung unserer eigenen internen Richtlinien und Kennzahlen war Arbeit erforderlich, um diese Informationen f\u00fcr Sie so umfassend wie m\u00f6glich und verst\u00e4ndlich wie m\u00f6glich darzustellen. Zu diesem Zweck haben wir zus\u00e4tzlich zu den in Teil 3 behandelten \u00c4nderungen am Panel f\u00fcr technische Informationen wesentliche \u00c4nderungen an der Art und Weise vorgenommen, wie Standardauslastungen der Backer pr\u00e4sentiert werden.\n\nAuf der rechten Seite sehen Sie die Legende, die alle Elemente der technischen \u00dcbersicht f\u00fchrt. F\u00fcr die Zwecke dieses Abschnitts werden wir uns auf Waffen konzentrieren, aber die Informationen hier gelten f\u00fcr das Lesen aller Elemente, die in der technischen \u00dcbersicht zu finden sind.\n\n\nDinge, die Boom machen\nRechts neben der technischen \u00dcbersicht befindet sich die Waffentafel, in der sich die verschiedenen R\u00fcstungen f\u00fcr ein Schiff befinden. Dieser Abschnitt selbst ist in vier Unterabschnitte unterteilt.\n\n\nWaffen. Die Kernpunkte, die wir in diesem Artikel diskutiert haben, wo Sie eine Vielzahl von ballistischen und energiebasierten Waffen anbringen k\u00f6nnen.\n\nGesch\u00fctzt\u00fcrme. N\u00e4heres dazu erfahren Sie in unserem n\u00e4chsten Teil. Hier finden Sie sowohl bemannte als auch entfernte Gesch\u00fctzt\u00fcrme.\n\nRaketen. Die Dinge, die in die Raketenregale gehen, haben Dinge in die Luft gejagt. Torpedos oder Raketen k\u00f6nnen hier gezeigt werden.\n\nUtility Items. Hier finden Sie Dinge wie die Stor-All Box auf der Hornet F7C.\n\n\nObwohl es in diesem Artikel speziell um Waffen geht, ignorieren wir Turrets, Ordnance und andere Hardpoints nicht. Wir werden jeden einzelnen in den n\u00e4chsten Artikeln einzeln behandeln, also bleiben Sie dran.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Darf ich Raketen auf Waffenst\u00fctzpunkte legen?\n\nA: Nein, diese werden als Ordnance Hardpoints gez\u00e4hlt und werden in den n\u00e4chsten Tagen einen eigenen Posten haben, der allen Dingen der Ordnance gewidmet ist.\n\nF: Warum kann ich nur eine S2-Waffe auf einen S3 Gimbal legen?\n\nA: Dies ist in erster Linie auf die Spielbalance zur\u00fcckzuf\u00fchren. Kardanische Waffen bieten einen nat\u00fcrlichen Vorteil durch ihre Unabh\u00e4ngigkeit von der Schiffsbewegung beim Zielen. Durch die Reduzierung der maximalen Gr\u00f6\u00dfe, die sie vom Itemport aus um 1 nehmen k\u00f6nnen, wird ihr Schadensausma\u00df nat\u00fcrlich reduziert und sollte feste Waffen in Bezug auf DPS wettbewerbsf\u00e4hig halten.\n\nF: Warum haben Sie den Gr\u00f6\u00dfenbereich auf einem Hardpoint entfernt?\n\nA: Als wir es uns ansahen, gab es nur sehr wenige Schiffe, die diese Einrichtung tats\u00e4chlich hatten. Es war in erster Linie die Aurora-Linie, und nach Pr\u00fcfung fanden wir sie langfristig nicht besonders n\u00fctzlich und eine einfache Ursache f\u00fcr verschiedene Inkonsistenzen.\n\nWenn Sie beispielsweise einen Bereich von S1-S2 haben, haben Sie die M\u00f6glichkeit, Fixed S2, Gimbal S1 oder Fixed S1 zu verwenden, und niemand w\u00fcrde jemals Fixed S1 als Option w\u00e4hlen, wenn Sie Gimbal Lock verwenden k\u00f6nnen, um das gleiche Ergebnis zu erzielen. Das Entfernen dieser Option bereinigt die Designregeln und das gesamte Setup erheblich und zwar praktisch ohne Auswirkungen auf die Spieler.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"Weapon Hardpoints A Guide to the New Ship Matrix\nGreetings Citizens!\n\nWeapons and their hardpoints. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we\u2019ll cover, and relevant to everyone who\u2019s concerned with how their ships perform in combat. Since the start of the project we\u2019ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we\u2019ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more.\n\nTo begin, every item on a ship is attached to a hardpoint, or \u201citemport\u201d as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization.\n\nIn this article\u2019s topic, for the specific itemports we classify as \u201cweapon\u201d hardpoints, they have some restrictions of their own:\n\n\nThey are restricted to a single size item, no more ranges of item size such as Size 1-3.\n\nThey can only take a weapon directly attached of that size or a gimbal mount of that size attached to it.\n\nSome specific instances may have additional restrictions to limit them to individual items or types, such as the Vanguard nose weapon array.\n\n\nFixed Weapon Mounts\nAttaching a weapon of matching size to the itemport directly is what we call a Fixed weapon mount, and has the inherent benefit of being capable of using the largest weapon made possible by that hardpoint while contending with limited aiming and a requirement to land their shots more accurately.\n\n\nGimbal Weapon Mounts\nAs an alternative to attaching the maximum sized weapon to your itemport, you may choose to use a Gimbal Mount. Gimbals allow players to attach a smaller sized weapon that will enable the user to line their shots up with more ease than a fixed on it\u2019s own. The Gimbal Mount must be the same size as the hardpoint, but can only support a weapon at least one size smaller due to the space it occupies.\n\n\nThese are the only two types of items that can be attached to weapon hardpoints and gimbal mounts can only contain a single weapon hardpoint.\n\n\nOther Weapon Types or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More?\nAside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. These include things like \u201ctri-link,\u201d \u201cquad-link,\u201d \u201cbarrage\u201d and others. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article.\n\nThere are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their \u201cweapon\u201d count drop down, as they more than likely now have an extra turret to account for this. The primary driving factor in this was physical size. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible.\n\nShips that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. This system will be covered further in the dedicated articles on turrets.\n\n\nHow Ship Items are Displayed or: You Changed Things and Now I Can\u2019t Read Any of This\nThe Ship Stats Update has been a long time coming. In addition to refining our own internal policies and metrics, work was needed in order to display that information to you in as comprehensive, yet understandable a manner as possible. To that end, in addition to the changes to the Technical Information panel discussed in Part 3, we have made significant alterations to how default loadouts are presented to the backer.\n\nTo the right you will see the legend that guides all items found in the Technical Overview. For the purposes of this section, we will be focused on weapons, but the information here will apply to reading all items found in the Technical Overview.\n\n\nThings That Go Boom\nTo the right of the Technical Overview, you will find the weapons pane, where the various armaments for a ship are found. This section is itself broken down into four sub-sections.\n\n\nWeapons. The hardpoints we\u2019ve been discussing in this article, where you can attach a variety of ballistic and energy-based armament.\n\nTurrets. Covered in more detail in our next part. You will find both manned and remote turrets here.\n\nMissiles. The things that go in the Missile Racks used to blow stuff up. Torpedoes or missiles can be shown here.\n\nUtility Items. This is where you will find things like the Stor*All box on the Hornet F7C.\n\n\nWhile this article is specifically about weapons, we\u2019re not ignoring Turrets, Ordnance and Other Hardpoints. We\u2019ll be covering each one individually in the next few articles, so stay tuned.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Can I put missiles on weapon hardpoints?\n\nA: No, these are counted as Ordnance hardpoints and will have their own post in the next few days dedicated to all things Ordnance.\n\nQ: Why can I only put a S2 weapon on a S3 Gimbal?\n\nA: This is primarily due to game balance. Gimbal weapons provide a natural advantage due to their independence from the ships movement when aiming. By reducing the maximum size they can take by 1 from the itemport, their damage output is naturally reduced and should keep fixed weapons competitive in terms of DPS.\n\nQ: Why have you removed the range of sizes on a hardpoint?\n\nA: When we looked at it, there were very few ships that actually had this set up. It was primarily the Aurora line and upon examination, we found it not particularly useful long term and an easy cause of various inconsistencies.\n\nFor example, having a range of S1-S2 gave you the option of having Fixed S2, Gimbal S1 or Fixed S1 and nobody ever would pick Fixed S1 as an option when you can Gimbal Lock to achieve the same result. Removing this option cleans up the design rules and overall setup significantly across the board and does so with virtually no impact on players.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":110,"created_at":"2017-10-21T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-04-24 22:51:54","valid_relations":["images","links","translations"],"prev_id":16180,"next_id":16182}}