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Guide\nThe universe is dangerous, so it is important to understand the various tools at your disposal.\n\nWhether you're a fighter or not, knowing the different weapons that friends and foes can wield will give you a clear advantage when conflict inevitably happens. Let's dive in!\n\nAnd if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.\n\nWeapons and DevicesA diverse array of weapons ensures pilots can engage in combat effectively, whether relying on the raw power of ballistic weapons, the sustained fire of energy weapons, or the strategic advantages of distortion arms and guided munitions. This guide provides a comprehensive overview of each weapon type, highlighting their unique characteristics and tactical applications.BallisticBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.Ballistic weapons will mostly bypass shields, allowing them to directly damage the hull.EnergyEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.Energy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.DistortionDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.Once the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.MissilesMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).Cluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.TorpedoesTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).More specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.BombsBombs are ordnance that is meant to be used within a planet's atmosphere.A skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.They can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.EMP DevicesEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.Quantum EnforcementQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.Quantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.Ballistic\nBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.\n\nBallistic weapons will mostly bypass shields, allowing them to directly damage the hull.\n\nEnergy\nEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.\n\nEnergy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.\n\nDistortion\nDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.\n\nOnce the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.\n\nMissiles\nMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).\n\nCluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.\n\nTorpedoes\nTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).\n\nMore specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.\n\nBombs\nBombs are ordnance that is meant to be used within a planet's atmosphere.\n\nA skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.\n\nThey can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.\n\nEMP Devices\nEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.\n\nYou can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.\n\nAs a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.\n\nQuantum Enforcement\nQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.\n\nQuantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.\n\nWeapons TypesWeapon types vary to suit different combat scenarios, ranging from melee scatterguns to mid-range repeaters or even the far-reaching Mass Drivers. Ballistic and Energy weapons also come in various types that have strengths and strategic uses. Weapons also come in various sizes, allowing you to properly equip your ship for its role.1. Scatterguns\nScatterguns are the go-to choice for close-quarters combat, delivering massive damage to targets within their spread area.\n\nTheir effectiveness diminishes rapidly with distance as the pellets may not hit if you are too far, hindering your potential damage output.\n\nTheir ability to quickly bring down shields and hulls makes them formidable in tight dogfights.\n\n2. Gatling\nGatling guns provide rapid-fire capabilities, unleashing a continuous stream of bullets. These weapons are perfect for close-range combat, where maintaining sustained pressure on an enemy is crucial.\n\nThis rapid-fire capability comes with a significant spread.\n\n3. Repeaters\nRepeaters strike a balance between cannons and Gatling guns, offering a moderate rate of fire with reliable damage output. They come in both energy and ballistic variants, providing flexibility in terms of ammunition management and damage type.\n\nSuitable for mid-range combat, repeaters are versatile and effective against a variety of targets. Their consistent firing rate allows pilots to maintain steady damage without sacrificing too much accuracy or firepower.\n\n4. Cannons\nCannons are mainly designed for long-range engagement, delivering high-impact shots with precision. They are available in ballistic, energy, and distortion weapons categories.\n\nThese weapons deal significant damage per shot, making them ideal for taking out heavily armored targets from a distance.\n\nDue to their slower firing rate, they require accurate aim but reward skilled pilots with devastating hits.\n\n5. Mass Drivers\nMass drivers employ railgun technology to deal high damage from a long range. Their solid projectiles are capable of delivery huge blows against heavily armored ships.\n\n6. Distortion\nDistortion weapons help you non-lethally neutralize your target, allowing you to arrest dangerous criminals and bring them to justice \u2014 or simply steal their ship!\n\n7. Missiles\nMissiles are versatile and effective for engaging fast-moving targets. To maximize their use, fire them in bursts to overwhelm the enemy's countermeasures. Keep a mix of different types for flexibility.\n\n8. Torpedoes\nTorpedoes are usually used against large, heavily shielded targets such as capital ships.\n\nEnsure you maintain a safe distance after launch, as torpedoes are slower and more susceptible to point-defense systems. Timing and positioning are crucial; keep flying in a straight line until the torpedo is far ahead of you, and only fire when the enemy is less likely to evade or counter, such as when they're focusing on other threats, or even unaware of your presence.\n\nSending multiple torpedoes at the same targets is a more effective way to hit, as it can overwhelm defensive systems such as point-defense turrets and countermeasures.\n\n9. Bombs\nBombs are best utilized in atmospheric combat or against ground targets. They require aiming and timing since they are dropped rather than launched.\n\nApproach the target at an optimal altitude and speed, release the bombs in a calculated sequence, and immediately maneuver away to avoid the blast radius. Remember that bombs are not guided, they are dumped, so get clear quickly!\n\nBombs are ideal for area denial or crippling stationary defenses, making them invaluable in planetary assaults.\n\nShop LocationsFinding the right weapons for your ship is crucial for outfitting your vessel to suit your combat needs. Learn where to purchase or acquire each type, from well-stocked space stations to specialized shops on planetary surfaces. Knowing where to find these armaments ensures you're always prepared for any encounter.Here are the main four cities where you can find most shops.Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.Head to Area18 where CenterMass and Dumper's Depot offer a range of armaments.In New Babbage, CenterMass is your go-to for top-tier weaponry.Orison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.For those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.\n\nHead to Area18 where CenterMass and Dumper's Depot offer a range of armaments.\n\nIn New Babbage, CenterMass is your go-to for top-tier weaponry.\n\nOrison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.\n\nFor those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.\n\nSimply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!\n\nCombat TipsMastering the art of combat in Star Citizen involves more than just selecting the right weapons; it requires understanding how to effectively use them in various scenarios. This section provides essential tips and strategies for optimizing your weapon choices and enhancing your combat performance.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.Decoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.\n\nDecoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.\n\nDive inWhat ship is best for beginners? What vehicle loadouts work well? What are modules? Gain knowledge and experience from seasoned citizens with the Guide System and make sure to join the discussions on Spectrum!","de_DE":"Waffen-Leitfaden\nAlpha 3.23\nDas Universum ist gef\u00e4hrlich, deshalb ist es wichtig, die verschiedenen Werkzeuge zu kennen, die dir zur Verf\u00fcgung stehen.\n\nEgal, ob du ein K\u00e4mpfer bist oder nicht: Wenn du die verschiedenen Waffen kennst, die Freunde und Feinde einsetzen k\u00f6nnen, bist du klar im Vorteil, wenn es zum Konflikt kommt. Lasst uns eintauchen!\n\nUnd wenn du zus\u00e4tzliche Hilfe brauchst, kannst du dich im Guide-System mit einem erfahrenen Spieler zusammentun, der dir zeigt, wo es lang geht.\n\nWaffenkategorien\nEin vielf\u00e4ltiges Angebot an Waffen sorgt daf\u00fcr, dass Piloten effektiv k\u00e4mpfen k\u00f6nnen, egal ob sie sich auf die rohe Kraft ballistischer Waffen, das anhaltende Feuer von Energiewaffen oder die strategischen Vorteile von Verzerrungswaffen und Lenkmunition verlassen. Dieser Leitfaden bietet einen umfassenden \u00dcberblick \u00fcber die einzelnen Waffentypen und beleuchtet ihre einzigartigen Eigenschaften und taktischen Einsatzm\u00f6glichkeiten.\n\nBallistisch\nEnergie\nVerzerrung\nRaketen\nTorpedos\nBomben\nEMP-Ger\u00e4te\nQuantum Enforcement\nBallistische\nBallistische Waffen feuern feste oder explosive Geschosse mit hoher Geschwindigkeit ab und verf\u00fcgen \u00fcber eine begrenzte Menge an Munition. Wenn die Munition aufgebraucht ist, muss sie entweder in einer Landezone oder in einer Reparatur- und Aufr\u00fcstungsstation wieder aufgef\u00fcllt werden.\n\nBallistische Waffen durchdringen einen bestimmten Prozentsatz der gegnerischen Schilde und k\u00f6nnen so den Rumpf direkt besch\u00e4digen. Sie sind zwar in der Regel langsamer als Energiewaffen, erh\u00f6hen aber nicht deine W\u00e4rmesignatur und k\u00f6nnen in der Regel weiter entfernte Ziele erreichen, ohne den Schaden zu verringern.\n\nUntertypen: Scatterguns, Gatling, Repetierer, Kanonen, HE-Kanonen, Massentreiber\n\nEnergie\nEnergiewaffen ben\u00f6tigen keine Munition. Stattdessen sind sie auf die K\u00fchlkomponenten eines Fahrzeugs angewiesen, wie z.B. K\u00fchler und das Triebwerk. Je hochwertiger die K\u00fchlkomponenten eines Fahrzeugs sind, desto l\u00e4nger k\u00f6nnen die Waffen abgefeuert werden, bevor sie \u00fcberhitzen. Mit dem Energiedreieck kannst du die Kondensatoren auch so einstellen, dass sie mehr Energie an deine Waffen leiten.\n\nEnergiewaffen sind im Grunde Mehrzweckwaffen. Wenn sie gegen Fahrzeuge eingesetzt werden, verursachen sie sowohl Schild- als auch H\u00fcllenschaden.\n\nUntertypen: Scatterguns, Neutron, Repeater, Kanonen, Plasma, Tachyon\n\nVerzerrung\nVerzerrungswaffen sind eigentlich Energiewaffen. Sie funktionieren jedoch anders als Energiewaffen, da sie Schaden auf elektrischer Basis verursachen.\n\nSie richten zwar keinen Schaden am Rumpf an, sind aber sehr darauf spezialisiert, die Schilde von Fahrzeugen zu zerst\u00f6ren. Sobald die Schilde gebrochen sind, besch\u00e4digt anhaltendes Feuer die Energiesysteme und Komponenten des Ziels. Dies f\u00fchrt schlie\u00dflich dazu, dass das Kraftwerk au\u00dfer Betrieb gesetzt wird.\n\nUntertypen: Scatterguns, Repetierer, Kanonen\n\nRaketen\nRaketen sind selbstlenkende Munitionssysteme, die man einfach abfeuert und vergisst. Sie sind so konstruiert, dass sie bestimmte Signaturen erfassen und verfolgen: elektromagnetische (EM), infrarote (IR) und Querschnittssignaturen (CS).\n\nUntertypen der Nutzlast: Hochexplosive Geschosse (HE) detonieren auf deinem Ziel und besch\u00e4digen seine Schilde, seinen Rumpf und seine Komponenten. Streumunition (Cluster Munition Explosive Projectiles, CM) feuert eine Gruppe kleinerer Raketen ab, sobald sie sich deinem Ziel n\u00e4hert, und \u00fcberw\u00e4ltigt so die Verteidigung deines Gegners. Elektromagnetische Impulse (EMP) sind auf Schilde spezialisiert, richten erheblichen Schaden an und k\u00f6nnen die Komponenten deines Ziels zerst\u00f6ren.\n\nTorpedos\nTorpedos funktionieren genauso wie Raketen. Allerdings sind sie viel gr\u00f6\u00dfer und st\u00e4rker. Aufgrund ihrer gr\u00f6\u00dferen Masse sind sie auch langsamer als Raketen und anf\u00e4llig f\u00fcr Fahrzeugt\u00fcrme und Spieler, die sie im Flug abschie\u00dfen.\n\nFahrzeuge der Spezialistenklasse mit Torpedosch\u00e4chten sind erforderlich, um diese Waffen zu nutzen, wie z.B. der Aegis Retaliator und die Eclipse mit ihren Torpedos der Gr\u00f6\u00dfe 9. Der Anvil Gladiator, der Aegis Vanguard Harbinger und der Crusader Ares k\u00f6nnen Torpedos der Gr\u00f6\u00dfe 5 einsetzen.\n\nBomben\nBomben sind Munition, die f\u00fcr den Einsatz in der Atmosph\u00e4re eines Planeten bestimmt ist.\n\nEin geschickter Bomberpilot muss seinen Bombenmodus aktivieren (Mittelklick), ein Gebiet mit einem blauen Kreis auf seinem Head-up-Display markieren, sich auf das Gebiet ausrichten und die Bombe zum richtigen Zeitpunkt abwerfen, um das gew\u00fcnschte Ziel zu treffen.\n\nSie k\u00f6nnen nur von Spezialfahrzeugen wie dem Hercules A2 und dem Spirit A1 von Crusader eingesetzt werden.\n\nEMP-Ger\u00e4te\nEMP-Ger\u00e4te verursachen gro\u00dfe Mengen an Verzerrungsschaden mit einem Entfernungsabfall. Die Schadensmenge skaliert, wenn sie aufgeladen werden.\n\nDu kannst einen EMP an einem beliebigen Punkt z\u00fcnden, um einen Impuls auszul\u00f6sen, der alle Fahrzeuge in der N\u00e4he besch\u00e4digt. Der Impuls besch\u00e4digt zun\u00e4chst ihre Schilde und greift dann auf die Komponenten \u00fcber, was im Extremfall zu Fehlfunktionen f\u00fchrt.\n\nAls Spezialwaffe sind EMPs nur mit einer Auswahl von Schiffen kompatibel, wie z.B. dem Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk und RSI Scorpius Antares.\n\nQuantum Enforcement\nQuantum Enforcement Devices (QEDs) haben zwei Verwendungszwecke. Der RSI Mantis ist derzeit das einzige Fahrzeug, das dank eines speziellen Moduls namens Quantum Snare in der Lage ist, Schiffe aus der Quantenfahrt herauszuziehen. Die Mantis kann eine 10-20 km gro\u00dfe Blase um sich herum aufrechterhalten und jedes Schiff, das sie passiert, herausziehen.\n\nDie Quantend\u00e4mpfung verhindert die Aktivierung von Quantenantentrieben in einem Umkreis von 2 km. Sie kann sofort aktiviert werden und h\u00e4lt unachtsame Schiffe gefangen, solange sie sich in ihrem Radius befinden. Dieses Ger\u00e4t ist auf der Drake Cutlass Blue, der RSI Mantis und der Scorpius Antares verf\u00fcgbar.\n\nWaffentypen\nDie Waffentypen variieren je nach Kampfszenario und reichen von Nahkampfwaffen \u00fcber Mittelstreckenrepetierer bis hin zu den weitreichenden Massentreibern. Ballistische und Energiewaffen gibt es ebenfalls in verschiedenen Ausf\u00fchrungen, die St\u00e4rken und strategische Einsatzm\u00f6glichkeiten haben. Waffen gibt es auch in verschiedenen Gr\u00f6\u00dfen, damit du dein Schiff f\u00fcr seine Aufgabe richtig ausr\u00fcsten kannst.\n\nShop-Standorte\nDie richtigen Waffen f\u00fcr dein Schiff zu finden, ist entscheidend f\u00fcr die Ausr\u00fcstung deines Schiffes, damit es deinen Kampfanforderungen entspricht. Hier erf\u00e4hrst du, wo du die einzelnen Waffentypen kaufen oder erwerben kannst, von gut ausgestatteten Raumstationen bis hin zu Spezialgesch\u00e4ften auf Planetenoberfl\u00e4chen. Wenn du wei\u00dft, wo du diese Waffen findest, bist du immer auf jede Begegnung vorbereitet.\n\nHier sind die vier wichtigsten St\u00e4dte, in denen du die meisten Gesch\u00e4fte finden kannst.\n\n\u00d6ffne die Karte im Spiel, um diese Waffenl\u00e4den zu finden, und erkunde ihr vielf\u00e4ltiges Inventar, um dich f\u00fcr dein n\u00e4chstes Abenteuer zu r\u00fcsten.\n\nGehe zur Area18, wo CenterMass und Dumper's Depot eine Reihe von Waffen anbieten.\n\nIn New Babbage ist CenterMass deine Anlaufstelle f\u00fcr erstklassige Waffen.\n\nIn Orison bieten Cousin Crows und der Crusader Showroom verschiedene Optionen f\u00fcr dein Arsenal.\n\nAuf Lorville findest du im HD Showcase oder im Hurston Dynamics Showcase eine gro\u00dfe Auswahl.\n\nN\u00e4here dich einfach einem Modul, das dich interessiert, und die Benutzeroberfl\u00e4che zeigt dir die Informationen und den Preis an. Du kannst auch die gesamte Ausr\u00fcstung des Ladens an einem der Terminals durchsuchen!\n\nKampftipps\nUm die Kunst des Kampfes in Star Citizen zu beherrschen, musst du nicht nur die richtigen Waffen ausw\u00e4hlen, sondern auch wissen, wie du sie in verschiedenen Szenarien effektiv einsetzen kannst. In diesem Abschnitt findest du wichtige Tipps und Strategien, um deine Waffenauswahl zu optimieren und deine Kampfleistung zu verbessern.\n\nLaserkanonen-Effizienz: Laserkanonen k\u00f6nnen gro\u00dfen Schaden anrichten, haben aber eine langsamere Feuerrate. Um sie optimal zu nutzen, schalte in den gestaffelten Modus. Dadurch werden die Kanonen abwechselnd abgefeuert, was deine DPS erh\u00f6ht und einen gleichm\u00e4\u00dfigeren Schadensaussto\u00df gew\u00e4hrleistet.\n\nEnergiedreieck-Management: Nutze das Energiemanagement-Dreieck auf deinem MDF, um die Energie je nach Kampfsituation zwischen Waffen, Schilden und Triebwerken zu verteilen. So stellst du sicher, dass du die F\u00e4higkeiten deines Schiffes optimal ausnutzt.\n\nKomponenten aufr\u00fcsten: R\u00fcste dein Triebwerk auf, um die \"Munition\" deiner Energiewaffen zu erh\u00f6hen und die Aufladung der Schilde zu beschleunigen. Verbesserte Triebwerke erm\u00f6glichen eine l\u00e4ngere Feuerdauer und eine bessere Erholung der Schilde w\u00e4hrend intensiver K\u00e4mpfe.\n\nSchildpriorisierung f\u00fcr K\u00e4mpfer: K\u00e4mpfer\/innen sollten einem Schild mit einer schnellen Aufladezeit den Vorzug vor hohen Trefferpunkten geben. Eine schnelle Schildregeneration kann in langen K\u00e4mpfen von Vorteil sein.\n\nEMP-Raketenabwehr: Raketen, die von einem EMP getroffen werden, verlieren vor\u00fcbergehend ihre Ortungssysteme und bieten so ein wichtiges Zeitfenster, um auszuweichen oder einen Gegenangriff zu starten.\n\nSchadensreduzierung f\u00fcr Komponenten: Komponenten erleiden weniger EM-Schaden, je nachdem, wie viel Strom sie zum Zeitpunkt des Aufpralls hatten. Informiere deine Ingenieure, dass sie die Energieverteilung w\u00e4hrend des Gefechts sorgf\u00e4ltig steuern m\u00fcssen, um den Schaden zu minimieren, wenn du ein gro\u00dfes Schiff hast.\n\nQuantum Snare Tracking: Der Einsatz der Quantenschlinge erfordert viel Energie und Aufladezeit und erzeugt gro\u00dfe Mengen an Hitze. Nutze dies zu deinem Vorteil, indem du sie auf deinem Radar verfolgst und aus der Ferne angreifst, wenn du ihre roten Blasen bemerkst!\n\nRaketentypen und Gegenma\u00dfnahmen:\n\nElektromagnetische Raketen sind ideal, um Fahrzeuge au\u00dfer Gefecht zu setzen, indem sie die EM-Signaturen von ballistischen und elektronischen Waffen oder Komponenten auffangen. Konterst du mit D\u00fcppel, um ihre Ankopplung zu unterbrechen.\n\nInfrarot-Raketen sind gegen kleine bis mittelgro\u00dfe Ziele wirksam, die IR-Signaturen von W\u00e4rme- und Energiewaffen nutzen. Wirf Leuchtraketen ab, um IR-Raketen abzulenken.\n\nQuerschnittsraketen eignen sich am besten f\u00fcr gro\u00dfe Fahrzeuge, die auf Form und Gr\u00f6\u00dfe ausgerichtet sind. Sie haben eine l\u00e4ngere Zielerfassungszeit und k\u00f6nnen nicht mit herk\u00f6mmlichen Mitteln bek\u00e4mpft werden, obwohl Ausweichen eine Option ist.\n\nSignatur-Management:\n\nEM-Signaturen: Verringere deine EM-Signatur, indem du Energie sparst und effiziente Komponenten verwendest. Das erschwert das Aufsp\u00fcren von EM-Raketen.\n\nIR-Signaturen: Verringere die IR-Signatur, indem du effiziente Komponenten verwendest und die W\u00e4rmeabstrahlung kontrollierst. Verwende Fackeln, um IR-Raketen abzuwehren.\n\nCS-Signaturen: Diese h\u00e4ngen von der sichtbaren Form und Gr\u00f6\u00dfe deines Fahrzeugs ab. Sie k\u00f6nnen zwar nicht abgewehrt werden, aber du kannst versuchen, ankommenden CS-Raketen auszuweichen.","zh_CN":"Weapons Guide\nThe universe is dangerous, so it is important to understand the various tools at your disposal.\n\nWhether you're a fighter or not, knowing the different weapons that friends and foes can wield will give you a clear advantage when conflict inevitably happens. Let's dive in!\n\nAnd if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.\n\nWeapons and DevicesA diverse array of weapons ensures pilots can engage in combat effectively, whether relying on the raw power of ballistic weapons, the sustained fire of energy weapons, or the strategic advantages of distortion arms and guided munitions. This guide provides a comprehensive overview of each weapon type, highlighting their unique characteristics and tactical applications.BallisticBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.Ballistic weapons will mostly bypass shields, allowing them to directly damage the hull.EnergyEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.Energy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.DistortionDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.Once the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.MissilesMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).Cluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.TorpedoesTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).More specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.BombsBombs are ordnance that is meant to be used within a planet's atmosphere.A skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.They can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.EMP DevicesEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.Quantum EnforcementQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.Quantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.Ballistic\nBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.\n\nBallistic weapons will mostly bypass shields, allowing them to directly damage the hull.\n\nEnergy\nEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.\n\nEnergy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.\n\nDistortion\nDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.\n\nOnce the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.\n\nMissiles\nMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).\n\nCluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.\n\nTorpedoes\nTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).\n\nMore specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.\n\nBombs\nBombs are ordnance that is meant to be used within a planet's atmosphere.\n\nA skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.\n\nThey can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.\n\nEMP Devices\nEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.\n\nYou can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.\n\nAs a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.\n\nQuantum Enforcement\nQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.\n\nQuantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.\n\nWeapons TypesWeapon types vary to suit different combat scenarios, ranging from melee scatterguns to mid-range repeaters or even the far-reaching Mass Drivers. Ballistic and Energy weapons also come in various types that have strengths and strategic uses. Weapons also come in various sizes, allowing you to properly equip your ship for its role.1. Scatterguns\nScatterguns are the go-to choice for close-quarters combat, delivering massive damage to targets within their spread area.\n\nTheir effectiveness diminishes rapidly with distance as the pellets may not hit if you are too far, hindering your potential damage output.\n\nTheir ability to quickly bring down shields and hulls makes them formidable in tight dogfights.\n\n2. Gatling\nGatling guns provide rapid-fire capabilities, unleashing a continuous stream of bullets. These weapons are perfect for close-range combat, where maintaining sustained pressure on an enemy is crucial.\n\nThis rapid-fire capability comes with a significant spread.\n\n3. Repeaters\nRepeaters strike a balance between cannons and Gatling guns, offering a moderate rate of fire with reliable damage output. They come in both energy and ballistic variants, providing flexibility in terms of ammunition management and damage type.\n\nSuitable for mid-range combat, repeaters are versatile and effective against a variety of targets. Their consistent firing rate allows pilots to maintain steady damage without sacrificing too much accuracy or firepower.\n\n4. Cannons\nCannons are mainly designed for long-range engagement, delivering high-impact shots with precision. They are available in ballistic, energy, and distortion weapons categories.\n\nThese weapons deal significant damage per shot, making them ideal for taking out heavily armored targets from a distance.\n\nDue to their slower firing rate, they require accurate aim but reward skilled pilots with devastating hits.\n\n5. Mass Drivers\nMass drivers employ railgun technology to deal high damage from a long range. Their solid projectiles are capable of delivery huge blows against heavily armored ships.\n\n6. Distortion\nDistortion weapons help you non-lethally neutralize your target, allowing you to arrest dangerous criminals and bring them to justice \u2014 or simply steal their ship!\n\n7. Missiles\nMissiles are versatile and effective for engaging fast-moving targets. To maximize their use, fire them in bursts to overwhelm the enemy's countermeasures. Keep a mix of different types for flexibility.\n\n8. Torpedoes\nTorpedoes are usually used against large, heavily shielded targets such as capital ships.\n\nEnsure you maintain a safe distance after launch, as torpedoes are slower and more susceptible to point-defense systems. Timing and positioning are crucial; keep flying in a straight line until the torpedo is far ahead of you, and only fire when the enemy is less likely to evade or counter, such as when they're focusing on other threats, or even unaware of your presence.\n\nSending multiple torpedoes at the same targets is a more effective way to hit, as it can overwhelm defensive systems such as point-defense turrets and countermeasures.\n\n9. Bombs\nBombs are best utilized in atmospheric combat or against ground targets. They require aiming and timing since they are dropped rather than launched.\n\nApproach the target at an optimal altitude and speed, release the bombs in a calculated sequence, and immediately maneuver away to avoid the blast radius. Remember that bombs are not guided, they are dumped, so get clear quickly!\n\nBombs are ideal for area denial or crippling stationary defenses, making them invaluable in planetary assaults.\n\nShop LocationsFinding the right weapons for your ship is crucial for outfitting your vessel to suit your combat needs. Learn where to purchase or acquire each type, from well-stocked space stations to specialized shops on planetary surfaces. Knowing where to find these armaments ensures you're always prepared for any encounter.Here are the main four cities where you can find most shops.Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.Head to Area18 where CenterMass and Dumper's Depot offer a range of armaments.In New Babbage, CenterMass is your go-to for top-tier weaponry.Orison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.For those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.\n\nHead to Area18 where CenterMass and Dumper's Depot offer a range of armaments.\n\nIn New Babbage, CenterMass is your go-to for top-tier weaponry.\n\nOrison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.\n\nFor those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.\n\nSimply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!\n\nCombat TipsMastering the art of combat in Star Citizen involves more than just selecting the right weapons; it requires understanding how to effectively use them in various scenarios. This section provides essential tips and strategies for optimizing your weapon choices and enhancing your combat performance.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.Decoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.\n\nDecoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.\n\nDive inWhat ship is best for beginners? What vehicle loadouts work well? What are modules? Gain knowledge and experience from seasoned citizens with the Guide System and make sure to join the discussions on Spectrum!","fr_FR":"Weapons Guide\nThe universe is dangerous, so it is important to understand the various tools at your disposal.\n\nWhether you're a fighter or not, knowing the different weapons that friends and foes can wield will give you a clear advantage when conflict inevitably happens. Let's dive in!\n\nAnd if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.\n\nWeapons and DevicesA diverse array of weapons ensures pilots can engage in combat effectively, whether relying on the raw power of ballistic weapons, the sustained fire of energy weapons, or the strategic advantages of distortion arms and guided munitions. This guide provides a comprehensive overview of each weapon type, highlighting their unique characteristics and tactical applications.BallisticBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.Ballistic weapons will mostly bypass shields, allowing them to directly damage the hull.EnergyEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.Energy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.DistortionDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.Once the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.MissilesMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).Cluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.TorpedoesTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).More specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.BombsBombs are ordnance that is meant to be used within a planet's atmosphere.A skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.They can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.EMP DevicesEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.Quantum EnforcementQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.Quantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.Ballistic\nBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.\n\nBallistic weapons will mostly bypass shields, allowing them to directly damage the hull.\n\nEnergy\nEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.\n\nEnergy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.\n\nDistortion\nDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.\n\nOnce the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.\n\nMissiles\nMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).\n\nCluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.\n\nTorpedoes\nTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).\n\nMore specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.\n\nBombs\nBombs are ordnance that is meant to be used within a planet's atmosphere.\n\nA skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.\n\nThey can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.\n\nEMP Devices\nEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.\n\nYou can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.\n\nAs a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.\n\nQuantum Enforcement\nQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.\n\nQuantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.\n\nWeapons TypesWeapon types vary to suit different combat scenarios, ranging from melee scatterguns to mid-range repeaters or even the far-reaching Mass Drivers. Ballistic and Energy weapons also come in various types that have strengths and strategic uses. Weapons also come in various sizes, allowing you to properly equip your ship for its role.1. Scatterguns\nScatterguns are the go-to choice for close-quarters combat, delivering massive damage to targets within their spread area.\n\nTheir effectiveness diminishes rapidly with distance as the pellets may not hit if you are too far, hindering your potential damage output.\n\nTheir ability to quickly bring down shields and hulls makes them formidable in tight dogfights.\n\n2. Gatling\nGatling guns provide rapid-fire capabilities, unleashing a continuous stream of bullets. These weapons are perfect for close-range combat, where maintaining sustained pressure on an enemy is crucial.\n\nThis rapid-fire capability comes with a significant spread.\n\n3. Repeaters\nRepeaters strike a balance between cannons and Gatling guns, offering a moderate rate of fire with reliable damage output. They come in both energy and ballistic variants, providing flexibility in terms of ammunition management and damage type.\n\nSuitable for mid-range combat, repeaters are versatile and effective against a variety of targets. Their consistent firing rate allows pilots to maintain steady damage without sacrificing too much accuracy or firepower.\n\n4. Cannons\nCannons are mainly designed for long-range engagement, delivering high-impact shots with precision. They are available in ballistic, energy, and distortion weapons categories.\n\nThese weapons deal significant damage per shot, making them ideal for taking out heavily armored targets from a distance.\n\nDue to their slower firing rate, they require accurate aim but reward skilled pilots with devastating hits.\n\n5. Mass Drivers\nMass drivers employ railgun technology to deal high damage from a long range. Their solid projectiles are capable of delivery huge blows against heavily armored ships.\n\n6. Distortion\nDistortion weapons help you non-lethally neutralize your target, allowing you to arrest dangerous criminals and bring them to justice \u2014 or simply steal their ship!\n\n7. Missiles\nMissiles are versatile and effective for engaging fast-moving targets. To maximize their use, fire them in bursts to overwhelm the enemy's countermeasures. Keep a mix of different types for flexibility.\n\n8. Torpedoes\nTorpedoes are usually used against large, heavily shielded targets such as capital ships.\n\nEnsure you maintain a safe distance after launch, as torpedoes are slower and more susceptible to point-defense systems. Timing and positioning are crucial; keep flying in a straight line until the torpedo is far ahead of you, and only fire when the enemy is less likely to evade or counter, such as when they're focusing on other threats, or even unaware of your presence.\n\nSending multiple torpedoes at the same targets is a more effective way to hit, as it can overwhelm defensive systems such as point-defense turrets and countermeasures.\n\n9. Bombs\nBombs are best utilized in atmospheric combat or against ground targets. They require aiming and timing since they are dropped rather than launched.\n\nApproach the target at an optimal altitude and speed, release the bombs in a calculated sequence, and immediately maneuver away to avoid the blast radius. Remember that bombs are not guided, they are dumped, so get clear quickly!\n\nBombs are ideal for area denial or crippling stationary defenses, making them invaluable in planetary assaults.\n\nShop LocationsFinding the right weapons for your ship is crucial for outfitting your vessel to suit your combat needs. Learn where to purchase or acquire each type, from well-stocked space stations to specialized shops on planetary surfaces. Knowing where to find these armaments ensures you're always prepared for any encounter.Here are the main four cities where you can find most shops.Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.Head to Area18 where CenterMass and Dumper's Depot offer a range of armaments.In New Babbage, CenterMass is your go-to for top-tier weaponry.Orison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.For those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.\n\nHead to Area18 where CenterMass and Dumper's Depot offer a range of armaments.\n\nIn New Babbage, CenterMass is your go-to for top-tier weaponry.\n\nOrison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.\n\nFor those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.\n\nSimply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!\n\nCombat TipsMastering the art of combat in Star Citizen involves more than just selecting the right weapons; it requires understanding how to effectively use them in various scenarios. This section provides essential tips and strategies for optimizing your weapon choices and enhancing your combat performance.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.Decoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.\n\nDecoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.\n\nDive inWhat ship is best for beginners? What vehicle loadouts work well? What are modules? Gain knowledge and experience from seasoned citizens with the Guide System and make sure to join the discussions on Spectrum!"},"links_count":2,"comment_count":0,"created_at":"2026-05-25T12:00:00+00:00","created_at_human":"1 week ago"},"meta":{"processed_at":"2026-06-06 21:56:03","valid_relations":["images","links"],"prev_id":20031,"next_id":20034}}