Weapons - Superkaj/Project GitHub Wiki
Here is the complete Weapon list!
Laser: 0-99
Description: Lasers are quick and easy to use. They blast laser projectiles and are both equally effective against Shield and Armor.
Laser-Mk I:
Description: The smallest and simplest laser weaponry. Costs: 100 Cash Damage: 10 CD: 0.5s - reload Magazine: None Overheat: None
Laser-Mk II:
Description: Slightly more powerful than the MK I. Costs: 1200 Cash Damage: 12 CD: 0.5s - reload Magazine: None Overheat: None
Laser-Mk III:
Description: Slightly more powerful than the MK II. Costs: 3200 Cash Damage: 14 CD: 0.5s - reload Magazine: None Overheat: None
Laser-Mk VI:
Description: Slightly more powerful than the MK III. Costs: 5600 Cash Damage: 16 CD: 0.5s - reload Magazine: None Overheat: None
Laser-Mk V:
Description: Slightly more powerful than the MK VI. Costs: 9000 Cash Damage: 18 CD: 0.5s - reload Magazine: None Overheat: None
Beam: 100-199
Description: Beam Weapons are a precise & long-ranged laser that deals constant damage. They cannot penetrate shields, and tends to bounce off them. Beams cannot hit ballistic projectiles.
Beam-Mk I:
Description: The smallest and simplest beam weaponry. Costs: 100 Cash Damage: 1 CD: None - Overcharge reload: 5 sec. Magazine: None Overheat: 5 sec.
Beam-Mk II:
Description: Slightly more powerful than the MK I. Costs: 1200 Cash Damage: 1.1 CD: None - Overcharge reload: 5 sec. Magazine: None Overheat: 5 sec.
Beam-Mk III:
Description: Slightly more powerful than the MK II. Costs: 3200 Cash Damage: 1.2 CD: None - Overcharge reload: 5 sec. Magazine: None Overheat: 5 sec.
Beam-Mk VI:
Description: Slightly more powerful than the MK III. Costs: 5600 Cash Damage: 1.3 CD: None - Overcharge reload: 5 sec. Magazine: None Overheat: 5 sec.
Beam-Mk V:
Description: Slightly more powerful than the MK VI. Costs: 9000 Cash Damage: 1.4 CD: None - Overcharge reload: 5 sec. Magazine: None Overheat: 5 sec.
Ion: 200-299
Description: Ion does not deal damage, but instead disables components and stuns the ship.
Ion-Mk I:
Description: The smallest and simplest ion weaponry. Costs: N/A Cash Damage: 0 Stuns: 0.5 seconds CD: 2.0s - reload Magazine: None Overheat: None
Ion-Mk II:
Description: Slightly more powerful than the MK I. Costs: 2000 Cash Damage: 0 Stuns: 0.75 seconds CD: 2.0s - reload Magazine: None Overheat: None
Ion-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 0 Stuns: 1 seconds CD: 2.0s - reload Magazine: None Overheat: None
Ion-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 0 Stuns: 1.25 seconds CD: 2.1s - reload Magazine: None Overheat: None
Ion-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 0 Stuns: 1.5 seconds CD: 2.2s - reload Magazine: None Overheat: None
Missile: 300-399
Description: Missile Weapons are controllable projectiles that can both fly fast and follow directions. They Deal high damage, but have low reload speed. Projectiles can destroy them if they are hit. They start slow, but builds up speed.
Missile-Mk I:
Description: The smallest and simplest missile weaponry. Costs: N/A Cash Damage: 60 CD: 110 Magazine: None Overheat: 0 sec.
Missile-Mk II:
Description: Slightly more powerful than the MK I. Costs: N/A Cash Damage: 70 CD: 110 Magazine: None Overheat: 0 sec.
Missile-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 80 CD: 110 Magazine: None Overheat: 0 sec.
Missile-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 90 CD: 110 Magazine: None Overheat: 0 sec.
Missile-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 100 CD: 110 Magazine: None Overheat: 0 sec.
Sniper: 400-499
Description: Sniper Weapons are long ranged projectiles. Allowing the Player to zoom out, by making the view follow the mouse to a certain distance. The Sniper are charged up, then firing the bullet. Fast, but dodgeable.
Sniper-Mk I:
Description: The smallest and simplest sniper weaponry. Costs: N/A Cash Damage: 30 CD: 1.0s - reload Magazine: None Overheat: 1 sec. - ChargeUp
Sniper-Mk II:
Description: Slightly more powerful than the MK I. Costs: N/A Cash Damage: 50 CD: 1.2s - reload Magazine: None Overheat: 1 sec. - ChargeUp
Sniper-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 70 CD: 1.4s - reload Magazine: None Overheat: 1 sec. - ChargeUp
Sniper-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 90 CD: 1.6s - reload Magazine: None Overheat: 1 sec. - ChargeUp
Sniper-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 110 CD: 1.8s - reload Magazine: None Overheat: 1 sec. - ChargeUp
Cannon: 500-599
Description: Cannon weapons uses magazines, allowing them to deal burst damage over short time, but then have to reload.
Cannon-Mk I:
Description: The smallest and simplest cannon weaponry. Costs: N/A Cash Damage: 8 CD: 0.25s Reload: 5s Magazine: 5
Cannon-Mk II:
Description: Slightly more powerful than the MK I. Costs: N/A Cash Damage: 10 CD: 0.25s Reload: 6s Magazine: 6
Cannon-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 12 CD: 0.25s Reload: 7s Magazine: 7
Cannon-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 14 CD: 0.25s Reload: 8s Magazine: 8
Cannon-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 16 CD: 0.25s Reload: 9s Magazine: 9
Plasma: 600-699
Description: Plasma are charged up AoE projectiles. The more charged, the bigger the area of effect they make on impact.
Plasma-Mk I:
Description: The smallest and simplest plasma weaponry. Costs: N/A Cash Damage: 8*(ChargeUpSec) CD: 0.0s Overheat: 2 sec. - ChargeUp
Plasma-Mk II:
Description: Slightly more powerful than the MK I. Costs: N/A Cash Damage: 12*(ChargeUpSec) CD: 0.0s Overheat: 2.25 sec. - ChargeUp
Plasma-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 16*(ChargeUpSec) CD: 0.0s Overheat: 2.5 sec. - ChargeUp
Plasma-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 20*(ChargeUpSec) CD: 0.0s Overheat: 2.75 sec. - ChargeUp
Plasma-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 24*(ChargeUpSec) CD: 0.0s Overheat: 3 sec. - ChargeUp
Bomb: 700-799
Description: Bombs are launched projectiles that explode upon impact or detonation. They can be destroyed by other projectiles like missiles. They are slow moving, but deal massive damage in target area.
Plasma-Mk I:
Description: The smallest and simplest plasma weaponry. Costs: N/A Cash Damage: 8*(ChargeUpSec) CD: 0.0s Overheat: 2 sec. - ChargeUp
Plasma-Mk II:
Description: Slightly more powerful than the MK I. Costs: N/A Cash Damage: 12*(ChargeUpSec) CD: 0.0s Overheat: 2.25 sec. - ChargeUp
Plasma-Mk III:
Description: Slightly more powerful than the MK II. Costs: N/A Cash Damage: 16*(ChargeUpSec) CD: 0.0s Overheat: 2.5 sec. - ChargeUp
Plasma-Mk VI:
Description: Slightly more powerful than the MK III. Costs: N/A Cash Damage: 20*(ChargeUpSec) CD: 0.0s Overheat: 2.75 sec. - ChargeUp
Plasma-Mk V:
Description: Slightly more powerful than the MK VI. Costs: N/A Cash Damage: 24*(ChargeUpSec) CD: 0.0s Overheat: 3 sec. - ChargeUp