Thermal Fusion weapons are slightly slower, but deal more damage per projectile than auto-cannons. Their recoil can cause a bit of projectile spread. However, these are notorious for their poor range.ĮMP blasters do not damage shields or armor, and therefore cannot destroy a ship, but deal EMP damage to disable a ship momentarily, this allows for any 'loot' to be taken without having to destroy the ship.Īuto-cannons are similar to today's machine guns, with high rates of fire but low projectile damage. Pulsed lasers deal average damage and have average loading speeds compared to similar-priced weapons, while M6 series of continuous beam lasers deal high, concentrated damage at the cost of slow loading speeds like a sniper.īlasters have higher loading speeds, and thus have higher damage output compared to pulsed lasers. There are two types of lasers: pulsed and continuous beam. K indicates weapons that can only be purchased at the Kaamo Club.) Some of these weapons can be purchased at the Kaamo Club Lounge even without the DLC. ( V indicates a weapon introduced in the Valkyrie DLC, while S indicates a weapon introduced in the Supernova DLC. The following is a listing of all the weapons in Galaxy on Fire 2: In most cases, the more expensive the ship, the more primary weapons it can hold. The amount of primary weapons a ship can mount is often a starting point for determining how it will perform in the battlefield, ranging from zero ( Cormorant, Rhino) to four ( Ward, Aegir, Nemesis, Bloodstar, ect), and five if you own the Groza Mk II. Fortunately, all of the primary weapons have infinite ammunition so a pilot does not have to worry about it in the middle of an intense firefight. In Galaxy on Fire 2, the large button on the right-hand side of the screen usually fires primary weapons, and when double tapped, leaves them on autofire. Primary weapons, really, are the first things on hand to be fired, and are used often as a result.
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