Weapons

General information

The weapon turrets are broken into three tiers in each branch. Each branch will have their own strengths and weaknesses. The first tier is a bit all-rounder, higher tiers become more specialised and get a slight range bonus.

The weapons are designed to work the best with the according body tier, but can be mixed. The first tier for small bodies, the second for medium ones and the third for large ones. Mismatching body and weapon tier will adjust cost, firepower, speed and durability.

A tank with a higher-tier turret than its body will have a high damage output for less cost, but will have low durability, as well as less mobility. You can use this combination defensively when you quickly need a high damage output with fewer units, but you will suffer high losses anyway.

Putting lower-tier weapons on a body will provide a low damage output but with high durability and speed. You may choose it when your opponent has higher-tier weapons than yours to negate their impact, or get some extra speed to catch lighter units.

The armour of a body reduces the damage received by each shot by its value. Except against flamers and pulse guns which ignore the armour completely.

Pulse gun

The pulse gun is available from start without research. It is a light and versatile but weak weapon that equips scouts and watch towers. It is also the only weapon that can target both ground and air units but with a very limited range and damage output. Being an energy weapon, it negates the effect of armour and deal the same (small) amount of damage to any bodies.

This weapon is dedicated to the very early game when no other weapon is available. Or to fill a gap that your first weapon could not cover. Any other weapon will do better if that weapon could do something at all.

There are no upgrades to the pulse rifle, unlike all other weapons. Later on they can be replaced by a sensor turret, to trade some speed for a far longer vision, or dedicated anti-air weapons.

Strengths

Very cheap and all-rounder, armour-piercing and anti-air, they can fill a lot of roles. Either for scouting on hover, defending on tracks, early anti-air defense or even offensively on wheels or VTOL.

Weaknesses

With short range, low HP and damage and no upgrade available, they quickly become outdated, even as cheap cannon-fodder.

Machineguns

Machineguns

Machineguns are close-combat high rate of fire weapons. They are cheap and ligh-weight weapons and can deal a lot of damage in a short time. But they are the weapon class that is affected the most by armour and are not really effective against buildings outside derricks.

Strengths

Can deal a lot of damages to lowly armoured tanks, either against yellow bodies or smaller tanks.

Their speed make them difficult to out-range with the same propulsion.

Weaknesses

Often found in packs, they are prone to mass-destruction from mortars or flamers.

Their low base damage makes them significantly less effective against highly armoured or larger bodies. Structures can stay a long time under fire.

Progression

Machineguns get a strong rate of fire upgrade when going up in tiers, but not that much more damage for each shot considering their cost.

Low-tier machineguns will deal more damage to structures than higher-tier, but less against larger bodies.

Flamers

Flamers

The best weapon damage-wise, with huge destruction power against other tanks and bunkers. But flamers also have the closest range. They can deal damage to multiple close tanks but the issue is getting within range.

Flamers ignore armour and stay effective against any slower tank.

Strengths

The best damage output against any kind of unit, either cheap and massed as well as expensive and heavily armoured.

Can destroy bunkers quickly.

Weaknesses

Very short range. Even with decent speed and HP, those can be avoided.

Ineffective against most structures.

VTOLs flamers only have air-to-air abilities, artillery can damage them from distance before the front line finishes them.

Progression

Lower tier flamers will get a very appreciable speed bonus on larger bodies. Higher tier flamers will still benefit from the range bonus against massed units.

Cannons

Cannons

Cannons are strong and heavy assault weapons. They have the highest durability by far and a good range, but deal a low amount of damage to other units. They are the best skirmish weapon to take down building (seconding flamers for bunkers). Cannons cannot be mounted on VTOLs and don't have a dedicated AA weapon either. They also make the slowest units.

Strengths

Very durable, with a good range, they can hold a position for a long time.

Very good at destroying buildings.

Weaknesses

Lower damage output than other weapons to other units.

Slow. Mobile artillery will be able to constantly outrange them and they won't be able to chase damaged units. They can hold a position, but are hard to reposition across the map.

They don't provide any VTOL nor anti-air option.

Progression

Lower tier cannons are somewhat all-rounder. Higher tier will get a huge HP bonus but not much damage upgrade.

Lower tier cannons tend to have a higher damage output for their cost, but higher tier cannons are able to ignore damage and shred defensive structures while they progress under fire.

Missiles

Missiles

Missiles are expensive high damage weapons, with a slow rate of fire. They share their speed and low durability with machineguns but are better to fight larger or isolated tanks. In short, where machineguns work best against lightly armoured targets, missiles work best against highly armoured ones.

The armour-piercing missiles are also rather effective against buildings.

Missile tanks must stop before firing, making hit'n running harder. They require some micro-management as they won't fire automatically while moving, like artillery. They are better at finishing targets than hit'n running them.

They don't provide a VTOL option, but still have strong anti-air variants.

Strengths

Very high damage per shot, can almost ignore armour and destroy targets instantly when a few concentrate their fire on it.

Weaknesses

Expensive, they are hard to mass.

They cannot deal with swarms. Their burst damage make them destroy units one by one, with a lot of useless excess damage.

Progression

Lower-tier turrets already deal a high amount of damage per shot, with a shorter reload time. Higher-tiers gain a huge damage bonus, but are longer to reload. Lower-tier turrets will be more effective against moderately armoured units, the higher-tiers are better against large bodies or tracked vehicles that have more HP, or buildings.

Rockets

Rockets

Rockets are half-skirmish, half-artillery weapons. They out-range other skirmish weapons and still have a rotary turret, but have a minimum range. They are frail, counting more on mobility than durability.

Like machinegun, they will deal decent damage to derricks but are not really effective against other buildings.

Strengths

They can out-range any other skirmish weapon and force to use a mobile and weaker propulsion. They are masters at controlling large and opened areas, preventing any slower tank attack.

Weaknesses

With high price, low HP and a minimal range, they don't stand long once their are caught or under artillery fire. They require a lot of micromanagement to make use of their full potential.

When in number they require a large and open area to be able to deploy themselves and not block each other while trying to stay at a safe range.

Progression

All tiers will roughly deal the same amount of damage considering their cost. With higher-tiers being able to handle larger bodies better. They get a fair range upgrade and will be able to spread the damage against multiple targets.

Using higher tier rockets will reduce your number of units with a longer safe range. It make them easier to handle and less prone to blocking each other while retreating.

Mortars

Mortars

Mortars are medium range artillery support. Their are made to deal damage to a large area rather than to a specific target. Advanced mortars unlock bombs that are VTOL-only weapons. Even if they are decent against buildings, bunkers can stand a long time under fire.

Once a few are produced, they can provide a lot of barrage fire before a battle is starting.

Strengths

Deals damage to a large area, countering massed cheap units.

Good durability for an artillery unit.

Effective against buildings from distance.

Provides a VTOL air-to-ground weapon.

Weaknesses

Medium artillery range, requiring them to expose themselves a little.

Beware of friendly fire once close combat units are engaged.

Progression

Higher-tier mortar get mostly a splash area bonus and some extra range.

Lower-tier turrets will have more mobility on larger bodies for a shorter range to deal with buildings or packs of fewer units. Higher-tier will get most of their potential when targeting crowded areas.

Howitzers

Howitzers

Howitzers are long range artillery, more precise than mortars. They are better at taking down a few high-value targets from distance, like missiles can at close range. They are still not as effective as mortars when it comes to destroying buildings.

Like mortars, the more the better. Advanced howitzers also gain significant range bonus and a sensor will be of great help.

Strengths

Long range artillery.

Burst damage that negates armour a little.

Weaknesses

Low rate of fire, without any splash damage. They aren't very effective against large groups of cheap units.

Frail, expensive and not very mobile, they don't last long once under fire.

Progression

Higher tier howitzers get a significant range bonus. Their burst damage increases with a slower rate of fire, making them more suited to damage large targets.

Lower tier howitzers can still be mixed with higher tier ones to provide shorter range support, spread damage against multiple target and make them covering each other.

Weapon statistics

Mg: machinegun, Fl: Flamer, Cn: Cannon, Ms: Missile, Rk: Rocket, Mt: Mortar, Hw: Howitzer

Tier 0 weapon

Class Weapon Cost Weight HP Dmg ROF Range Tank/VTOL Special
Pulse Gun Scout 20 Ultra Light 0 7 50 0/1/2.5 Both Ignore armour

Tier 1 weapons

Class Weapon Cost Weight HP Dmg ROF Range Tank/VTOL Special
Mg Machinegun 60 Light 30 17 75 0/2/4 Both -
Fl Flamer 80 Medium 55 15 200 0/1/2 Tank/AA VTOL Ignore armour, 10 splash dmg over 1 tile radius
Cn Light cannon 100 Heavy 180 28 33 0/4/5 Tank only +50% against buildings
Ms Launcher 120 Light 40 64 27 2/3.25/4.5 Tank only -
Rk Mini Rocket Pod 140 Medium 20 30 21 3.25/5/6.5 Both Fire twice
Mt Mortar 120 Medium 60 29 35 6/8/10 Tank only Fixed turret, 26 splash dmg over 1 tile radius
Hw Howitzer 140 Heavy 20 45 24 6/8/13 Tank only Fixed turret

Tiers 2 weapons

Class Weapon Cost Weight HP Dmg ROF Range Tank/VTOL Special
Mg Heavy Machinegun 120 Light 45 23 100 0/2.25/4.5 Both -
Fl Inferno 160 Medium 80 33 200 0/1/2.5 Tank/AA VTOL Ignore armour, 22 splash dmg over 1 tile radius
Cn Medium cannon 200 Heavy 400 36 38 0/4.25/5.5 Tank only +50% against buildings
Ms Tank Killer 240 Light 50 140 23 2/3.25/5 Tank only -
Rk Mini Rocket Array 280 Medium 30 34 21 3.25/5.75/7.25 Both Fire 4 times
Mt Bombard 240 Medium 90 38 35 6/8/11.5 Tank/VTOL bomb dmg x2.5 Fixed turret, 34 splash dmg over 1.375 tile radius
Hw Ground Shaker 280 Heavy 30 76 21 6/8/17 Tank only Fixed turret

Tiers 3 weapons

Class Weapon Cost Weight HP Dmg ROF Range Tank/VTOL Special
Mg Assault Gun 240 Light 70 26 150 0/2.5/5 Both -
Fl Plasmite Flamer 320 Medium 120 72 200 0/1/3 Tank/AA VTOL Ignore armour, 48 splash dmg over 1 tile radius
Cn Assault cannon 400 Heavy 1000 40 43 0/4.5/6 Tank only +50% against buildings
Ms Scourge Missile 480 Light 80 308 19 2/3.25/5.5 Tank only -
Rk Ripple Rocket Array 560 Medium 45 40 21 3.25/6.5/8 Both Fire 6 times
Mt Pepperpot 480 Medium 135 50 35 6/8/13 Tank/VTOL bomb dmg x2.5 Fixed turret, 45 splash dmg over 1.75 tile radius
Hw Hellstorm 560 Heavy 45 112 18 6/8/22 Tank only Fixed turret