Weapons

General informations

The final damage output is Damage - Armour, with a minimum of 10% of the original damage. Missed shots can hit an other enemy unit, but not a frendly one. Splash damage affects everything within it's radius.

Weapons are designed to work the best with the according body tier. The first version for small bodies, the second for medium ones and the third for large ones. Mismatching body and weapon tier can provide some benefits in tricky situations where a high raw damage output is required or when minimal losses are required.

Putting a higher-tier weapon on lower-tier body will result in a tank with high damage output but with low durability and mobility. You may use this combinaison when you quickly need high damage output with fewer units but you will suffer high losses anyway.

Putting lower-tier weapons provide low damage output but with high durability and speed to provide more repair opportunities. If you plan to gain time until you reach better technologies, you may use this combinaison with repair facilities to reduce your losses and accumulate experience to later recycle your veteran units.

Pulse rifle

The pulse rifle 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 every bodies.

This weapon is dedicated to the very early game when no other weapon is available and 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 (like flamers or cannons permanently outranged by rockets).

Contrary to other weapon, there are no upgrades to the pulse rifle and it quickly becomes obsolete.

How to counter

Start building a few bug track scouts for early defenses if you expect a rush. If you don't build a factory firt, you may hide your trucks between buildings and tank traps until you can get a few tanks or watch towers.

Machineguns

Machineguns

Machineguns are close-combat hi-rate of fire weapons. They are the cheapest and lightest weapons, and can deal a lot of damage in a short time. But they aslo are the weapon class that is affected the most by armour and are quite uneffective against buildings outside derricks.

Strong against

Smaller tanks Rockets Missiles Howitzers

Weak against

Larger tanks Flamers Cannons Mortars

How to counter

Use Collective's bodies, larger bodies and/or tracks. Gain time with static defenses. Embush large groups of tanks with mortars or flamers.

Flamers

Flamers

Flamers are the highest damage output weapon, with the closest range. Flamers can deal damage to multiple tanks in a row. The issue is getting within range. While flamers can still destroy derricks and excell at taking down bunkers, they are ineffective against other buildings.

Flamers ignore armour and stays effective against massed low-armoured targets as against scattered highly-armoured tanks.

Strong against

Machineguns Mortars

Weak against

Missiles Rockets Cannons Howitzers

How to counter

Stay out of range with fast long range tanks or use tracks to sustain more damage. Disperse your tanks to avoid splash damage. Hold ground with artillery and walls or towers. Call air support.

Cannons

Cannons

Cannons are strong and heavy assault weapons. They have the highest durability by far and deal a decent amount of damage at a fairly good range. 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.

Strong against

Machineguns Mortars

Weak against

Rockets Howitzers

How to counter

Use hit'n run tactics with fast units or avoid direct combat. Use artillery or VTOLs to take off the tanks by distance.

Missiles

Missiles

Missiles are expensive armour-piercing hi-damage weapon. They share their speed and low durability with machineguns but are better to fight larger or hi-value tanks than a large group of smaller ones. In short, where machineguns work best against lightly armoured targets, missiles work best against highly-armoured ones. The armour-piercing missiles are also effective against buildings, but a little less than cannons.

The turret of the missile launchers is fixed, making them clumsy in close combat, even more when in number. Being also light make them better at intercepting fleeing tanks or embushing targets than hit'n running them.

Strong against

Larger tanks Flamers

Weak against

Machineguns Rockets Cannons

How to counter

Mass cheap units to to reduce the damage output with overkills. Attack from the back, from distance with cover or turn around with fast units.

Rockets

Rockets

Rockets are half-skirmish, half-artillery weapons. They outrange other skirmish weapons and still have a rotary turret. They are more efficient at long range than in close combat and 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.

Strong against

Cannons Missiles Mortars

Weak against

Machineguns Mortars

How to counter

Get close to reduce the rocket accuracy. Pin down groups of rocket launchers with artillery and keep them at distance with static defenses or cannons.

Mortars

Mortars

Mortars are long range artillery, focusing on dealing damage in a large zone rather than to a specific target. Advanced mortars unlock bombs that are VTOL-only weapons. Even if they deal decent damage to buildings, bunkers can stand a long time under fire.

Rather weak individually, mortars excell once in number with their long range. Advanced mortars gain a significative range bonus. But they should be assisted by a sensor to be able to auto-fire at full range.

Strong against

Machineguns Rockets

Weak against

Flamers Cannons Missiles Howitzers

How to counter

Use small amount of hi-value tanks to mitigate splash damage. Use the terrain to hide and get close or deny vision. Pick up small number of tanks before they can be massed.

Howitzers

Howitzers

Howitzers are long range artillery, more precise and armour-piercing than mortars, but with a very small splash area, making them better at taking down a few high-value and slow targets. Like mortars, they are effective against buildings except bunkers.

Like mortars, the more the better. Advanced howitzers also gain significative range bonus and a sensor will be of great help. They are a bit more robust than mortars but the very limited splash radius reduces the damage output a lot when firing at fast targets.

Strong against

Flamers Cannons Missiles Mortars

Weak against

Machineguns

How to counter

Use large groups of low-value tanks while still spreading them. Avoid shots with a few fast units with unpredictable movements.

Weapon statistics

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

Tier 1 weapons

Class Weapon Cost Weight HP Dmg ROF Range Splash Accuracy Tank/VTOL Special
Scout Pulse Rifle 20 Ultra Light 0 8 75 0/1/2.5 - 100/100 Both Ignore armour
Mg Machinegun 60 Light 40 21 85 0/2/4 - 95/80 Both -
Fl Flamer 100 Medium 70 45 40 0/1/2.5 25 100/100 Tank/AA VTOL Ignore armour
Cn Light cannon 100 Heavy 120 38 37 0/4/5 - 95/90 Tank only -
Ms Launcher 140 Light 40 50 50 1/1/4.5 - 100/100 Both Fixed turret
Rk Mini Rocket Pod 140 Medium 20 30 60 2.5/4/6 - 80/95 Both -
Mt Mortar 140 Heavy 20 29 35 5/12/20 22 (1.5) 80/95 Tank only Fixed turret
Hw Howitzer 140 Heavy 40 45 30 8/12/20 20 (0.5) 80/95 Tank only Fixed turret

Tiers 2 weapons

TBD

Tiers 3 weapons

TBD