Category:Secondary Weapons

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Secondary weapons support the firepower of their more-used primary weapons, and are more varied to assist in different combat situations. In Galaxy on Fire 2, a small, stylized missile button to the left of the large, blank button fires the weapon defined on the bottom of the screen. Unlike primary weapons, secondary weapons do not have an unlimited supply of ammunition and only can be fired one at a time. However mounted secondary weapons do not occupy cargo space - You can have like 1 Milion Liberators in your rocket pods, and that won't do anything to your ship's cargo hold.

Similar to primary weapons, secondary weapons are also a first indicator of a ship's performance in the battlefield, ranging from zero (Typhon) to four (CormorantTyrion, Teneta). More secondary weapons space means increased combat options and less stockpiles of reserve weapons in the cargo bay. Therefore, it is important to equip the secondary weapons suited to your style and situation, and have enough of them to fight and trade another day.

If a ship or freighter is carrying one of the same secondary weapons that you currently have equipped, looting them with a tractor beam will equip the weapon immediately during flight instead of occupying cargo space.

The following is a listing of all the secondary weapons in Galaxy on Fire 2:

( V  indicates a weapon introduced in the Valkyrie DLC, while  S  indicates a weapon introduced in the Supernova DLC.  K  indicates weapons that can only be purchased at the Kaamo Club Lounge.)

Rockets

Rockets are fast and cheap, but do not have much range and cannot be guided.

All rockets look the same after fired 

Weapon Tech
Lev.
Dmg EMP
Dmg
Loading
Speed
Range Speed Low
Price
High
Price
G'liissk 1 60 0 1200 ms 1000 m 3000 km/h 19 23
Jet Rocket 3 70 0 900 ms 1100 m 3500 km/h 29 33
Amour Rocket 5 72 24 2000 ms 1100 m 4000 km/h 48 59
EMP Rocket Mk I 6 10 45 1000 ms 1300 m 4500 km/h 48 59
EMP Rocket Mk II 7 30 60 1000 ms 1300 m 5000 km/h 62 68

Missiles

Missiles are more expensive, but they can home in on targets and have much more range than rockets.

All missiles look the same after fired

Missile Tech
Lev.

Dmg
EMP
Dmg
Loading
Speed

Range

Speed
Low
Price
High
Price
Edo 1 70 0 2000 ms 3300 m 2000 km/h 86 99
S'koonn 3 140 0 3000 ms 5500 m 2500 km/h 162 200
Intelli Jet 5 100 50 3000 ms 10000 m 4500 km/h 135 156
Mamba EMP 7 0 100 3000 ms 10400 m 3750 km/h 88 102
Dephase EMP 8 120 100 3000 ms 11800 m 4250 km/h 238 281

Cluster Missiles

Cluster missiles fly in elegant spirals toward their target and deal quite a bit of damage. Their range is also quite impressive.

Cluster Missile Tech
Lev.
Dmg Loading
Speed
Range Speed Low
Price
High
Price
Shesha  S  9 60 3000 ms 4400 m 2000 km/h 343 357
Garuda-IV  S  9 75 3000 ms 6300 m 2250 km/h 765 795
Patala  K  9 90 3000 ms 6900 m 2500 km/h 1,583 1,623

EMP Bombs

EMP bombs deal little direct damage, but as a balance they deal massive EMP damage in a large area to temporarily disable ships.

EMP Bomb Tech
Lev.
Dmg EMP
Dmg
Loading
Speed
Range Speed Magnitude Low
Price
High
Price
EMP GL I 4 2 80 6000 ms 2900 m 1750 km/h 11000 m 62 75
EMP GL II 5 2 150 6500 ms 3600 m 2000 km/h 15000 m 172 219
EMP GL DX 6 4 300 5200 ms 3600 m 2500 km/h 18500 m 314 378

Nukes

Nukes deal massive amounts of damage at high magnitudes. Be careful when detonating nukes, because opposing factions in a firefight may team up temporarily and attack you instead. Also, if a nuke is detonated too close to your ship on "Extreme" difficulty, your ship will take damage.

Nuke Tech
Lev.
Dmg Loading
Speed
Range Speed Magnitude Steer Low
Price
High
Price
AMR Tormentor 4 150 6000 ms 2500 m 1500 km/h 10000 m No 479 581
AMR Oppressor 5 400 6500 ms 3100 m 1750 km/h 30000 m No 1,145 1,370
AMR Extinctor 9 700 7000 ms 4300 m 2250 km/h 40000 m No 2,864 3,270
Liberator  V  4 850 10000 ms 13800 m 2500 km/h 12500 m Yes 5,997 7,241
Fireworks  S  10 1 8000 ms 6600 m 30000 km/h 10000 m No 21000 22840

Mines

Mines are similar to nukes in that they deal significant damage at high magnitudes, but they float wherever they were launched and only detonate within proximity of any ship. They have a limited time to detonate after they are released, ranging from 40 seconds to 60 seconds. After this time has passed, and it has not detonated, the mine will simply vanish without explosion.

Mine Tech
Lev.

Dmg
EMP
Dmg
Loading
Speed

Effect

Magnitude
Low
Price
High
Price
AMR Saber  V  3 350 0 1000 ms 40 s 500 m 294 306
Ksann'k  V  3 700 0 4000 ms 60 s 2500 m 1,427 1,574
Neétha EMP  V  3 0 500 3000 ms 50 s 1100m 490 510

Sentry Guns

A sentry gun, when launched, stays in its place and automatically fires upon any hostile targets in range until it or they are destroyed. There can only be a maximum of 3 operational sentry guns in an area at any given time. They can cause friendly fire, and are able to be healed by repair beams. Players are also able to destroy them in order to place new ones at different locations. Sentry guns despawn if you travel to another station's orbit or enters a station.

Sentry Gun Tech
Lev.

Dmg
Loading
Speed

Dmg/s

Range

Speed
Low
Price
High
Price

Berger SG-100  S 

9 9 430 ms 20.93 1500 m 5500 km/h 735 765
Berger SG-400  S  9 11 300 ms 36.66 1700 m 6250 km/h 1,568 1,632
T'Suum  K  9 14 250 ms 56.00 1900 m 7000 km/h 5,217 5,405

Ionizing Missiles

Ionizing Missiles do no significant damage, but they are the only way to harvest plasma clouds. Always have a plasma turret ready to suck them all in!


Missile
Tech
Lev.
Loading
Speed

Magnitude

Range

Speed

Effect
Low
Price
High
Price
Ion Lambda MK1  S  4 6000 ms 5000 m 2500 m 1500 km/h 50% 1,029 1,071
Ion Lambda MK2  S  6 6000 ms 7500 m 2500 m 1500 km/h 100% 1,914 1,989

Shock Blast

This eponymous category detonates like a mine when used, punches like a nuke, and stings like an EMP bomb.

Shock Blast

Tech
Lev.

Dmg
EMP
Dmg.
Loading
Speed

Magnitude

Range

Speed
Shock Blast

 S 

9 140 80 6000 ms 40000 m 0 m

0 km/h