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Secondary Weapons (ES2)
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Secondary Weapons (ES2)
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{{stub}}{{For|secondaries in ''[[Everspace]]''|Equipment}} '''Secondary [[Weapons (ES2)|Weapons]]''' are [[Equipment (ES2)|items]] with limited use on all [[Ships (ES2)|ships]] but the [[Bomber]]. They can be used without any significant cooldown until they run out, at which point they will need to be restocked at any station with [[credits]] or restored with [[Missile Defense System (ES2)|Missile Defense System's]] Retention mode. They typically supplement [[Primary Weapons (ES2)|primary weapons]] with significant [[Damage (ES2)|damage]] or utility in varying forms. * Sell value of secondary weapons is temporarily reduced based on the number of missing munitions (missiles, rockets or mines), up to 20% of base value at 0 ammo remaining. * Restock costs at hangars generally scale with the percentage of munitions being restocked, up to 60% of base weapon value for a 100% restock. However, hangars will always charge at least 1 credit per munition. == Secondary weapon stats == Several stats of secondary weapons scale exponentially with item level (including bonus levels from rarities and prefixes). See below for exponential bases which apply to these stats. * '''Kinetic Damage''': Represents the base power of each missile or mine against armor hitpoints. * '''Energy Damage''': Represents the base power of each missile or mine against shield hitpoints. ** Both types of damage scale with item level by an exponential base of 1.13 (adds 13% of the current values when item level increases by 1). * '''Range''': The maximum distance at which the secondary weapon can be fired for effect. ** For missile launchers, this is the missile's maximum travel distance as well as the launcher's maximum lock-on range. ** For mine launchers, this is the distance that newly-created mines will travel before they come to a stop. * '''Fire Rate''': Represents the minimum delay between consecutive shots from the launcher. * '''Ammo Capacity''': The total number of missiles or mines which the secondary weapon can fire by default. Displayed alongside the current number as [Current #] / [Ammo Capacity]. * '''Damage Radius''': Applicable only to explosive missile launchers, this is the maximum distance at which entities near the missile's impact point (potentially including the player) will take damage from the explosion. * '''Lock-on Duration''': Applicable only to missile launchers with homing capabilities, this is the time required to establish a lock-on when the player locks a new target within range (usually 1.5s). * '''Effect Radius''': Applicable only to mine launchers, this is the maximum distance at which enemies near an exploding mine will take damage and be afflicted with its [[Conditions|condition]] (where applicable). Scales with item level by an exponential base of 1.02. ** The range at which mines will detect hostiles and initiate their detonation is 100m for all mines, regardless of whether they are friendly or hostile to the player. * '''Effect Duration''': Applicable only to secondary weapons that inflict [[conditions]], this is the time that the condition will remain active on afflicted enemies. ** For weapons that apply Corrosion, this duration is intrinsic to the weapon type and does not scale with item level. ** For weapons that apply EMP, Destabilized, or Webbed, this duration scales with item level by an exponential base of 1.02. * '''Damage Dealt''': Applicable only to {{Uncommon|Destabilizer Missiles}}, this represents the magnitude of the Destabilized condition applied by the weapon's missiles. Scales with item level by an exponential base of 1.02. ==List of base secondary weapons== '''Missile Launchers''' Most secondary weapons in this category will track enemies as long as they are fired with a lock-on (which must be established prior to firing with the help of a [[Sensors (ES2)|sensor]]). Missiles fired without a lock-on will default to traveling forward. *[[Homing Missiles (ES2)|Homing Missiles]] **[[Armorbreaker Missiles]] **[[Corrosion Missiles]] **[[Destabilizer Missiles (ES2)|Destabilizer Missiles]] **[[EMP Missiles (ES2)|EMP Missiles]] **[[Shieldbreaker Missiles (ES2)|Shieldbreaker Missiles]] **[[Spore Missiles]] **[[Web Missiles]] *[[Cruise Missiles (ES2)|Cruise Missiles]] *[[Rockets]] '''Mine Launchers''' Mines fired from secondary weapons in this category, as well as enemy mines which have been converted by interacting with them within a 100-meter radius, can be moved around and thrown again as long as the player ship is not already carrying another object. *[[Mines (ES2)|Mines]] **[[Brood Mines]] **[[Cluster Mines (ES2)|Cluster Mines]] **[[Corrosion Mines]] **[[EMP Mines]] **[[Web Mines]] **[[Tail Mines]] == Secondary Weapon Prefixes == See [[Equipment_(ES2)#Prefixes|Equipment]] for information about [[prefixes]] and [[Weapons (ES2)#Weapon_Modifiers_&_Prefixes|Weapons]] for universal prefixes. *{{Common|High-capacity}} (Secondary Weapons): Increases ammo capacity by 30%. == Secondary Weapon Modifiers == For more information, see [[Modifiers]] or [[Weapons (ES2)#Weapon_Modifiers_&_Prefixes|Weapons]] for universal modifiers. * 20% chance to refund ammo when firing. *20% chance to [[Conditions|disable the target's shield]] for 2 seconds with each hit. * +30% damage for each second the missile flies. ** +10% damage for each second the missile flies. [<nowiki/>[[Cruise Missiles (ES2)|Cruise Missiles]] variant] * On primary weapon critical hit: 20% chance to fire a free missile at the locked target. 1.5s cooldown. 60% reduced damage / effect. * Mines are magnetic and will fly towards enemies in a 500m radius. * Lock duration decreased by 80%. * The last 3 missiles do +100% damage. ** Also effects auto-fired missiles. * Cannot be intercepted. **Is a guaranteed passive on Cruise Missiles, which doesn't take up a modifier slot. == Secondary weapon comparison == For comparison purposes, an item level of 1.0 (level 1 common) is assumed for all secondary weapon types. {| class="sortable fandom-table" !Weapon Variant !Kinetic Damage !Energy Damage !Fire Rate !Range (m) !Ammo Capacity !Effect Type !Damage / Effect Radius (m) !Effect Duration (s) !Value ([[Credits]]) |- |{{Common|Homing Missiles}} |80 |35 |2.0 |1500 |20 | --- |50 | --- |37.4 |- |{{Common|EMP Missiles}} |0 |20 |1.0 |2000 |10 |EMP | --- |5.00 |35.2 |- |{{Uncommon|Shieldbreaker Missiles}} |0 |90 |1.0 |2000 |12 | --- | --- | --- |~36.3 |- |{{Uncommon|Armorbreaker Missiles}} |80 |0 |1.0 |2000 |12 | --- | --- | --- |~36.3 |- |{{Uncommon|Destabilizer Missiles}} |0 |0 |1.0 |2000 |10 |Destabilized (+50% damage taken) | --- |6.00 |35.2 |- |{{Uncommon|Web Missiles}} |0 |0 |1.0 |2000 |10 |Webbed | --- |6.00 |35.2 |- |{{Uncommon|Corrosion Missiles}} |85 |0 |1.0 |2000 |10 |Corrosion | --- |8.0 |35.2 |- |{{Uncommon|Scorpion Missiles}} |80 |0 |0.8 |2500 |12 |Corrosion | --- |8.0 |~39.3 |- |{{Rare|Cruise Missiles}} |360 |260 |0.2 |4000 |5 | --- |300 | --- |44 |- |{{Common|Rockets}} |28 |12 |8.0 |1500 |220 | --- |20 | --- |30.8 |- |{{Common|Mines}} |55 |45 |1.0 |1600 |16 | --- |120 | --- |35.2 |- |{{Uncommon|Corrosion Mines}} |95 |0 |1.0 |1600 |14 |Corrosion |120 |4.0 |~38.5 |- |{{Uncommon|Web Mines}} |20 |0 |1.0 |1600 |14 |Webbed |120 |4.00 |37.4 |} {{Equipment nav2}} {{Weapons nav2}} [[Category:Secondary weapons (ES2)| ]]
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