GhostshipAftermath

GhostshipAftermath

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Weapon Guide
By Spectre and 1 collaborators
This guide gives you some insight into the weapons and their use.
   
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Weapons
The Colonial Defense Force classifies weapon damage in relative values to allow for comparison between different small arms. It also measures rate of fire in rounds per second (RPS) in automatic and rapid fire weapons and recharge time between shots (RTBS) for those that require a downtime between rounds fired.

Reloads are slower than changing weapons, so it's best to cycle through your best weapons first and end with your least favorites. Then once out of combat go through and reload.


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Laser Pistol

Damage: 49
Rate of Fire: 2.2 RPS
Ammo Capacity: 19
Recharge Rate: 1.5 RPS

Walk around with something better and switch to this for single weak enemies to save ammo in better weapons.

Firing this weapon in the dark will light up the area a little allowing you to see while saving your torch battery.

If it is recharging when entering an airlock it will malfunction and you'll have to fire a shot once out to get it to keep charging. Entering an airlock with no charge will completely break the weapon.

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Plasma Pistol


Damage: 49
Rate of Fire: 3.5 RPS
Ammo Capacity: 19
Max Clips: 18

Once you find the rifles this one will only come out once they're out of ammo or if you come across a few enemies you don't want to waste better ammo on.

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Low Grade Laser Rifle


Damage: 36
Rate of Fire: 4 RPS
Ammo Capacity: 59
Recharge Rate: 1.7 RPS

Don't walk around with this weapon, it does less damage than the other rifles with a lower rate of fire. It is best to walk around with more powerful weapons, then if you happen upon one or two enemies that don't pose a huge threat switch to this weapon to save ammo in the others.

Firing this weapon in the dark will light up the area a little allowing you to see while saving your torch battery.

If it is recharging when entering an airlock it will malfunction and you'll have to fire a shot once out to get it to keep charging. Entering an airlock with no charge will completely break the weapon.

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High Grade Laser Rifle


Damage: 62
Rate of Fire: 10 RPS
Ammo Capacity: 99
Recharge Rate: 5 RPS

This weapon is a "game changer" with the best damage and rate of fire. The term OP has been heard spoken in hushed tones around CDF Armories.

Firing this weapon in the dark will light up the area a little allowing you to see while saving your torch battery.

If it is recharging when entering an airlock it will malfunction and you'll have to fire a shot once out to get it to keep charging. Entering an airlock with no charge will completely break the weapon.

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Plasma Shotgun


Damage: 623
Rate of Fire: 1.31 RTBS
Ammo Capacity: 8
Max Clips: 8

With an extremely large spread this weapon has a maximum effective range of about 10 feet, but anything within that range is likely to die in one shot. Assuming it can be killed of course.

It is excellent for close in and multiple close in enemies, but the reload time is ridiculously long so with this weapon especially you'll want to change weapons in a fight and reload this one later.

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Battle Rifle Mk II


Damage: 41
Rate of Fire: 7.8 RPS
Ammo Capacity: 99
Max Clips: 12

With a large magazine, high rate of fire, and low recoil the Battle Rifle Mk II is excellent for medium to long range engagements.

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Plasma Assault Rifle Mk III


Damage: 49 per round
Rate of Fire: 6 RPS
Ammo Capacity: 79
Max Clips: 14

Higher recoil than the Mk II and Mk IV, but this weapon is more common aboard the CDF Goliath and you should have no trouble finding enough ammo to keep this weapon going.

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Prototype Plasma Rifle Mk IV


Damage: 49 per round
Rate of Fire: 8 RPS
Ammo Capacity: 99
Max Clips: 12

With a little more damage and recoil than the Battle Rifle this weapon is better for close quarters. This is a very rare weapon and there may be only one aboard the ship.

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1 Comments
The Seph 28 Nov, 2014 @ 5:24am 
I Still get 10 in the shotgun and 14 in battlerifle.