Cosmoteer: Designer and commander of a starship
Build the starship of your dreams! Stand at the head of the crew and lead it into epic battles - to conquer the space full of dangers. Play alone or with friends, test your ship in online PvP battles. Let your imagination lead you to the stars!
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Cosmoteer - weapon guide, railgun and more

In this guide to Cosmoteer: Starship Architect & Commander we'll talk about railguns and other weapons. We will tell you how to use them and in what situations they come in handy.

Cosmoteer: Starship Architect & Commander has won the hearts of gamers with the freedom to build new ships and the opportunity to have adventures in endless space. However, space is dangerous. So it's worth having the right weapon.

The following text is for the game in Early Access, so the information contained here may no longer be valid over time.

Types of weapons in Cosmoteer

ВCosmoteer has 2 main weapons - Energy and Projectile. As the name suggests, the former require a certain amount of energy to function. The latter require shells.

Energy weapons

  1. laser blaster - This is the main weapon in this category. Inexpensive and great for starting your adventure. Damage: 400/shot, 533/sec Flight range: 260 m.
  2. Heavy laser bragging This is an improved version of the laser. Damage: 900/shot, 1600/sec Flight range: 260 m.
  3. Disruptor - Deadly effective against enemy shields. Damage: 100/shot, 200/sec; Damage against shields 2250/shot, 4500/sec; Flight range: 180 m.
  4. Ion beam emitter - launches a powerful beam of energy, but the greater the distance, the weaker it becomes. Damage: (About) 2500/sec, (Far) 1375/sec Flight range: 450 m.
  5. Ion beam prism – this device can change the direction of the incoming ion beam. The more of them you have, the less potential damage you will receive. Flight range: 450 m.
  6. Point defense system - The main task of this machine is to shoot down enemy missiles. Damage: 35/shot, 525/sec Damage against shots: 150/shot, 2250/sec; Flight range: 150 m.
  7. mining laser - As the name suggests, the purpose of this weapon is to destroy asteroids. Damage: 1200/sec, Damage against asteroids 64000/sec; Flight range: 100 m.

If you are interested in this article, also read:

  1. Cosmoteer is a ship design guide. Build a new ship
  2. Spacemen cheats and mods

Throwing weapons

  1. Standard cannon - The main weapon that you will use can start a fire. Damage: 750/shot, 1000/sec Flight range: 190 m.
  2. big gun - the best version of the standard cannon, can also start fire. Damage 2400/shot, 2000/sec; Flight range 190 m.
  3. deck gun - a powerful cannon that is installed on top of the ship, and not on the side. It can stun the enemy crew for a while. Damage: 7500/shot, 6000/sec Flight range: 190 m.
  4. Missile & Mine Launcher - The big advantage of this weapon is that you can load various missiles into it. The ultimate power of this weapon depends on them.
  5. Railgun - the strength of this weapon is expressed in the fact that it does not consist of 1 component, but as many as 3, which must be built separately (loader module, accelerator module, launcher module). Damage: 10000/shot, 2500/s Range: 300 m (max. 600 m).
  6. Anti-aircraft battery - The main task of this gun is to shoot down enemy missiles and lasers. Damage vs Shot: 1800/shot, 7200/sec Flight range: 150 m.

Remember that the damage shown above is the maximum. The end result may differ from reality. Your shots can be knocked down, redirected or bounced off the shield/armor. In the field, the above indicators are unlikely to be achieved.

Railgun in Cosmoteer

The railgun is unusualweapons in Cosmoteerthe fact that it does not consist of 1 module, butof 3 separate - loading module, accelerator module, launcher module. For the weapon to work at all, you need to build a loading module and a launcher module. The Accelerator Module is an optional item, but the more you build, the more powerful your Railgun will become.

When building a railgun, it is necessarycreate a straight line. The launch module is a cannon, so it should be at the end, facing the enemy. The module's booster needs to give power to the projectile, so it will be in the middle. The loader module is where your crew will load shells.

How to choose a weapon?

First of all, you need to keep in mind what kind of ship you have. Weapons consume energy, ammunition, command posts, and also need people to operate.. All this requires space and economic means. Don't be afraid to start slowly.

Also think about what you want to achieve with this or that weapon. Energy weapons are mostlylong range, while projectile weapons theoretically havegreat firepower. Other elements such as durability, arc fire, etc. are likely to be important here as well.

Another significant difference between weapons is that thrown weapons can infiltrate enemy ships, while energy weapons much more accurate.

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