Plasma Tick Cannon
|Tick Cannon||Plasma Tick Cannon|
|“||An expertly engineered high speed cannon designed to output a dependable amount of damage.||”|
|— In-Game Description|
Stats[edit | edit source]
|Plasma Tick Cannon||I||II||III||IV|
|Mass||1,963 t||2,555 t||3,253 t||4,761 t|
|Firing Cycle||C: 0.0 / F: 0.6-0.8 / R: 0.2 / N: 2-5|
|Hull XP||20,217 XP||23,223 XP||28,591 XP||32,843 XP|
|Arms Lab Required||XI||XII||XII||N/A|
|Arms Lab Required||N/A||N/A||N/A||XII|
|Requirements||Tick Cannon I||Tick Cannon II||Tick Cannon III||Tick Cannon IV|
|Tick Cannon||N/A||N/A||N/A||1x Level IV|
|Time||6h 15m||9h 15m||13h 30m||0s|
|Time||6h 15m||9h 15m||13h 30m||1d 0h|
General[edit | edit source]
The Plasma Tick Cannon is a variant of the Tick Cannon, modified to deal Plasma Damage instead.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Plasma Tick Cannons retain the advantages of the original Tick Cannon, namely their rapid fire rate, as well as no minimum range, making them suitable for close quarters combat.
Dealing Plasma damage, the weapon is best suited against ships with no Plasma resistance like all pre-AXIS hulls and Umbra Hulls.
Disadvantages[edit | edit source]
The Plasma Tick Cannon retains the disadvantages of the original sadly, namely its slow projectile speed making it easy to dodge at long range. This can be countered if it's fitted on a fast ship like the Operator, as they can quickly close the gap and will not be bothered by its slow projectile speed.
Also, unlike with the base version, its damage type is resisted by AXIS, Altairians and other Pharmakon ships.
Trivia[edit | edit source]
- Firing Cycle stats per level:
- Level I: C: 0.0 / F: 0.6 / R: 0.2 / N: 2
- Level II: C: 0.0 / F: 0.8 / R: 0.2 / N: 3
- Level III: C: 0.0 / F: 0.8 / R: 0.2 / N: 4
- Level IV: C: 0.0 / F: 0.8 / R: 0.2 / N: 5
Gallery[edit | edit source]