UPDATE: Nicou-CIG confirmed below that this has been addressed and the Vehicle Weapons Guide has been updated with correct information! Thank you to everyone who upvoted and brought attention to this! -------- I don't know where 90% of this guide came from, but this is NOT the game we're playing: https://robertsspaceindustries.com/comm-link/transmission/20032-Vehicle-Weapons-Guide Ballistic They are not "generally slower than energy weapons" (projectile speeds are spread broadly across all weapon types right now). They do not "reach farther targets," and no other weapons currently have reduced damage over range. Energy Power plants and coolers have no bearing whatsoever on an energy weapon's ammo pool - this is dictated by the ship's capacitor. Energy weapons also do not overheat at any significant rate. Distortion Distortion weapons are NOT "highly specialized in breaking vehicles' shields." Completely the opposite - shields heavily resist distortion damage. Missiles There are no specialized payload types. Everything is explosive. There is one missile with smaller sub-munitions, which are also explosive. There are no EMP warheads specialized in damaging shields. Torpedoes There is no such thing as a "point defense system." Your flightpath has nothing to do with anything once you've launched the torpedo. EMP Devices As with distortion, EMP devices do not cause significant damage to shields. Quantum Enforcement QEDs prevent the use of quantum drives and nav mode speeds within their dampening bubble. Bubble range is 4km-12km depending on the QED model. Weapon Types Other than tachyon/mass drive/scatters none of these weapons have any range difference from each other within each size class. Tachyons and mass drivers are not excellent for long-range engagements - they have the shortest range of everything. None of these weapons contend with any level of "armor" as "armor" doesn't exist. Neutrons do not have a slower projectile speed compared to other weapons - they're just shy of the fastest. Distortions need a note that they don't damage shields significantly - other weapons will need to achieve this for their shutdown potential to be useful. Combat Tips Oh boy, here we go... No one in their right mind uses staggered mode for cannons (except AvengerOne and we all know he's not in his right mind). Cannons shine on single, accurate snapshots for burst damage. Cute flavor if you want to leave it I guess, but it's straightup misleading. It's MFD, not MDF. Say "Alternating these between systems will ensure you're making the most of your ship's capabilities," not "balancing." There is zero practical use for any half-measure setting on the power triangle. Power plant upgrades have no bearing whatsoever on your energy weapon ammo count. Shield generator upgrades have no bearing whatsoever on your total shield hitpoints or recharge rate at present. EMP bursts do NOT cause missiles to lose tracking. Power supplied to components has no bearing whatsoever on EM damage. Only power plants take EM damage at present. There is nothing on your radar that indicates a higher signature or the presence of a QED. There is no such thing as an electromagnetic missile that disables vehicles. Chaff does not have any effect against EM or any other missiles' tracking - chaff only breaks visibility/target locks from other ships. The IR signatures of smaller ships are too weak for proper IR missile tracking - if anything, these are only useful against larger targets with very high IR signatures. Cross section lock time is not the longest - in most cases it's the same, in other cases it's among the fastest. Countermeasures may still affect cross section missiles (pretty sure they do - need confirmation if anyone knows)? Power triangle management has no bearing whatsoever on your EM signature. There are no "efficient" components at present that make a difference in your EM signature, other than powering them off/not including them at all. Only weapon loadout significantly affects your IR output. There is no "heat management" that can reduce your IR signature. While cross section can't be countered by loadout changes, your CS signature changes based on your aspect from the target's perspective - a thin ship with less of its "pancake" pointing directly towards a target will be less detectable. If anyone sees anything I missed let me know and I'll update the main post. CIG, for the love of god, please start playing your own game.