Weapons | ‣ Light Weapons ‣ Weapon Types ‣ Projectile Weapons ‣ Rocket Launchers ‣ Fire-Starting Weapons ‣ Kill Weapons |
‣ Artemis Light Rocket Launcher ‣ ‣ ‣ |
Artemis Light Rocket Launcher | |
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Gun Statistics | |
Class: | Rocket Launcher |
Direct Damage per shot: | 70 Explosive |
Burst Damage per shot: | 120 Shatter |
Direct Damage per magazine: | 280 Explosive |
Burst Damage per magazine: | 480 Shatter |
Burst Radius: | 2.5 meters |
Effective Vs: | Hull, Guns, Engines |
Rate of Fire: | 0.63 shots/s |
Delay between shots: | 1.59 seconds |
Unload Time: | 4.76 seconds |
Reload Time: | 7 seconds |
Magazine Capacity: | 4 |
Projectile Speed: | 575 m/s |
Range: | 1334 meters |
Jitter: | 0 deg |
Size: | Light |
Movement and Arcs | |
Horizontal Angles: | 65 deg Left; 65 deg Right |
Vertical Angles: | 10 deg Up; 35 deg Down |
Horizontal Turn: | 25 deg/s |
Vertical Turn: | 80 deg/s |
Zoom Level: | 2.5x |
Additional Info | |
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“ | Launches a single explosive rocket over medium/long range. | ” |
—Wilson's Notes |
The Artemis is a slow firing, missile sling with a medium to long effective range. Its raw damage output deals medium hull damage (98 damage to hull), although its reduced rate of fire will often allow enemy crew to rebuild the armour before significant damage has been dealt to the enemy ship. The Artemis deals considerable damage to components in an AoE and is able to destroy most components in 1-2 shots, making this weapon very useful in disabling enemy ships from range.
The Artemis Light Rocket Launcher along with the Mercury Field Gun both share a unique property of projectile expansion.
Common Tactics
The Artemis Light Rocket Launcher provides a ranged weapon for mainly disabling purposes. Although, it can be used to deplete small amounts of hull as well.
This gun can provide potentially life-saving disabling power on ships which rely heavily upon heavy guns as well as the ability to temporarily disable ships by destroying engines - allowing for highly manoeuvrable ships to gain a significant positional advantage over their opponents. The gun commonly finds a place on Junker, Mobula, and Pyramidion. Its wide horizontal angle also makes the Artemis a viable option for side guns on most ships. It is commonly accompanied by Piercing weapons like the Hades Light Cannon, Mercury Field Gun or Whirlwind Light Gatling Gun.
The Artemis can have difficulty in aim at either high speeds or during intense manoeuvres due to its low horizontal turn speed, its critical for broad-sided ships like the Junker, while ship with fore-mounted guns suffer much less from it. Also, the gun has a very limited upward arc making Artemis' ships very vulnerable if attacked from higher altitudes and limit ability to counter tactic of the balloon blending.
Commonly Used Ammunition
Burst Rounds
- Increases AoE to 3.75 meters.
- Increases AoE damage by 10%, allows two shot full HP heavy engine (525 HP) with only burst damage, normal rounds can't that with two direct hit.
- Very useful for disable as it allows for greater inaccuracy from the gunner whilst increasing the chance of hitting multiple components.
- Reduces maximum range to 667 meters.