Aten Lens Array Mk. S | |
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Gun Statistics | |
Direct Damage per shot: | 1 Piercing |
Burst Damage per shot: | 0.4 Fire |
Direct Damage per magazine: | 200 Piercing |
Burst Damage per magazine: | 80 Fire |
Burst Radius: | 0 meters |
Effective Vs: | Armor, Balloon, Hull |
Rate of Fire: | 10.0 shots/s |
Delay between shots: | 0.1 seconds |
Unload Time: | 19.9 seconds |
Reload Time: | 10 seconds |
Magazine Capacity: | 200 |
Projectile Speed: | 2000 m/s |
Range: | 800 meters |
Jitter: | 0 deg |
Size: | Light |
Movement and Arcs | |
Horizontal Angles: | 35 deg Left; 35 deg Right |
Vertical Angles: | 15 deg Up; 10 deg Down |
Additional Info | |
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The Aten Lens Array is a medium to long range armor breaking weapon with some kill potential, also capable of setting components on fire at a high ignition rate.
Common Tactics
The Aten Lens Array is primarily used as a medium range armor breaking weapon, with a additional fire harassment and kill potential. Despite the fact that the maximum damage is achieved at close range, a number of factors such as low DPS and big time to empty clip limit the use of the gun at close ranges.
As a raycast-type weapon it has a lower skill requirement when compared to another long range armour-breaking gun - Hades Light Cannon - making it easier to hit smaller and fast moving ships at distance, slightly limited by the mechanics of slowing the rotation speed of the gun by 30% after firing commences.
Maximum (and only effective) damage from the gun can be reached after 6 seconds of continuous fire (30% of normal clip), while fire stacks don't depend on this. Thus, the maximum effect from the gun is achieved only with the continuous firing of the entire clip. Long shooting times limit the use of the gun to gunner (gun engineer) position with light guns slot, where minimum attention to maintenance is required. Charge time is fixed and can't be changed with ammunition.
Note, that gun have a prefire time 1.75 seconds after fire begin, while does not happens any damage deal, rounds don't wasted and damage modificator don't increased.
Damage falloff at distance starts from a certain limit, which it is not fixed and depends on the speed of the projectile. Therefore it can be changed by ammunition type. Ammunition which increases the projectile speed extends the falloff boundary, while ammunition that reduces projectile speed brings it closer.
Gun's beam have effect of target penetration(unlike a PvE model), shots pass through guns, engines, balloons, hulls, and multiple ships in line of fire. Loses 12% damage per object passed through.
Commonly Used Ammunition
Charged Rounds
- Increase maximum range to 960 meters.
- More projectile speed means less damage falloff outside 300 meters.
- Increase time to empty clip to 21.3 seconds.
- Count of rounds in magazine drop to 160, with means less fire stacks.
- Summing up, this is a good choice for medium-range shooting as a replacement for standard ammunition(load and forget), which reflects the main use of the gun.
Greased Rounds
- Decreased maximum range to 640 meters.
- Less projectile speed means more damage falloff outside 300 meter- not so critical becos maximum range already cutted.
- Decreased time to empty clip to 15 seconds.
- Count of rounds in magazine raise to 240, with means more fire stacks.
- Since charge time unchanged and increased rate of fire, only the 60% of magazine in single continuous shot will have full damage, compared to 70% standard ammunition.
- Summing up, this is a viable choice for close-range shooting when every second counts. Even if it is single available ammunition always possible switch to normal ammunition if more range needs.
Update history
2.0.17 Summer Update: Colors of the Wind
Statistics changes to designate as medium-range weapon:
- Add target penetration.
- Reduced speed modifier from -88% to -30% while firing.
- Reduced nominal range to 800 from 1500.
Balance Update - February 23 - 2020
- Side arcs: 35 (from 40)
- Up arc: 15 (from 25)
- Down arc: 10 (from 25)
- Fire chance: 3% (from 5)