Aten Lens Array Mk. S Specs
Gun Statistics
Direct Damage: 1 Piercing
Burst Damage: 0.4 Fire
Burst Radius: 0 meters
Effective Vs: Armor, Balloon, Hull
Rate of Fire: 10.0 bullets/s
Reload Time: 10 seconds
Magazine Size: 200
Projectile Speed: 2000 m/s
Range: 1500 meters
Jitter: 0 deg
Size: Light
Movement and Arcs
Horizontal Angles: 40 deg Left; 40 deg Right
Vertical Angles: 25 deg Up; 25 deg Down
Additional Info
  • 5% chance to apply 1 fire stack
  • Damage falloff start at 300 m, near 0 damage at 1500 m
  • Damage increases over each second the trigger is held with 0.5 rate, not including charge time
  • Maximum damage modifier that the gun can reach is 4

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 Edit

The Aten Lens Array is primarily used as a long 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 turn blocking 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. However, this is limited by the mechanics of significant slowing of the rotation of the gun after firing commences. Gunner stamina or rounds like Heatsink Clip can be used to compensate. In addition, the pilot can turn the ship to keep the beam on the target; the visible beam animation easily allows you to do this.

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.

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.

Commonly Used Ammunition Edit

Greased Rounds Edit

Incendiary Rounds Edit

Heatsink Clip Edit

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