| Weapons | ‣ Heavy Weapons | ‣ Immortal Gaze Heavy Accelerator |
| “ | Fires magnetically charged, ultra-high-velocity shell capable of piercing through ships. Damages and pulls in its wake any enemy unit it passes near. Charge to increase damage and radius. | ” |
—Wilson's Notes | ||
A slow-firing, long-range cannon that has the same niche as a Mercury Field Gun, a long range disable and armor stripping weapon.
| Immortal Gaze Heavy Accelerator | |
|---|---|
| |
| Gun Statistics | |
| Direct Damage per shot: | 250 Piercing |
| Burst Damage per shot: | 125 Piercing |
| Direct Damage per magazine: | 1000 Piercing |
| Burst Damage per magazine: | 500 Piercing |
| Burst Radius: | 6 meters |
| Effective Vs: | Armor |
| Rate of Fire: | 10.00 shots/s |
| Delay between shots: | 0.1 seconds |
| Unload Time: | 0.3 seconds |
| Reload Time: | 10 seconds |
| Magazine Capacity: | 4 |
| Projectile Speed: | 800 m/s |
| Range: | 3750 meters |
| Shell Drop: | 0 m/s² |
| Jitter: | 0 deg |
| Size: | Heavy |
| Movement and Arcs | |
| Horizontal Angles: | 60 deg Left; 60 deg Right |
| Vertical Angles: | 40 deg Up; 40 deg Down |
| Horizontal Turn: | 30 deg/s |
| Vertical Turn: | N/A deg/s |
| Zoom Level: | 5x |
| Additional Info | |
| |
Common Tactics
The Immortal Gaze Heavy Accelerator is generally used as long range armor breaking and disabling weapon. It is usually used in combination with other long range kill weapons to achieve range synergy.
While cannon have greater firing arcs than most other long range weapons, combination of pre-fire time, charge time and long reload time limit its use in close range.
Only the Burst damage is affected by the charge mechanic, direct damage even after a full charge stays the same. Direct shatter damage used for disabling purpose requires much more careful aiming since the weapon doesn't have any burst radius compared to piercing damage that can hit multiple ships in the way of the projectile sphere. Additionally, on the full charge cannon have terrible shake that can mess with aiming. The shatter damage to components can't compare with the overkill of Mercury Field Gun and is more on the level of Artemis Light Rocket Launcher.
Time to full charge reach 12 seconds, while level on piercing damage grow from low nominal to significant. But unlike the Aten laser weapons the time of full charge can be reduced. Ammunition which has an effect on rate of fire have a direct influence on charge time, and this make Greased Rounds very popular ammunition choice, even with the factor of lowering amount of damage from a single shot.
Commonly Used Ammunition
Greased Rounds (questionable after last update)
Update history
Balance Update - February 28 - 2022
- MaxChargeModifier: 6 (from 12) Max % damage increase at full charge.
- MaxChargeScaling: 1 (from 5) Time in seconds to max charge after (?)
- MaxChargeTime: 6 Time from Charge Window to full charge
- MaxChargeWindow: 0s (from 6) Time from trigger pull to charge start (?)
- MinChargeTime: 2s (from 1) Time from trigger pull to first fire
- Side arcs: 60 (from 40)
- Turn speed: 30 (from 22)
- Up arc: 40 (from 60)
- Ammo: 100 (from 3)
- Should result in faster shots with somewhat reduced damage to compensate.
Balance Update 11.06.2023
Reworked the Immortal Gaze Mk1 to be entirely piercing damage gun
- Primary: Shatter 150 -> Piecing 250
- Secondary: Piercing 22 -> Piercing 125
- Fire rate: 4 -> 2
- Magazine size: 100 -> 4
- Down arc: 30 -> 40
- Knockback: 50kN -> 400kN
- Min charge time: 5
- Max charge time: 7
- Max charge window: 0 -> 6
- Max charge damage modifier: 6 -> 1.2
Balance Update 19.02.2024
- Primary: 250 piercing -> 50 piercing
- Secondary: 125 piercing -> 25 piercing
- Min charge time: 5 -> 2
- Max charge time: 7 -> 6
- Max charge window: 6 -> 0
- Max charge damage modifier: 1.2 -> 6
Balance Update 24.02.2024
- Max charge window: 0 -> 6
- Max charge modifier: 6 -> 2
- Primary: 50 piercing -> 250 piercing
- Secondary: 25 piercing -> 125 piercing
- Scope power: 4 -> 5
Balance update 26.06.2025
- Fire rate: 2 -> 10 (to fix desync bug)
