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Standard Weapon

TYPES

There are 7 types: Vulcan, Rifle, Gatling, Automatic, Cannon, Mass Drive, and Dualist.
Vulcan types
  • 4x1attack pattern
  • Low base damage
  • Low accuracy (65.00%)
  • Medium range (520m)
  • Slow rate of fire (0.60s)
  • Short overheat time (15.0s)
Rifle types
  • 2x1attack pattern
  • High base damage
  • High accuracy (85.00%)
  • Long range (520m)
  • Slow/Average rate of fire (0.55s)
  • Long overheat time (24.0s)
Gatling types
  • 4x1 attack pattern
  • Medium base damage
  • High accuracy (80.00%)
  • Long range (520m)
  • Average rate of fire (0.50s)
  • Short overheat time (11.0s)
Automatic types
  • 3x1 attack pattern
  • High base damage
  • Medium accuracy (75.00%)
  • Medium range (460m)
  • Slow rate of fire (0.65s)
  • Long overheat time (21.0s)
Cannon types (A-Gear Exclusive)
  • 1x1 attack pattern
  • Very high base damage
  • High accuracy (75.00%)
  • Very long range (1000m)
  • Fast rate of fire (0.45s)
  • Long overheat time (28.00s)
Mass Drive types (A-Gear Exclusive)
  • 1x1 attack pattern
  • Average base damage
  • Very high accuracy (95.00%)
  • Very long range (1000m)
  • Fast rate of fire (0.43s)
  • Long overheat time (28.00s)
Dualist types (A-Gear Exclusive)
  • 2x1 attack pattern
  • Very high base damage
  • High accuracy (85.00%)
  • Very long range (1200m)
  • Average rate of fire (0.48s)
  • Long overheat time (22.00s)


Advance weapons

TYPES

All are Missile types but there are multiple classes
Valleystar class
  • 1x2 attack pattern
  • Low base damage
  • High accuracy (80.00%)
  • Medium range (2600m)
  • Slow rate of fire (1.90s)
  • High valid angle (10degrees)
  • Very slow velocity (300m/s)
  • Average target manoeuvrability (80g)
Moth class
  • 1x4 attack pattern
  • Low base damage
  • High accuracy (85.00%)
  • Medium range (2700m)
  • Slow rate of fire (2.00s)
  • Average valid angle (6degrees)
  • Very slow velocity (300m/s)
  • Average target manoeuvrability (85g)
Holycross class
  • 2x2 attack pattern
  • Low base damage
  • High accuracy (85.00%)
  • Medium range (2800m)
  • Slow rate of fire (2.00s)
  • Low valid angle (4degrees)
  • Average velocity (430m/s
  • High target manoeuvrability (110g)
Arrow class
  • 1x2 attack pattern
  • Average base damage
  • Average accuracy (75.00%)
  • Long range (3000m)
  • Average rate of fire (1.80s)
  • Average valid angle (6degrees)
  • Average velocity (420m/s
  • High target manoeuvrability (110g)
Hammerhead class
  • 1x2 attack pattern
  • Average base damage
  • Very high accuracy (90.00%)
  • Long range (3200m)
  • Average rate of fire (1.80s)
  • Low valid angle (4degrees)
  • Slow velocity (380m/s
  • High target manoeuvrability (110g)
Tongpha class
  • 2x2 attack pattern
  • Low base damage
  • High accuracy (85.00%)
  • Long range (3300m)
  • Fast rate of fire (1.60s)
  • Low valid angle (4degrees)
  • Average velocity (400m/s
  • High target manoeuvrability (150g)
Edrill class
  • 1x4 attack pattern
  • Low base damage
  • Very high accuracy (100.00%)
  • Long range (3300m)
  • Average rate of fire (1.80s)
  • Very low valid angle (2degrees)
  • Average velocity (450m/s
  • High target manoeuvrability (120g)
Hawk class
  • 4x1 attack pattern
  • Low base damage
  • High accuracy (90.00%)
  • Long range (3300m)
  • Fast rate of fire (1.40s)
  • Low valid angle (4degrees)
  • Very fast velocity (550m/s
  • Very low target manoeuvrability (40g)
Bundle class (A-Gear exclusive)
  • 4x1, 6x1 attack patterns
  • Low base damage
  • Very high accuracy (90.00%)
  • Range varies (2600m - 3300m)
  • Slow rate of fire (2.00s)
  • Low valid angle (8-11degrees)
  • Very high velocity (1000m/s)
  • No target manoeuvrability (0g)
Attack pattern - The attack pattern determines the number of projectiles fired per shot.
  • 1x4 means 4 single shots are fired at a time, like a burst fire.
  • 2x2 means that two burst with two shots each, etc.
  • 4x1 means 4 shots fired at once.
Base damage - Base damage varies on the type and class. Gatling guns tend to have a lower base damage while some guns such as the Cannons have a very high base damage. The damage range for all weapons is a deviation of 12.5% from the median so if the low end of the damage range is 100, the high end would be 125 provided that there are no modifiers.
Accuracy - Accuracy determines your chance to hit the target. modified by the targets evasion stat
Peirce rate - Pierce rate is a reduction of your targets defence stat before the damage is modified by the targets defence stat
Range - Weapon range. Missiles self destruct after flying this far, standards have their accuracy reduced by 10% for every 100m the target is beyond this range,
Reattack time - Rate of fire. How many times you fire your attack pattern in a second.
Overheat time - How long you can fire continuously over a measurement of time.
Defence - Damage done by standard/advance weapons is reduced by the percent amount.
Evasion - Chance to evade.
Valid Angle - the angle from the centreline of the gear that missiles will attain lock from
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