|Weapon||Arc||DPS per 1||DPS 6 width||DPS 10k||Health per width|
All calculations are on my google sheet page:
The cost of crew for some components are greatly reduced. As it uses theoretic minimum. In reality you need more crew then maximum. Half a crew is not useful they don't have time to go anywhere else and will stay at their post idling.
Missiles can reload at about a maximum of 1.5 seconds per missile. This is measured. Rough calculations from hitting a solid wall.
Armor is a full armor block. Explosions are very roughly calculated against it.
Parts is a 1 tile with 1 penetration resistance and no explosion resistance.
Missiles are basically impossible to calculate to calculate. Their fire speed is depended purely on reloading which is up to many factors. The values used is 1.5 seconds per missile which is measured under ideal situations. This is under a very ideal situations. Theoretical fire speed under less ideal is half at one missile every 3 seconds.
Theoretic was calculated using always congested, only 1 factory adjacent, and not factoring in time to fire.
Their are 3 types of damage in the game operational, structural, and shield. In addition their is 2 other properties penetration and area damage block factor. Parts and armor both have operational hit points
The only tile in the game with structural type is structure. Most weapon that hit structure will deal its structural damage to the first one and keep going until it hits a operational tile. Even cannons which can normally damage many tiles at once will only damage one structure at a time. The only weapon that does not penetrate structure is missiles. When a missile collides with structure it will explode.
When a weapon hits a shield projected by the Shield Generator it will deal damage which is taken out of the shields energy reserve.
When a missile hits a shield it will deal direct damage (like all other weapons) and will explode at the point of impact. If the hull is particularly close it will deal damage.
Parts is the most common type in the game. When a part is destroyed it will leave behind structure which has to be destroyed separately.
The key difference between armor and parts in the table is penetration and explosion. Missiles explosion is greatly reduced by armor reducing its impact. Similarly cannons cannot penetrate through most external blocks and armor reducing their potential damage caused.
Weapons like small laser are counted here but big cannons do significantly move damage against it.
Energy weapons are presented as overly expensive due to the cost of reactors. Power is easier to store compared to ammo. Being cheaper compared to generator, storing more seconds of generation, and is not explosive.
Cannons may seem a lot stronger but their weaknesses are not represented in the table. Requiring a larger local footprint and explosive on death.
Electrobolts are able to destroy shields easily but have low damage against everything else.
Missiles are by far the best weapon to shred apart structure but also don't ignore it. This is both a advantage and disadvantage. While it easily destroy it rendering it impassable and potentially separating. It will explode farther away dealing less damage to parts.