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If you're level 11, there really isn't much of a reason not to use this weapon. You should have enough crew, space, and power to fit this weapon. Unless you want to use the room for something else, the combination of this weapon and the [[Ion Cannon]] can annihilate rooms with ease.
 
If you're level 11, there really isn't much of a reason not to use this weapon. You should have enough crew, space, and power to fit this weapon. Unless you want to use the room for something else, the combination of this weapon and the [[Ion Cannon]] can annihilate rooms with ease.
   
==Statistics==
+
=='''Statistics'''==
 
<center>
 
<center>
 
<div class="table-back">
 
<div class="table-back">
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!scope="col" style="width: 20%"|Name
 
!scope="col" style="width: 20%"|Name
 
!scope="col" style="width: 20%"|Size
 
!scope="col" style="width: 20%"|Size
!scope="col" style="width: 20%"|Damage Per Shot
 
 
!scope="col" style="width: 20%"|Maximum Power Consumption
 
!scope="col" style="width: 20%"|Maximum Power Consumption
  +
!scope="col" style="width: 20%"|Projectile Speed
 
|-
 
|-
|[[File:EMPCannonIcon.png|40x40px]]||EMP||4x2||0.1||5
+
|[[File:EMPCannonIcon.png|40x40px]]||EMP||4x2||5||Instant
 
|}
 
|}
  +
  +
{|class="wikitable" style="width: 750px; text-align: center;"
  +
!scope="col" style="width: 14%"|Volley
  +
!scope="col" style="width: 14%"|System Damage
 
!scope="col" style="width: 14%"|AP Damage
  +
!scope="col" style="width: 14%"|Shield Damage
  +
!scope="col" style="width: 14%"|Crew Damage
  +
!scope="col" style="width: 14%"|Direct Hull Damage
  +
!scope="col" style="width: 14%"|[[EMP Damage|EMP Length]]
  +
|-
  +
|3||0.3||0||0.5||0||0.2||8s
   
 
{|class="wikitable" style="width: 750px; text-align: center;"
 
{|class="wikitable" style="width: 750px; text-align: center;"
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!scope="col"|Time
 
!scope="col"|Time
 
|-
 
|-
|1||8.75s||45||200||1M||1w||10
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|1||8.75s||45||100||1M||1w||10
 
|-
 
|-
|2||8.5s||60||250||1.5M||1w 2d||10
+
|2||8.5s||60||130||1.5M||1w 2d||10
 
|-
 
|-
|3||8.25s||75||300||2M||1w 4d||11
+
|3||8.25s||75||150||2M||1w 4d||11
 
|}
 
|}
 
</div>
 
</div>

Revision as of 03:23, 27 September 2018

EMPCannon3
The EMP Cannon developed by Federation Labs. Designed to disrupt enemy electronics systems. Also inflicts considerable hull damage.

EMPCannon1
EMPCannon2
EMPCannon3
Level 1 Level 2 Level 3

Summary

The EMP Cannon is a late game weapon unlocked at ship level 10. The cannon sends a barrage of EMP lasers that do decent room damage, these lasers do not damage crew. The lasers also need to be recharged with gas for use.

Strategy

Attacking

The EMP Cannon can be a pretty high risk high reward weapon. The weapon itself takes alot of power and does only 2-3 bars of damage to shielding. However, if you can take down the shields fast, it can heavily stun long charging rooms like the Ion Cannon and Teleport.

Defending

If you're level 11, chances are all the other level 11 people have it. If you're level 10 and can power and fit it, go for it, it really hurts Teleporters and the Hangar. Alot of people will try to take out EMP weapons first so make sure you armor and man this thing well. Note that the EMP Cannon is classified as a cannon in the Command Center.

When To Use

Level 10

If you're level 10 and in a dilemma, try to think about the following. Do you have trouble fighting boarders, do you have enough wiggle room to fit a 4x2 room without cutting off important rooms, do you have enough shield damage for it, and can you power it. If you say no to atleast two of these, you should wait till your level 11.

Level 11

If you're level 11, there really isn't much of a reason not to use this weapon. You should have enough crew, space, and power to fit this weapon. Unless you want to use the room for something else, the combination of this weapon and the Ion Cannon can annihilate rooms with ease.

Statistics

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 0 0 0 0 0 0 0 1 1
Icon Name Size Maximum Power Consumption Projectile Speed
EMPCannonIcon EMP 4x2 5 Instant
Volley System Damage AP Damage Shield Damage Crew Damage Direct Hull Damage EMP Length
3 0.3 0 0.5 0 0.2 8s
Level Reload Time Ammo Upgrade Ship Level Required
Capacity Unit Price
central
Cost
central
Time
1 8.75s 45 100 1M 1w 10
2 8.5s 60 130 1.5M 1w 2d 10
3 8.25s 75 150 2M 1w 4d 11

Powered Rooms


Weapon Rooms

Laser Rooms: Mineral Mining LaserKias PhaserK BlasterPhoton PhaserPlasma DischargerParticle DischargerLaser BlasterPhoton DisruptorEMP CannonIon Cannon

Ballistic Rooms: BolterMinigunRailgun

Missile/DOA Rooms: Missile LauncherMulti Missile LauncherHangarTeleportSmall Weapons PlatformMedium Weapons Platform


Defensive Rooms

Defends Via Damage: Anti Craft LaserSecurity GateGas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletAndroid StudioVisiri MechbayRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Reactors

Small ReactorFusion ReactorCoal Reactor