GoD Factory: Wingmen is meant to be played for hundreds of matches, always offering something new to explore or additional strategies to develop. Weapons will play a big part in this and we wanted to make sure there were very distinct behaviors and mechanics.
Machine gun are pretty straightforward: they shoot tons of projectiles at your target in quick succession. As such they have a high damage output but aren’t very ammo efficient. They rarely require a lock to fire and as such they are usually easy to use. Some machine guns lose precision against farther target, meaning that they generally benefit more from a good targeting area than targeting range.
There is a huge variety of cannons. Some are better at close range, others at long range. Some requires a long locking time, others don’t. Cannons are available to every species in a wide range of damage types, roles and ease of use. Cannons usually benefit more from targeting range than targeting area.
Homing weapons almost always require a locking time before firing. They are harder to use and their projectiles are easier to avoid, but they pack a punch when they hit. There are many homing weapons that can target multiple targets at once. Most homing weapons require a good locking speed to be used optimally, and those that can be fired at multiple targets benefit from a good targeting area as well.
Beams are the easiest weapons to use. As long as you hold the trigger, it fire a continuous stream of damage at your target. They usually are quite ammo efficient, but their damage output is usually lower than other weapon types. Since you want to keep the target in sight for as long as possible to dish out the damage necessary to deter them, both targeting area and targeting range are useful for beam weapons.
Scatter guns shoot multiple projectiles at once in a relatively wide arc. The damage done depends on the amount of projectiles that hits the target, meaning that it is necessary to be close to smaller target to do significant damage to them with scatter guns. Larger targets, such as carrier objectives, will almost certainly take full damage from these weapons. Since you need to be close to your targets, targeting area is much more important than targeting range for scatter guns.
Bombing weapons have no aiming assistance, meaning that they are much more suited to attack large immobile targets than for dogfighting. They can be used from very far away and deal a lot of damage, making those the safest weapons to use to assault a carrier part. Bombing weapons don’t really benefit from locking speed, targeting area or targeting range.
Wave weapons simply damage anything around your gunship in a set radius. It is very easy to hit with this weapon type since it doesn’t require you to keep the target in sight, only to stay close enough. However, their very long delay between attacks make these weapons inefficient in terms of pure damage output, but they often come either with a high spike of damage or incure additional negative effects. Just like bombing weapons, wave weapons do not benefit from locking speed, targeting range or targeting area. Wave weapons are low cost and are better suited as a secondary wing weapon.
Mines activate once an enemy ship gets within its detection range, making them an excellent defensive tool. Mines can be used either to quickly dissuade a pursuer or to trap enemies going for a specific carrier part. Mines usually have a very high damage input on hit. It is usually more beneficial to use mines as a secondary wing weapon and their costs are permissive in that regard.
Satellite weapons are fired from installations far from the actual battlefield. As such, you don’t have to worry about ammunition while using those. They have the longest locking times of all weapon types, and they all have a very long range, meaning that satellite weapons are better used as support fire than straight in the middle of the action. Futhermore, satellite weapons can’t lock at targets that are too close. Satellite weapons require a good locking speed to be optimal. Just like mines and wave weapons, satellite weapons have a low cost to equip and it is recommended to use them as a secondary wing weapon.