Bursters are unlocked by the technology of the same name, Bursters.
Use Notes Edit
While the technology description implies that this is to be used as a flak cannon, to fill a target area with enough shrapnel that small ships cannot survive being there, Bursters don't actually do enough damage to perform that job. Instead, they serve primarily as kinetic disruption weapons. This weapon can be used as an early Thumper to push the enemy around. By clicking on the weapon icon and clicking on a point in space, a canister can be fired which will detonate at the indicated spot. 12 shrapnel pieces will fly out from that spot in a sphere, pushing the enemy away from that point. This can be used to disrupt the enemy formation, pushing them away from each other, towards each other, or to delay the arrival of a specific enemy. By scoring a direct hit on a target with the Burster canister by targeting a position directly behind the intended victim's position at the time of the projectile's arrival, several shrapnel pieces can be fired into the same target and push that ship in particular out of position.
Bursters recieve the 10% damage and 20% round velocity boost from Accelerator Amplification, as will as the 50% damage and 50% mass increase from Neutronium Rounds. These stack to a total damage boost of 60%. Further, they recieve a 20% rate of fire increase from VRF Technology.
Bursters will ricochet off of ships with one of the four armors, but ricochets will still impart kinetic force. All Burster damage will be completely negated by Grav Shields, and Shield Projectors. Deflectors give a 50% deflection armor in front of the ship, which will cause Burster shrapnel rounds to bounce off in 50% of angles. The interaction between the canister projectile and Deflectors is unknown.
|Cost||Mount Size||HP Bonus per bank|
Planetary Bombardment Edit
It is unclear if the listed numbers apply to the canister or each of the 12 pieces of shrapnel. The numbers below assume that they apply to the shrapnel. Also note that best case scenario, half of the shrapnel will fly out into space, while this chart assumes that all pieces hit.
|Population Damage||Infrastructure damage||Terraforming Damage||Range|
|per shot||per canister||per second||per shot||per canister||per second|
Ship to Ship Edit
Range and inaccuracy numbers refer to the turret and canister, damage numbers refer to the shrapnel. Remember that this chart assumes that all shrapnel will hit. Best case scenario, the shrapnel's damage will be distributed across multiple targets.
|Base||Range Band||Range||Inaccuracy||Damage||Shrapnel Count||Damage/Canister||Refire||DPS|
|Point Blank||350||6 degrees||25||12||300||5||60|
|With All Upgrades||40||480||4||120|
Armor Interactions Edit
These refer to the shrapnel's interaction. Remember that even ricochets impart kinetic force, making this weapon an option to push around any ship, no matter its armor level
|Armor Type||Armor Ricochet Chance||Burster Ricochet Resistance||% of angles which can do damage|