WEAPONS And EQUIPMENT
He who hath the best stuff wins. This is the best way to describe
the importance of having top of the line guns, missiles, and other
equipment in Privateer 2. The more credits you have, the better
you can equip your fighters.
Guns!
GUN |
PRICE |
DAMAGE |
ENERGY CONSUMPTION |
FIRING RATE(shots per second) |
Stream Laser |
600 |
22 |
72 |
4 |
Stream Laser Mk II |
7000 |
30 |
120 |
6 |
Volt Laser |
3000 |
25 |
110 |
5 |
Flux Beam |
5000 |
30 |
140 |
6 |
Flux Beam Mk II |
8000 |
35 |
160 |
5 |
Mass Ion Cannon |
10000 |
25 |
none |
12 |
Kraven Mk II |
16000 |
40 |
200 |
7 |
Gun Notes:
- The Kraven Mk II is not available to you until you complete
the Ralph McCloud mission, of the main plot, successfully.
- The Mass Ion Cannon does not overheat. This gun is not available
until you read the news bulletin with the title "Blood and Ion."
Note: Many people swear this is the best gun in the game.
- The Flux Beam Mk II and the Stream Laser Mk II are great long-
range weapons, with the edge going to the Flux. However, the
Stream Laser will not overheat as fast.
- The Volt Laser was created for those who like close range combat.
Missiles and Torpedoes
Note: The Disrupter Missile does not do structural damage. Instead this missile
disables a ship for a short period of time.
Note: The Banshee Missile does not do structural damage. Instead
it knocks down an enemy ship's shields for a short period of time.
Projectile |
Price |
Damage |
Snipe Missile |
100 |
450 |
Brute Missile |
150 |
650 |
Brute Mk II Missile |
200 |
800 |
Python Missile |
225 |
1000 |
Disrupter Missile |
250 |
---- |
Banshee Missile |
205 |
---- |
Proximity Missile |
210 |
2000 |
Stingray Torpedo |
500 |
8000 |
Hellraiser Torpedo |
1000 |
16000 |
Module Enhancements
Once you purchase a ship, you need to load it with different components
to increase that ship's ability. A ship with only guns and missiles doesn't cut
the mustard for very long in the Tri-System area.
AFTERBURNER ENHANCERS
Model |
Price |
(%) Increase in speed |
Mk I |
4000 |
+10 percent |
Mk II |
8000 |
+20 percent |
Mk III |
14000 |
+30 percent |
Afterburner enhancers increase your speed and acceleration. The
Mk III model is not available for purchase until you read the news
bulletin with the title "Improved afterburner available."
REPAIR DROIDS
Model |
Price |
1 unit repaired in |
Mk I |
8000 |
5 or 6 seconds |
Mk II |
16000 |
3 seconds |
Repair Droid enhancers make repairs to your ship while in flight.
They activate as soon as there is damage to repair. (Note: Repair droids
do not repair armour.) They deactivate when they are finished repairing.
To see a repair droid work, press "D" to access the damage control meter VDW.
Units are the small rectangle boxes stacked side by side. From left to
right you can see the unit meter increase to show the repair droid
working. Note: It is very important to have a repair droid!
GUN COOLANT ENHANCERS
Model |
Price |
Cooling rate (%) |
Mk I |
6000 |
+30 percent |
Mk II |
12000 |
+50 percent |
Mk III |
24000 |
+110 percent |
Mk IV |
48000 |
+150 percent |
Using guns increases the heat they give off. If they overheat they
work improperly, sporadically, or not at all. Your coolant enhancers
can help cool the guns during and after use. The more guns you add to
your ship, the more important it is to have a good coolant enhancer.
Note: When in flight, the gun heat meter is near the bottom.
When you fire your guns the meter will "jump up" or increase. When
the meter is at full, your guns have overheated and it is time to
let them cool. Also, your ship's computer will tell you "Guns overheating"
in a audible message.
SHIELD REGENERATION ENHANCERS
Model |
Price |
Regeneration %(Time) |
Mk I |
7000 |
65 percent |
Mk II |
14000 |
55 percent |
Mk III |
25000 |
50 percent |
The shield regeneration enhancers decrease the time it takes to recover
your shields. The Mk III is not available until later in the game.
WARP SHIELD ENHANCEMENT
Warp Shield |
25000 credits |
Makes you invincible for about 20 seconds. |
This module is not available until you see the news bulletin with
the title "Energize, Captain."
This module works great against larger, multiple turreted ships.
BSE units and the Nuke 'em Bomb
BSE Modules send out viruses through signals towards enemy ships.
If successful, the enemy ship's flight controls will shut down
for a small period of time. Mk I and Mk II models are available.
Signal Filters Can block viral mines and BSE signals.
The Nuke 'em bomb is loaded as a module, not a missile or weapons
mount. This a fun and devastating weapon. All ships with in the
blast radius of the Nuke 'em are damaged severely, except yours, if not
destroyed. This module is expensive, however, 4,000 credits.
Mines and Decoys
Each mine package includes 10 mines.
Brand |
Price |
Possible Damage |
Notes |
Hi-Ex mines |
150 |
900 |
Basic space mine. |
Proximity mines |
200 |
700 |
Is more sensitive than the Hi-Ex. |
Viral mines |
350 |
Control damage |
Releases virus towards trigger vessel. |
Decoys deflect missiles originally targeted at your ship.
Model |
Price |
Approx. Success rate range |
Mk I |
400 |
60 to 75 percent |
Mk II |
800 |
70 to 90 percent |
---MAIN
---SHIPS
---HINTS AND CHEATS---
---WINGMEN
---PLANETS AND STATIONS
---COMMODITIES---
---ENEMY CLANS
---REVIEWS
---ACTORS/ACTRESSES---
---TUTORIAL
---LINKS!---
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