Guns

**Guns** are primary means of dealing damage during WVR combat.

The exact damage dealt by guns is not known at the moment but in general the higher the caliber the more damage. The turret rotation speed is inverse of the caliber. Accuracy seems to be inverse of the firing speed although it is then further multiplied by the number of barrels, i.e. double barreled guns are inherently less accurate than single barreled guns.

Because armor in Highfleet works by substracting damage rather than dividing it, smaller calibers are especially ineffective against armor.

Gun projectiles will destroy one another on hit, which allows fast-firing weak guns to negate incoming fire from powerful but slow firing cannons.

Projectiles 100mm and larger will trigger the Palash-1 APS. Projectiles 100mm and larger also cause splash damage.

### 2A37

A dedicated CIWS, it can empty its 50 round magazine in little over one and a half second. Hovewer it will then take 20 seconds to fully reload which severely limits its effectiveness in regular combat. Good for intercepting enemy tactical/cruise missiles, large-caliber shells and aircraft and as a secondary weapon on large ships which can't evade heat-seeking missiles.

Ammo types: Default, Incendiary 37mm

### AK-725 VYMPEL

In a way the opposite of 2A37 - it has a slow fire rate even compared to larger autocannons but makes up for it by having fastest reload time of them all. If you have several of them you can forget about burst firing altogether and simply hold the fire button until whatever you're aiming at is dead. Also a popular secondary weapon on larger ships and cheapest gun in the game alongside the AK-100. Of special note is that just one 57mm shell can destroy a cruise missile.

Ammo types: Default, Incendiary 57mm.

### AK-100

Fast firing, fast reloading and inaccurate. The smallest gun capable of using more exotic ammo types and the largest gun that can still intercept incoming missiles somewhat reliably even without the use of Proximity Fuse ammo. Great DPS assuming you can hit the target.

Ammo types: High Explosive (default), Incendiary, Proximity Fuse, Armor Piercing 100mm.

### D-80 MOLOT

An alternative to AK-100 - since it has the same ammo parts, power and crew requirements, you are able to freely swap between them. The D-80 is better against armor thanks to higher damage per shell, is noticeably more accurate than its 100mm bretheren while maintaining significantly higher projectile velocity compared to 180mm autocannons. It's also the smallest autocannon with Laser Guided rounds. Unfortunately it's also twice as expensive as the AK-100 and so is all the special ammo for it.

Ammo types: High Explosive (default), Incendiary, Proximity Fuse, Armor Piercing, Laser Guided 130mm.

### MK-1-180

Very low firing rate from its single-shot nature and slow reload speed. Difficult to use effectively due to low projectile velocity so Laser Guided rounds are recommended to utilize it effectively to both conserve ammo and ensure accurate hits.

Ammo types: High Explosive (default), Incendiary, Proximity Fuse, Armor Piercing, Laser Guided 180mm.

### MK-2-180 SARMAT

The largest autocannon you can mount on a 2x2 hull piece, it's usually found as the main battery on medium-large ships. It's more economical in terms of power and crew than two MK-1-180s but trades burst capabilities, as it will fire two shots back to back rather than at once compared to two MK-1-180s, and reload speed compared to the MK-1-180 itself.

Ammo types: High Explosive (default), Incendiary, Proximity Fuse, Armor Piercing, Laser Guided 180mm.

### MK-6-180 SQUALL

The final word in the 180 series and again more economical than its predecessor (except for space). The biggest problem with the MK-6-180 is that it requires a large hull piece to install which itself weighs over 500T. However, it offers six shots back to back with a blazing fast reload speed to continuously barrage enemies without releasing the trigger. Needless to say the MK-6-180 is usually only found on the largest of ships.

Ammo types: High Explosive (default), Incendiary, Proximity Fuse, Armor Piercing, Laser Guided 180mm.

Note: In the English version, its caliber was previously stated as 185mm but it still used 180mm ammunition.

### A-220

An unusual weapon system, the A-220 fires up to six unguided rockets. It has a steep fitting requirements, the same as the MK-2-180, and is difficult to aim as the rockets start off slow and accelerate in flight. They can be shot down but do a good amount of damage and almost if not always detonate incoming Proximity Fuse shells. Landing all six of them can be extremely devastating.

Ammo types: High Explosive (default), Incendiary 220mm.

### Ammunition

Guns have infinite default ammunition but additional limited special ammo types can be bought. Special ammo is universal and all of your ships can use it at any time, no matter where they are.

* Incendiary - Sets enemies on fire (more than usual). Modules and hull will burn for a while but eventually the fire will go out on its own; fuel tanks don't stop burning until they're gone (or put out by the EC13) and will spread fire to the nearby modules. Guns that normally deal splash damage (100mm and up) will also cause splash when using incendiary ammo, spreading fires over larger areas and ignoring armor.
* Proximity Fuse - Explodes into a cone of shrapnel when it comes close to enemy ships, incoming shells and missiles (including tactical/cruise/theater ones) or general debris. Allows large caliber guns to intercept projectiles and more easily hit small ships or to completely ignore the Palash-1 APS. The ship you control will default to it when defending against enemy missile/aircraft attacks so it always pays off to have some in store. There exists a bug where the cone of damage will completely ignore armor under certain circumstances.
* Armor Piercing - Pierces through hull damaging modules deep within the ship and larger calibers (130mm and up) can also get through armor. Also has an increased shell velocity but limited range. Very effective when you aim at enemy weak points such as the bridge, ammo or fuel tanks.
* Laser Guided - a HEAT "missile" which will follow your aiming cursor after firing. Makes hitting enemy ships (or same spot on a ship) a lot easier and deals significantly more damage than normal HE rounds.