The Beacon Flare Gun.Primary Damage:
Secondary Damage:
The beacon gun is a utility weapon. Beacon shots travel until they either reach their maximum range of 750m or get stuck in a cloud or a ship. Regardless of what causes the Projectile to stop, it starts to emit light, revealing any ship which are close to the flare to anyone. If a flare is shot at an enemy ship it sets 10 fire stacks on the hit component. The beacon gun doesn't shoot pin point accurate. Its projectiles spread a little bit.
Play StyleThe main purpose of flare guns is to give you the upper hand when it comes to spotting enemies. Note though that the flare works in both directions - if the flare gets stuck too close to you, your position will very likely be compromised. Nothing points your enemies attention more into your direction than green party light which spoils your cloud cover. Hence the best thing you can do with a flare gun is actually very often not to touch it.
Here's a rule of thumb to decide when to shoot the beacon: If you've got an idea where your enemy are likely located AND you're sure that your shot will not get stuck close to your or your allies position, shoot the beacon! Otherwise leave the gun alone!
Of course there is no rule without exceptions. Sometimes it's worth to shoot a beacon even if you're in the middle of a cloud. One common situation like this is an enemy trying to use cloud cover to shake his spot. However you should make sure to communicate flare shots like this with your captain, as he might want to use the cloud-cover himself for other purposes like tactical relocation.
The secondary, often a bit underestimated purpose of flares is to use it as an actual weapon. Each beacon projectile has a 100% chance to set 10 fire stack on the component hit by it. 10-20 fire stacks on the hull or the balloon of a ship can make engineers sweat on their ships and more than 8 fire stacks on a weapon causes their gunner to be kicked out of it and blocks its usage until it's extinguished.
Viable Ammo TypesUsually the beacon gun doesn't need to be reloaded with any fancy ammo. Normal rounds reveal enemies just as as any other ammo type does and the precision of the gun is still sufficient to reliably hit hulls and balloons.
Lesmok Rounds
Lesmok Rounds increase the range of the beacon gun, which comes in handy if you're flying a sniper ship and need to spot your foes from afar.
Heavy Clips
Heavy Clips make the beacon gun pin-point accurate and hence increases the chance you actually hit the component you aim for.
Heatsink Ammunition
Heatsink ammuntion increases the number of flares from 2 to 3. It increases the turn rate of the beacon gun, which can come in handy as a beacon is a gun you quickly want to hop into, place your shots and leave it again. The drawbacks of this ammo type is the reduced projectile speed, which decreased the maximum range of the beacon and makes aiming harder as you need to compensate the longer projectile travel time with an increased lead.