Double Shot | Increased burst rate of fire, increased burst size, increased clip size, decreased maximum range. Frag cannons only. | Tons of damage all at once. | You run out of ammo very quickly. |
Efficient | Lowers thermal load, lowers power draw, lowers distributor draw, moderate damage increase | Fire longer with less heat and do more damage. Hard to go wrong with this one. | There are higher damage options, longer falloff/range options, better AP options, etc. Weapons that are already efficient to begin with don’t benefit as much as you think. |
High Capacity | Increases clip size, increases ammo capacity, small increase to rate of fire, increased power draw, increased module mass. | Can double your available ammo. Good for utility weapons for spreading experimental effects. Frag Cannons/Pacifiers can do high damage with this. | Not a good option for pure damage in most cases. |
Focused | Increases maximum range, moderately increased falloff, increases Armour Penetration, increases thermal load. | Smaller weapons (low AP) do better damage against larger ships (high hull hardness). | Falloff still exists, so your damage is pretty low at the maximum range. |
Lightweight | Lowers module mass, lowers power draw, lowers distributor draw, lowers module integrity | Gives mass sensitive ships something to shoot with. | Very low integrity – will break with one good hit. You’re leaving damage on the table in the exchange for the mass benefit, so judge carefully. |
Long Range | Increases maximum range, increases falloff, increases power draw, increases module mass | Makes falloff nonexistent and range very long. Increases the shot speed of projectiles which makes it easier to hit. | Power draw can be punishing. Just because your weapon has increased range doesn’t mean you can hit at that range. Gimbals and turrets often fail to hit beyond 1.5 km due to their inherent aiming “wiggle”. |
Overcharged | High damage increase, increases distributor draw, increases thermal load, decreases clip size. | Very high damage without the range limit from Short Range. | The distributor draw penalty means you run out of WEP sooner, which means you gain heat faster than you think. Decreases clip size for some weapons. |
Rapid Fire | Increases rate of fire, decreases reload time, decreases distributor draw, decreases damage per shot, adds jitter | Tons of hits per second. Reload time bonus is great. | Per shot damage is lower, so single hits are lower DPS. Distributor draw is actually increased due to rate of fire. Jitter lowers your accuracy. |
Short Range | High damage increase, increases thermal load, decreases range. | Very high damage. For most projectiles 2 km is the practical limit of effective aiming anyway, so you lose nothing with the max range limitation. | Heat can be damaging and will prevent consecutive shots or extended fire on some weapons unless compensated for. Your DPS is zero unless you can stay within the weapon range. |
Sturdy | Increases module integrity, increases armour penetration, decreases thermal load, increases mass. | Takes heat out of the equation for some high heat weapons. It’s the go-to option when engineering Torpedos. | Other engineering options do most of these things better than Sturdy, or in ways that are more practical or useful. |