Lemme write up a little bit to help you out a bit com.
ARES RP Doctrine
Established information for the ARES Universe RP'er
Weaponry
There are four types of weapons; lasguns, rail guns, particle beams, and missiles.
Lasguns: Energy weaponry taking the form of infrared beams. They do good amounts of damage to armor, but have trouble penetrating shields, do to the nature of the weapon.
Rail Guns: General, all-around weapons. Damage both shields and armor due to there massive kinetic energy. Ammo is relatively cheap and easily stored. These are common on most ARES ships.
Particle Guns: Massive weapons that fire ionized particles at there targets. They require massive amounts of energy to fire. These weapon's effects are devastating. Currently these weapons only exist in the form of built-in, forward-firing weaponry. R&D is currently working on downsized versions, dubbed "Beam Cannons"
Missiles:"A mixed bag," in the words of Comr4de. Missiles are robust, and come in all shapes and sizes. There are three sub-categories: Missiles, Rockets, and Torcreepes
Missiles- Most common form, their warheads are can be selected to do certain damage "types", such as kinetic or explosive. These weapons need locks to fire. After fired they will track their target, and upon reaching it, explode. These weapons can either be guided by sensors or can be infrared. Sensor guided missiles have higher accuracy, as they can make course adjustments in flight to better compensate for target movement. However, they are easily detectable, as they emit readable signals when they are fired. Sensor guided missiles can be fooled by jamming, or shot down.
Then there are infrared guided. These missiles are cheaper, and less accurate. However, they are hard to detect, as the missile does not need guidance from the ship that fired them. They are drastically less accurate, as they tend to lock on to bogus heat sources. Generally by limiting the view range you can stop then from locking on to stars and planets. However, this reduces the range, and that doesn't stop the from locking on to the wrong ship, or the occasional hostile missile. These are also less accurate because unlike sensor guideds that make course adjustments to compensate for target movement, these missile only make course adjustment so they can fly straight into the heat signature they are locked on. They are fooled by plasma flares.
Rockets- Unguided, cheap, damaging, and unusual. They are literally gyroscopes and warheads on rocket motors. Usually fired in clusters at smaller targets. These weapons are inaccurate because they make no attempt to change course if they are blasted off course, or are fired at an awkward angle. Their launchers are also effected by tracking speed.
Torcreepes- Large, slow, and devastating. They are extremely large constructions. Basically they are ICBMs in space. They are either sensor guided, or infrared. They are even easier avoided than conventional missiles because they are big and slow.