Star Citizen 4.7 Best Weapons Guide: Best Armor-Penetration Builds for Solo Players
- RCHM
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- Star Citizen
- 03/29/26
- 14069

In Star Citizen 4.7, the best weapon is no longer the one with the nicest DPS number. What matters now is whether it can get through armor reliably. That hits solo players the hardest. If we are flying alone and our guns cannot punch through the target, the contract slows down or fails, even if the ship looks strong on paper.
- What Changed in 4.7
- Best Weapon Choices Right Now
- Best Ship Builds in 4.7
- What No Longer Feels Great
- How We Pick Weapons Now
- If you mostly fight bigger ships
- If you want one build for mixed targets
- If your ship performs well with energy repeaters that still keep enough punch
- If you notice contracts taking too long
- Common Mistakes
- FAQ
- What is the best all-around weapon in Star Citizen 4.7?
- Are gatlings bad in 4.7?
- Are NDB weapons still worth using?
- What matters more now: DPS or alpha?
- Final Take
↖ What Changed in 4.7
The big shift is simple: high alpha matters more than before.
From practical testing, that means:
- many low-alpha repeaters and gatlings feel much worse
- some older comfort picks are no longer reliable for solo bounty work
- Omnisky cannons have become the safest all-round choice on many ships
This is why 4.7 feels more restrictive. We have fewer works for everything guns than before.
↖ Best Weapon Choices Right Now
If we keep this simple, three weapon families matter most.
| Weapon Type | Why It Works | Best Use |
|---|---|---|
| Omnisky | Strong alpha, good projectile speed, flexible | Best overall solo pick |
| NDB series | Good practical damage, strong on the right ships | Mixed targets, medium ships |
| N15 cannons | Very strong stats and solid penetration | High-end alternative if available |
The short version is this:
If you want one safe recommendation, use Omnisky.
It is not perfect, but it is the most consistent answer across mixed targets.
↖ Best Ship Builds in 4.7
Here's the practical part. These are the loadouts that make the most sense after the armor changes.
| Ship | Best Practical Build | Why |
|---|---|---|
| Mirai Guardian | Omnisky S5 | Best balance for small and large targets |
| Starlancer TAC | Omnisky | Reliable all-round penetration |
| Guardian MX | Omnisky | Most stable solo option |
| Asgard | NDB30 or Omnisky | Strong flexibility and good real combat value |
| Perseus | NDB30 or Omnisky | Better mixed-target performance |
| Corsair | M6A + Deadbolts or Omnisky S4 | Strong into larger targets, still usable overall |
For most players, this is the easiest rule to remember:
If the ship supports a good Omnisky setup, that is usually the safest default.
↖ What No Longer Feels Great
A few weapon types lost a lot of value in real combat.
- Gatlings: often too low in alpha to stay reliable against armor
- Older repeater comfort builds: smooth to use, but weaker into tougher ships
- Low-penetration ballistic spray setups: fine against soft targets, poor against armored ships
This does not mean they are useless in every fight. It means they are no longer good blind pick options for solo players.
↖ How We Pick Weapons Now
This is the fastest way to decide.
↖ If you mostly fight bigger ships
Use Omnisky, N15, or heavier cannons.
↖ If you want one build for mixed targets
Use Omnisky.
↖ If your ship performs well with energy repeaters that still keep enough punch
Use NDB options where available.
↖ If you notice contracts taking too long
Check your alpha damage first, not just your total DPS.
That one change alone explains most failed 4.7 builds.
↖ Common Mistakes
These are the mistakes that waste the most time:
- choosing weapons based on old 4.6 habits
- focusing on DPS only
- copying group builds into solo bounty play
- ignoring projectile speed on anti-armor guns
In practice, 4.7 rewards builds that are a little less flashy but much more dependable.
↖ FAQ
↖ What is the best all-around weapon in Star Citizen 4.7?
For most solo players, Omnisky is the best overall choice because it combines useful alpha damage with workable projectile speed.
↖ Are gatlings bad in 4.7?
Not universally, but many are much weaker than before because armor thresholds punish low-alpha damage.
↖ Are NDB weapons still worth using?
Yes. On the right ships, NDB weapons are still one of the better alternatives to Omnisky.
↖ What matters more now: DPS or alpha?
In most armored matchups, alpha damage matters first. DPS only matters after you can meaningfully damage the target.
↖ Final Take
If we strip away the theory and focus on what works in real contracts, the current 4.7 rule is straightforward: bring weapons that can beat armor thresholds first, then worry about comfort and versatility. For most solo players, that means Omnisky by default, with NDB30 and N15 as strong alternatives on the right ships.
That approach is not the most exciting answer, but right now it is the one that holds up best in actual gameplay.
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