Difference between revisions of "Damage Beam Computer"
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!colspan="2" style="text-align:center;"| Unique Property | !colspan="2" style="text-align:center;"| Unique Property | ||
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− | |colspan="2" style="text-align:center;" height="40px"| Damage drops off greatly at > | + | |colspan="2" style="text-align:center;" height="40px"| Damage drops off greatly at >400m |
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==Related== | ==Related== | ||
{{Weapon Navigator}} | {{Weapon Navigator}} | ||
[[Category:Weapons]] [[Category:Ship]] | [[Category:Weapons]] [[Category:Ship]] |
Revision as of 23:18, 8 August 2018
Damage Beam Computer | |
---|---|
Hit Points | 50 |
Reactor Hit Points | 0 |
Mass | 0.10 |
Luminosity | none |
Data Value (ID) | 414 |
Damage Beam Computers are the main terminals for Damage Beam weapon systems. This systems fires an instantaneously hitting laser beam at targets and damages them as long as the beam stays on them. Connecting this computer to another weapon computer will grant various slaving abilities.
Contents
Item Description
"The Damage Beam Computer is required for creating functioning Damage Beam systems. It is capable of controlling any amount of Damage Beam Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Beam Modules using V while it is selected and you are looking at a Damage Beam Module. This controller can be connected to other weapons and systems (cannon, beam, damage pulse, missile) to customize your weapon.
To link your Controller to its Modules, press C on the Controller, then X on the individual modules, or alternatively Shift + $CONNECT_MODULE to mass select grouped modules.
Afterwards you can link it to another weapon by connecting the weapon controller you want to upgrade with the weapon controller you just made. You can do this manually with $SELECT_MODULE and $CONNECT_MODULE or in the Weapons Menu.
Note that for the full effect, you need to connect 1:1 in size.
Press R to get in/out of the Computer."
Production
Production Info | |||||
---|---|---|---|---|---|
Produced in a | Standard Factory | ||||
Requires | To create | ||||
Zercaner Capsule | x500 |
Damage Beam Computer | x1 |
||
Crystal Composite | x500 |
Usage
- Main article: Weapon Systems
Weapon Stats | ||
---|---|---|
Stat | Value Per Module | Value |
Damage Output (Per Tick/Per Second) | Increases | +15/+75 |
Tick Rate (Per Second) | - | 0.2 |
Burst Time (In Seconds) | - | 5.0 |
Reload (In Seconds) | - | 10.0 |
Range (In Meters) | - | 4,000 |
Power Consumption (Resting) | Increases | +5.0 |
Power Consumption (Charging) | Increases | +25.0 |
Primary Module | |
---|---|
Damage Beam Module | |
Primary Fire Left Click Fire Right Click Zoom In/Out | |
Hit-Scan Burst Laser | |
Damage Percentages | |
Kinetic (▼) | 17% |
EM (=) | 33% |
Heat (▲) | 50% |
Slaving Effect | |
Cannon | Fire Long Range, High Penetration, High Recoil Shot |
Missile | Fire Lock-On Missiles |
Damage Beams | Fire Powerful Charged Death Beam (with negative consequences) |
Unique Property | |
Damage drops off greatly at >400m |