Difference between revisions of "Missile Systems"
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== System types == | == System types == | ||
* Missile (independent): fires a dumb-moving missile. It travels in a straight line. | * Missile (independent): fires a dumb-moving missile. It travels in a straight line. | ||
− | + | * Missile + Cannon: Heat seeker swarm. Shoots multiple projectiles that attempt to follow any targets. | |
* Missile + Beam: Lock-on missile, which is arguably the most useful. Aim at something to lock on. It takes a few seconds, but there is an exception: AIs (including turrets) have the unique ability to'''lock onto any target instantly''' without waiting. This makes lock-on missile turrets a useful option. | * Missile + Beam: Lock-on missile, which is arguably the most useful. Aim at something to lock on. It takes a few seconds, but there is an exception: AIs (including turrets) have the unique ability to'''lock onto any target instantly''' without waiting. This makes lock-on missile turrets a useful option. | ||
* Missile + Missile: A non-propelled bomb. Its velocity matches they of the entity that fired it. It arms itself after 1.5 seconds - and the missile will damage anyone, even the launcher or its allies, so use that delay to steer clear of the explosive. | * Missile + Missile: A non-propelled bomb. Its velocity matches they of the entity that fired it. It arms itself after 1.5 seconds - and the missile will damage anyone, even the launcher or its allies, so use that delay to steer clear of the explosive. | ||
+ | |||
+ | == Missile capacity == | ||
+ | Unlike other systems, missiles can’t be used continuously. They have ammo, and the time needed to restock depends on reload rate. Every ship has 1 missile available, but you can use Missile Capacity Modules to add more of them. Note that the increase scales, and as you add more capacity, the amount that the next block will add decreases. (For example, a ship with 5 or so capacity may get +1 capacity by placing 1 more module, while a ship with 40 capacity would get +0.01 capacity if another module was added.) Because of this, if you place a lot of missiles, prepare to dedicate lots and lots of space. It can take over 5,000 capacity blocks to get 60 missiles! |
Latest revision as of 03:07, 30 July 2020
A missile is an offensive projectile that does heat damage to an area. While rather potent alone, they can be combined to create useful variations.
System types
- Missile (independent): fires a dumb-moving missile. It travels in a straight line.
- Missile + Cannon: Heat seeker swarm. Shoots multiple projectiles that attempt to follow any targets.
- Missile + Beam: Lock-on missile, which is arguably the most useful. Aim at something to lock on. It takes a few seconds, but there is an exception: AIs (including turrets) have the unique ability tolock onto any target instantly without waiting. This makes lock-on missile turrets a useful option.
- Missile + Missile: A non-propelled bomb. Its velocity matches they of the entity that fired it. It arms itself after 1.5 seconds - and the missile will damage anyone, even the launcher or its allies, so use that delay to steer clear of the explosive.
Missile capacity
Unlike other systems, missiles can’t be used continuously. They have ammo, and the time needed to restock depends on reload rate. Every ship has 1 missile available, but you can use Missile Capacity Modules to add more of them. Note that the increase scales, and as you add more capacity, the amount that the next block will add decreases. (For example, a ship with 5 or so capacity may get +1 capacity by placing 1 more module, while a ship with 40 capacity would get +0.01 capacity if another module was added.) Because of this, if you place a lot of missiles, prepare to dedicate lots and lots of space. It can take over 5,000 capacity blocks to get 60 missiles!