Difference between revisions of "Missile Computer"
(updated block box and added weapon navigator) |
(Adjusted damage type share according to ingame informationge */) |
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{| class="wikitable" | {| class="wikitable" | ||
− | !colspan="2" width="200px" height="30px"|<big>Primary Module</big> | + | !colspan="2" width="200px" height="30px"|<big>Primary Module</big>||style="border-left: solid 2px;"|<big>Supplementary Module</big> |
|- | |- | ||
− | !colspan="2" style="text-align:center;"| [[Missile Tube]] | + | !colspan="2" style="text-align:center;"| [[Missile Tube]] ||style="text-align:center; border-left: solid 2px;"| [[Missile Capacity Module]] |
|- | |- | ||
− | |colspan="2" style="text-align:center;"|[[File:Missile Tube.png|link=Missile Tube| 150px]] | + | |colspan="2" style="text-align:center;"|[[File:Missile Tube.png|link=Missile Tube| 150px]]||style="text-align:center; border-left: solid 2px;"|[[File:Missile Capacity Module.png|link=Missile Capacity Module| 150px]] |
|- | |- | ||
− | !colspan="2" |<big>Primary Fire</big><br/><small><small>{{K|Attack}} Fire</small></small><br/><small><small>{{K|Break block}} Zoom In/Out</small></small><br/><small><small>{{K|Weapon bar switch}} Switch Firing Mode</small></small> | + | !colspan="2"|Connection Method ||style="border-left: solid 2px;"|Connection Method |
+ | |- | ||
+ | |style="text-align:center;" colspan="2"|<small>Select computer with{{k|select module}}<br/> and connect with {{K|cancel ship movement}}</small>||style="text-align:center; border-left: solid 2px;"|<small>Place anywhere on entity.</small> | ||
+ | |- | ||
+ | !colspan="2" rowspan="2"|<big>Primary Fire</big><br/><small><small>{{K|Attack}} Fire</small></small><br/><small><small>{{K|Break block}} Zoom In/Out</small></small><br/><small><small>{{K|Weapon bar switch}} Switch Firing Mode</small></small> | ||
+ | !style="border-left: solid 2px;"|Usage | ||
+ | |- | ||
+ | |style="text-align:center; border-left: solid 2px;"|''Increase amount of Missiles an <br/>entity can have loaded at any given time.<br/><br/>Amount added based on a<br/>Mass/Module ratio.'' | ||
|- | |- | ||
|colspan="2" style="text-align:center;" height="40px"| ''Single Dumb Fire Missile'' | |colspan="2" style="text-align:center;" height="40px"| ''Single Dumb Fire Missile'' | ||
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|style="text-align:center;"|17% | |style="text-align:center;"|17% | ||
|- | |- | ||
− | !EM (<span style="color: green">▲</span>) | + | !EM (<span style="color: grey">=</span>) |
+ | |style="text-align:center;"|33% | ||
+ | |- | ||
+ | !Heat (<span style="color: green">▲</span>) | ||
|style="text-align:center;"|50% | |style="text-align:center;"|50% | ||
− | |||
− | |||
− | |||
|- | |- | ||
!colspan="2" width="200px" height="30px"|<big>Slaving Effect</big> | !colspan="2" width="200px" height="30px"|<big>Slaving Effect</big> | ||
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|colspan="2" height="40px"| ''-Missiles can be shot down with [[Cannon Computer|cannons]]<br/>-Missiles have shields. Shield HP is proportional to damage<br/>-Missiles require ammo'' | |colspan="2" height="40px"| ''-Missiles can be shot down with [[Cannon Computer|cannons]]<br/>-Missiles have shields. Shield HP is proportional to damage<br/>-Missiles require ammo'' | ||
|} | |} | ||
+ | |||
==Related== | ==Related== | ||
{{Weapon Navigator}} | {{Weapon Navigator}} | ||
[[Category:Weapons]] [[Category:Ship]] | [[Category:Weapons]] [[Category:Ship]] |
Latest revision as of 17:43, 17 February 2024
Pieces of information on this page are out of date. If you would like to add/correct any data on this page press this link. |
Missile Computer | |
---|---|
Hit Points | 50 |
Reactor Hit Points | 0 |
Mass | 0.10 |
Luminosity | none |
Data Value (ID) | 38 |
Missile Computers are the main terminals for missile weapon systems. This system fires a dumb fire missile that can deal damage to multiple blocks at once. Connecting this computer to another weapon computer will grant various slaving abilities.
Contents
Item Description
"The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. 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 | ||||
Threns Capsule | x500 |
Missile Computer | x1 |
||
Crystal Composite | x500 |
Usage
- Main article: Weapon Systems
Weapon Stats | ||
---|---|---|
Stat | Value Per Module | Value |
Damage Output (Per Activation) | Increases | +100 |
Reload (In Seconds) | - | 2.00 |
Shots (Per Activation) | - | 1 |
Projectile Speed (In Meters per Seconds) | - | 450 |
Blast Radius (In Blocks) | - | 12 |
Range (In Meters) | - | 4,000 |
Power Consumption (Per Activation) | Increases | +1500.00 |
Primary Module | Supplementary Module | |
---|---|---|
Missile Tube | Missile Capacity Module | |
Connection Method | Connection Method | |
Select computer withC and connect with V |
Place anywhere on entity. | |
Primary Fire Left Click Fire Right Click Zoom In/Out Left Alt Switch Firing Mode |
Usage | |
Increase amount of Missiles an entity can have loaded at any given time. Amount added based on a Mass/Module ratio. | ||
Single Dumb Fire Missile | ||
Damage Percentages | ||
Kinetic (▼) | 17% | |
EM (=) | 33% | |
Heat (▲) | 50% | |
Slaving Effect | ||
Cannon | Fire Charge-able Shot | |
Missile | Fire powerful shield ignoring Propulsion-less Missile | |
Damage Beams | Fire Latch on Beam | |
Unique Property | ||
-Missiles can be shot down with cannons -Missiles have shields. Shield HP is proportional to damage -Missiles require ammo |