Difference between revisions of "Damage Beam Computer"

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(minor grammar tweaks)
(Usage: adjusted damage type share according to in game information)
 
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{{infobox block/Damage_Beam_Computer}}
 
{{infobox block/Damage_Beam_Computer}}
'''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 a special slaving ability: Increased range of the master system.   
+
'''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.   
  
 
==Item Description==
 
==Item Description==
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!Stat !! Value Per Module !! Value
 
!Stat !! Value Per Module !! Value
 
|-
 
|-
|Damage Output <span style="color: grey"><small>(Per Tick/Per Second)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;" | +10/+50
+
|Damage Output <span style="color: grey"><small>(Per Tick/Per Second)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;" | +15/+75
 
|-
 
|-
 
|Tick Rate<span style="color: grey"><small> (Per Second)</small></span> ||style="text-align:center;"| -||style="text-align:center;" | 0.2
 
|Tick Rate<span style="color: grey"><small> (Per Second)</small></span> ||style="text-align:center;"| -||style="text-align:center;" | 0.2
 
|-
 
|-
|Burst Time<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 1<span style="color: grey">.0</span>
+
|Burst Time<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 5<span style="color: grey">.0</span>
 
|-
 
|-
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 5<span style="color: grey">.0</span>
+
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 10<span style="color: grey">.0</span>
 
|-
 
|-
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 1
+
|Range<span style="color: grey"><small> (In Meters)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 4,000
 
|-
 
|-
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 0.5
+
|Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| +5<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Per Tick/Per Activation)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| +100<span style="color: grey">.0</span>/+500<span style="color: grey">.0</span>
+
|Power Consumption<span style="color: grey"><small> (Charging)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| +25<span style="color: grey">.0</span>
|-
 
|Block Penetration <span style="color: grey"><small> (Based on Damage per Tick)</small></span>||style="text-align:center;"|<span style="color: green">Increases</span>||Below 1,000 Damage (or <100 Modules)<br/> +2 <span style="color: grey"><small> (at 200 Dmg/Tick)</small></span> <br/> +1 <span style="color: grey"><small> (every 100 Dmg/Tick)</small></span><br/>Above 1,000 Damage (or >100 Modules)<br/> +2 <span style="color: grey"><small> (at 1,000 Dmg/Tick)</small></span> <br/> +1 <span style="color: grey"><small> (every 1,000 Dmg/Tick)</small></span><br/>Above 10,000 Damage (or >1,000 Modules)<br/> +2 <span style="color: grey"><small> (at 10,000 Dmg/Tick)</small></span> <br/> +1 <span style="color: grey"><small> (every 10,000 Dmg/Tick)</small></span><br/>Above 100,000 Damage (or >10,000 Modules)<br/> +2 <span style="color: grey"><small> (at 100,000 Dmg/Tick)</small></span> <br/> +1 <span style="color: grey"><small> (every 100,000 Dmg/Tick)</small></span><br/>Above 1,000,000 Damage (or >100,000 Modules)<br/> +2 <span style="color: grey"><small> (at 1,000,000 Dmg/Tick)</small></span> <br/> +1 <span style="color: grey"><small> (every 1,000,000 Dmg/Tick)</small></span>
 
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
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|colspan="2" style="text-align:center;"|[[File:Damage Beam Module.png|link=Damage Beam Module| 150px]]
 
|colspan="2" style="text-align:center;"|[[File:Damage Beam Module.png|link=Damage Beam Module| 150px]]
 
|-
 
|-
!colspan="2" |<big>Primary Fire</big><br/><small><small>{{K|Attack}} Focus Fire</small></small><br/><small><small>{{K|Break block}} Unfocused Fire</small></small>
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!colspan="2"|Connection Method
 +
|-
 +
|style="text-align:center;" colspan="2"|<small>Select computer with{{k|select module}}<br/> and connect with {{K|cancel ship movement}}</small>
 +
|-
 +
!colspan="2" style="border-top: solid 2px;"|<big>Primary Fire</big><br/><small><small>{{K|Attack}} Fire</small></small><br/><small><small>{{K|Break block}} Zoom In/Out</small></small>
 
|-
 
|-
 
|colspan="2" style="text-align:center;" height="40px"| ''Hit-Scan Burst Laser''
 
|colspan="2" style="text-align:center;" height="40px"| ''Hit-Scan Burst Laser''
 
|-
 
|-
!colspan="2" width="200px" height="30px"|<big>System Properties</big>
+
!colspan="2" width="200px" height="30px"|<big>Damage Percentages</big>
 
|-
 
|-
!Slaving Effect!! Innate Effect
+
!Kinetic (<span style="color: red">▼</span>)
 +
|style="text-align:center;"|17%
 
|-
 
|-
|style="text-align:center;" height="40px"| ''Increased Range'' ||style="text-align:center;"| ''[[Piercing Effect Computer|Piercing]]''
+
!EM (<span style="color: green">▲</span>)
 +
|style="text-align:center;"|50%
 +
|-
 +
!Heat (<span style="color: grey">=</span>)
 +
|style="text-align:center;"|33%
 +
|-
 +
!colspan="2" width="200px" height="30px"|<big>Slaving Effect</big>
 +
|-
 +
![[Cannon Computer|Cannon]]
 +
| ''Fire Long Range, High Penetration,<br/> High Recoil Shot''
 +
|-
 +
![[Missile Computer|Missile]]
 +
|''Fire Lock-On Missiles''
 +
|-
 +
![[Damage Beam Computer|Damage Beams]]
 +
|''Fire Powerful Charged Death Beam <br/><span style="color: grey"><small> (with negative consequences)</small></span>''
 
|-
 
|-
 
!colspan="2" style="text-align:center;"| Unique Property
 
!colspan="2" style="text-align:center;"| Unique Property
 
|-
 
|-
|colspan="2" style="text-align:center;" height="40px"| '''Tap Primary Fire''': Pin point shot
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|colspan="2" style="text-align:center;" height="40px"| Damage drops off greatly at >400m
 
|}
 
|}
 +
 +
==Related==
 +
{{Weapon Navigator}}
 
[[Category:Weapons]] [[Category:Ship]]
 
[[Category:Weapons]] [[Category:Ship]]

Latest revision as of 17:44, 17 February 2024

Damage Beam Computer
Damage Beam Computer.png
Hit Points50
Reactor Hit Points0
Mass0.10
Luminositynone
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.

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 Standard Factory.png
RequiresTo create
Zercaner Capsule
x500
Zercaner Capsule.png Damage Beam Computer
x1
Damage Beam Computer.png
Crystal Composite
x500
Crystal Composite.png

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
Damage Beam Module.png
Connection Method
Select computer withC
and connect with V
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Hit-Scan Burst Laser
Damage Percentages
Kinetic () 17%
EM () 50%
Heat (=) 33%
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

Related

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