Difference between revisions of "Damage Beam Computer"
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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. | ||
− | 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 | + | ==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) | and systems (cannon, beam, damage pulse, missile) | ||
to customize your weapon. | to customize your weapon. | ||
Line 16: | Line 17: | ||
you need to connect 1:1 in size. | you need to connect 1:1 in size. | ||
− | + | Press R to get in/out of the Computer." | |
{{production/Damage_Beam_Computer}} | {{production/Damage_Beam_Computer}} | ||
− | + | ==Usage== | |
+ | {{main|Weapon Systems}} | ||
+ | {|class="wikitable" style="float:right; margin-left: 10px;" | ||
+ | !colspan="3"|Weapon Stats | ||
+ | |- | ||
+ | !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 | ||
+ | |- | ||
+ | |Tick Rate<span style="color: grey"><small> (Per Seconds)</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">.00</span> | ||
+ | |- | ||
+ | |Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 5<span style="color: grey">.00</span> | ||
+ | |- | ||
+ | |Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 1 | ||
+ | |- | ||
+ | |Block Penetration||style="text-align:center;"|<span style="color: green">Increases</span>|| +2 <span style="color: grey"><small> (starts at 20 Modules)</small></span> <br/> +1 <span style="color: grey"><small> (every 10 Modules)</small></span> | ||
+ | |- | ||
+ | |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> (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">.00</span>/+500<span style="color: grey">.00</span> | ||
+ | |} | ||
+ | {| class="wikitable" | ||
+ | !colspan="2" width="200px" height="30px"|<big>Primary Module</big> | ||
+ | |- | ||
+ | !colspan="2" style="text-align:center;"| [[Damage Beam Module]] | ||
+ | |- | ||
+ | |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}} Mouse Fire</small></small><br/><small><small>{{K|Break block}} Bore Fire</small></small> | ||
+ | |- | ||
+ | |colspan="2" style="text-align:center;" height="40px"| ''Hit-Scan Burst Laser'' | ||
+ | |- | ||
+ | !colspan="2" width="200px" height="30px"|<big>System Properties</big> | ||
+ | |- | ||
+ | !Slaving Effect!! Innate Effect | ||
+ | |- | ||
+ | |style="text-align:center;" height="40px"| ''Increased Range'' ||style="text-align:center;"| ''[[Piercing Effect Computer|Piercing]]'' | ||
+ | |- | ||
+ | !colspan="2" style="text-align:center;"| Unique Property | ||
+ | |- | ||
+ | |colspan="2" style="text-align:center;" height="40px"| '''Tap Primary Fire''': Pin point shot | ||
+ | |} | ||
[[Category:Weapons]] [[Category:Ship]] | [[Category:Weapons]] [[Category:Ship]] |
Revision as of 22:46, 18 September 2016
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 a special slaving ability: Increased range of the master system.
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 | +10/+50 |
Tick Rate (Per Seconds) | - | 0.2 |
Burst Time (In Seconds) | - | 1.00 |
Reload (In Seconds) | - | 5.00 |
Shots (Per Activation) | - | 1 |
Block Penetration | Increases | +2 (starts at 20 Modules) +1 (every 10 Modules) |
Range (In Sector Lengths) | - | 0.5 |
Power Consumption (Per Tick/Per Activation) | Increases | +100.00/+500.00 |
Primary Module | |
---|---|
Damage Beam Module | |
Primary Fire Left Click Mouse Fire Right Click Bore Fire | |
Hit-Scan Burst Laser | |
System Properties | |
Slaving Effect | Innate Effect |
Increased Range | Piercing |
Unique Property | |
Tap Primary Fire: Pin point shot |