Difference between revisions of "Damage Beam Computer"

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|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;" | +10/+50
 
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|Tick Rate<span style="color: grey"><small> (Per Seconds)</small></span> ||style="text-align:center;"| -||style="text-align:center;" | 0.2
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|Tick Rate<span style="color: grey"><small> (Per Second)</small></span> ||style="text-align:center;"| -||style="text-align:center;" | 0.2
 
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|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;"| 1<span style="color: grey">.0</span>

Revision as of 15:59, 20 September 2016

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 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 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 +10/+50
Tick Rate (Per Second) - 0.2
Burst Time (In Seconds) - 1.0
Reload (In Seconds) - 5.0
Shots (Per Activation) - 1
Range (In Sector Lengths) - 0.5
Power Consumption (Per Tick/Per Activation) Increases +100.0/+500.0
Block Penetration (Based on Damage per Tick) Increases Below 1,000 Damage (or <100 Modules)
+2 (at 200 Dmg/Tick)
+1 (every 100 Dmg/Tick)
Above 1,000 Damage (or >100 Modules)
+2 (at 1,000 Dmg/Tick)
+1 (every 1,000 Dmg/Tick)
Above 10,000 Damage (or >1,000 Modules)
+2 (at 10,000 Dmg/Tick)
+1 (every 10,000 Dmg/Tick)
Above 100,000 Damage (or >10,000 Modules)
+2 (at 100,000 Dmg/Tick)
+1 (every 100,000 Dmg/Tick)
Above 1,000,000 Damage (or >100,000 Modules)
+2 (at 1,000,000 Dmg/Tick)
+1 (every 1,000,000 Dmg/Tick)
Primary Module
Damage Beam Module
Damage Beam Module.png
Primary Fire
Left Click Focus Fire
Right Click Unfocused Fire
Hit-Scan Burst Laser
System Properties
Slaving Effect Innate Effect
Increased Range Piercing
Unique Property
Tap Primary Fire: Pin point shot