Difference between revisions of "Damage Pulse Module"
From StarMade Wiki
m (rollbackEdits.php mass rollback) |
(added notig) |
||
Line 1: | Line 1: | ||
+ | {{notig}} | ||
{{Stub}} | {{Stub}} | ||
{{infobox block/Damage_Pulse_Module}} | {{infobox block/Damage_Pulse_Module}} |
Latest revision as of 06:15, 28 July 2018
Damage Pulse Module is no longer in-game.
Information on this page is no longer relevant in-game documentation in current versions of StarMade. The page Damage Pulse Module is for historical purposes only. |
This page is currently a stub. Please help us out by expanding it. |
Damage Pulse Module | |
---|---|
Hit Points | 100 |
Reactor Hit Points | 0 |
Mass | 0.10 |
Luminosity | none |
Data Value (ID) | 417 |
The Damage Pulse Module, when used in conjunction with a Damage Pulse Computer, can create a basic but effective weapons system. The Damage Pulse fires an AOE field directly adjacent to the output point. Damage Pulses do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the pulse by finding the Damage Pulse Module you want to output the pulse, and pressing R on it.
Production
Production Info | |||||
---|---|---|---|---|---|
Produced in a | Standard Factory | ||||
Requires | To create | ||||
Fertikeen Capsule | x100 |
Damage Pulse Module | x1 |
||
Crystal Composite | x100 |