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− | {{WIP}} | + | {{Stub}} |
− | {{infobox block | + | {{infobox block/Cannon_Computer}} |
− | |type=Cannon Computer
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− | |hp=50
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− | |armor=0%
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− | |ahp=0
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− | |shp=75
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− | |mass=0.1
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− | |light=no
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− | |dv=6
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− | }} | |
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− | The '''Cannon Computer''' is one of the four main weapons systems in StarMade and is the only weapon system provided to all new players who start the game. | + | The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. This controller can be connected to other weapons |
| + | and systems (cannon, beam, damage pulse, missile) |
| + | to customize your weapon. |
| | | |
− | ==Item Description==
| + | 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. |
| | | |
− | The '''Cannon Computer''' is required for creating functioning Cannon systems.
| + | 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. |
| | | |
− | It is capable of controlling any amount of [[Cannon Barrel|Cannon Barrels]], although using multiple groups imparts a 10% power consumption penalty for each group beyond the first. Once placed, you can select/deselect it with {{K|Select module}}, and link [[Cannon Barrel|Cannon Barrels]] using {{K|Connect module}} while it is selected and you are looking at a [[Cannon Barrel]].
| + | Note that for the full effect, |
| + | you need to connect 1:1 in size. |
| | | |
− | Press {{K|Activate module}} to get in/out of the Computer." | + | Press R to get in/out of the Computer. |
| | | |
− | ==Manufacturing==
| + | {{production/Cannon_Computer}} |
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− | {{mfg
| + | [[Category:Weapons]] [[Category:Ship]] |
− | |type=factory
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− | |using=Standard Factory
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− | |ic1=500
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− | |ic2=1000
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− | |it1=Hylat Capsule
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− | |it2=Crystal Composite
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− | |oc1=1
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− | |ot1=Cannon Computer
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− | }}
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− | | |
− | ==Usage==
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− | :''Main article: [[Weapon Systems]]''
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− | | |
− | The unslaved cannon is the most simple and straight forward weapon system in the game. When linked with [[Cannon Barrels|Cannon Barrel]], it will fire one projectile per reload. In many ways it is comparable to a semi-automatic rifle. All Cannon variations require the user to lead their target as the projectile does not hit instantaneously like [[Damage Beam Computer|Damage Beams]]. Unlike [[Damage Beam Computer|Damage Beams]], the Cannons offer more range and an overall better damage per block ratio.
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− | | |
− | As of version 0.19282<ref>http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding</ref>, Cannons' projectiles can destroy multiple blocks.
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− | | |
− | ==Weapon Slaves==
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− | === Machine Gun ===
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− | {| class="floatright" style="width: 21.5em;"
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− | |-
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− | | '''Slave:''' [[Cannon Computer|Cannon]]
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− | |-
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− | | '''PROS:'''
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− | * Extremely versatile
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− | * Requires fewer Power Capacitors
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− | |-
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− | | '''CONS:'''
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− | * Its low damage per shot may fail to overcome high shield regenerations
| |
− | |}
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− | | |
− | This combination is one of the most popular in the game. It fares well against armor, shields and systems alike and requires very few [[Power Capacitor|Power Capacitors]] to boot thanks to its low power consumption per shot.
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− | | |
− | ====Notable Uses====
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− | * All-purpose<br>
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− | Often combined with a [[Punch Through Effect Computer|Punch-Through]] effect or more rarely with an [[Overdrive Effect Computer|Overdrive]] effect, this is your typical all-purpose weapon. They are sometimes found in groups of 891/891/891 or 443/443/443 (depending on whether you use Punch-Through or Overdrive) to destroy one [[Advanced Armor Block]] with full passives per shot.
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− | * Shield-Nullifier<br>
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− | High firerates help keeping an opponent's shields depleted, leaving its hull vulnerable. This is even more pronounced if combined with a [[Ion Effect Computer|Ion]] effect.
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− | * Momentum Guns<br>
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− | Combined with a [[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] or [[Stop Effect Computer|Stop]] effect, the Machine gun affects the target's movement at the expense of overall weapon damage.It's an effective means of position enemies where you want them(i.e pulling them in to get a better shot, pushing them away, or holding them in space).
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− | * Anti-missile system<br>
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− | Cannons are the only weapon able to hit missiles and missiles are always destroyed in one shot, hence small fast firing cannons are often used as anti-missile system.
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− | * Flak Gun:<br>
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− | AI turrets that feature Cannon+Cannon systems can completely fill the skies with projectiles and is a good way of pressuring your enemy.
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− | | |
− | ===Shotgun===
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− | {| class="floatright" style="width: 21.5em;"
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− | |-
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− | | '''Slave:''' [[Missile Computer|Missile]]
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− | |-
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− | | '''PROS:'''
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− | * Capable of hitting multiple targets at once
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− | |-
| |
− | | '''CONS:'''
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− | * Extremely poor accuracy unless at point blank range
| |
− | |}
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− | | |
− | | |
− | One of the most unique weapon combinations, the Shotgun allows the cannon to damage more than one block at a time. Increasing the amount of Missile tubes connected to the slave will increase the amount of projectiles fired from a single grouping. At a 1:1 Master/Slave ratio the cannon will fire 10 bullets from every grouping although unfortunately more projectiles comes at the cost of damage per bullet. Current game limitations prevent shot spreads from being truly random thus making every bullet fly in the same pattern/direction.
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− | At the present (Alpha Version 0.19174), the Shotgun is only useful in highly specialized weapon configurations.
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− | | |
− | ====Notable Uses====
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− | * Flak Cannon<br>
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− | In large enough groupings, Shotgun arrays can fill the entire screen with bullets. They are sometimes used as an auxiliary anti-missile system.
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− | ----
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− | === Sniper Cannon ===
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− | {| class="floatright" style="width: 21.5em;"
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− | |-
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− | | '''Slave:''' [[Damage Beam Computer|Damage Beam]]
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− | |-
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− | | '''PROS:'''
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− | * Second longest range in the game
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− | * Faster Bullets
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− | * Moderately high damage per shot
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− | |-
| |
− | | '''CONS:'''
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− | * Difficult to aim at longer distances
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− | * High energy usage
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− | |}
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− | | |
− | Depending on the server size and ai accuracy settings you're playing with, the range boost can be negligible or an interesting asset. The increased projectile speed however is always useful and the moderate damage per shot increase nicely complements the Cannon slave version. Unfortunately, it is impossible to really benefit from the increased range when firing these weapons manually so it will often be left to turrets and other AI controlled weapons.
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− | | |
− | ====Notable Uses====
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− | | |
− | * Piercing cannon<br>
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− | While a Cannon slave is usually more efficient (since it requires fewer capacitors), the increased damage per shot of this combination makes it interesting to pierce through what could otherwise be near impenetrable defenses (like multiple layers of [[Advanced Armor Block|Advanced Armor]] or very high shield regeneration rates). It is especially efficient when paired with either [[Punch Through Effect Computer|Punch-Through]], partial or total [[Ion Effect Computer|Ion]] or even [[Piercing Effect Computer|Piercing]] effects depending on what kind of defenses you plan to overcome.
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− | * (AI only) Detection system<br>
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− | As of Alpha Version 0.19174, The AI's ability to detect a enemy is completely dependent on the range of its weapons. Even with the smallest possible configuration a 1:1 Sniper system will allow the AI to "see" targets coming at the maximum range the game allows.
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− | | |
− | ----
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− | | |
− | === Siege Cannon ===
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− | {| class="floatright" style="width: 21.5em;"
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− | |-
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− | | '''Slave:''' [[Damage Pulse Computer|Damage Pulse]]
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− | |-
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− | | '''PROS:'''
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− | * High damage per shot
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− | |-
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− | | '''CONS:'''
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− | * Requires a lot of Power Capacitors
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− | * Long reload time
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− | |}
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− | | |
− | This combination suffers from the comparison with either the Sniper Cannon for low power capacity ships, or other power-hungry weapons like Smart Missiles for low power regeneration ships. It can however deal massive damage assuming you can reliably hit your target and may help deplete large shield pools.
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− | | |
− | ====Notable Uses====
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− | | |
− | * Heavy Anti-Shield Cannon<br>
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− | Due to shields being a single entity a High damage cannon system can help deplete large portions of it.
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− | | |
− | ==Trivia==
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− | * Currently the Cannon is the only weapon in the game whose projectile changes in size to represent its damage output.
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− | * Despite what one might think, Machine Gun system's(Cannon+Cannon) rapid fire speed can not be fully replicated via a logic clock.
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− | * Prior to the Weapon update (Alpha Version 0.15), The Cannon (Formerly called "Anti-Matter Cannon") was extremely over powered. Adding more weapon modules increased virtually all stats (Damage, Range, Rate of fire). Massive groups were capable of firing faster than 1:1 Cannon+Cannon combos, Had ranges of multiple sectors, and each bullet doing thousands of points of damage.
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− | | |
− | ==References==
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− | <references/>
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Cannon Computer |
---|
|
Hit Points | 50 |
Volume | 0.1 |
Reactor Hit Points | 0 |
Mass | 0.1 |
Luminosity | none |
Data Value (ID) | 6 |
The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. 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