Weapons
This article is a work-in-progress. Edits are welcome, however please keep in mind that they may be overwritten or removed if they are not in line with the intention of the article. |
Contents
Overview
Each weapon system consists of a computer linked to at least 1 module of the same type (Cannon Computer with Cannon Barrel, etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.
In each group, one block is defined as the "output": the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing R. The text which appears while aiming at a block will read "[R]: Make Output (CURRENT)" if that block is the current output for its group, and "[R]: Make Output" otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).
Coloring
The projectile or effect color of any weapon can be altered by linking the primary weapon computer to any light emitting block.
Primary Weapons
System | Effect |
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Cannons |
Fires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.
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Missiles |
Fires a relatively fast moving dumb fire missile. Deals Heat damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load.
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Damage Beam |
Fires an instantaneous laser beam that deals damage over time. Deals tremendous EM (Electromagnetic) damage and is great at dropping shields.
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Mines
System | Effect |
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Mine Layer |
Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding Right Click.
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Other
System | Effect |
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Warhead |
Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes.
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Weapon Linking
The properties of a weapon system can be modified by linking to other weapon systems or effects. Each weapon may only support 1 secondary and 1 tertiary system at a time.
In linked weapon setups, the primary system is commonly referred to as the "master", with secondary and tertiary systems being termed "slaves". Only weapon systems can be used as secondary systems, not support tool systems. Secondary systems provide the bulk of statistic alterations, affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.
Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).
The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.
Weapon systems can also have effects linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, Increasing the penetration power of the weapon.
Master/Slave Chart
Primary | Secondary | ||
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Cannons |
Missiles |
Damage Beam | |
Cannons |
Machine Gun +Increased Rate of fire +Decreased reload +Decreased Power usage -Decreased Damage per bullet |
Charge Shot +Can be charged +Increased Damage -Increased Power usage -Increased Reload |
Sniper +Increased Damage +Increased Projectile Speed +Increased Penetration -Increased Power usage -Increased Recoil -Decreased Rate of fire |
Missiles |
Heat Seeker Swarm +Increased Missiles per shot -Decreased Projectile speed -Missiles are indiscriminate |
Nuke +Increased Damage +Ignores Shields -Increased Power usage -Increased Reload -Propulsion-less -Takes time to arm |
Homing +Increased Damage +Increased Projectile Speed +Can lock-on to targets -Increased Power usage -Increased Reload |
Damage Beams |
Pulse Beam +Increased Rate of fire +Decreased reload -Decreased Damage -No Latch on |
Lock on Beam +Increased Damage +Locks on +Increased Burst time -Increased Reload -Increased Power usage |
Death Beam +Increased Damage +Increased Burst time -Must be charged to use -Stops shields regenerating while charging -Increased Power usage -Increased Reload -No latch on |
Effects
A tertiary system is an effect computer slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found.
System | Effect |
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Kinetic |
Increases the amount of Kinetic damage a weapon system deals to a target. |
EM (Electromagnetic) |
Increases the amount of EM damage a weapon system deals to a target. |
Heat |
Increases the amount of Heat damage a weapon system deals to a target. |
Related
Game Mechanics |
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Build Mode • Credit • Defense Systems • Docking/Rails • Doors • Effects • Faction • Fleets • Flight Mode • Linking • Logic Signals • Map • Player • Player Items • Production • Propulsion Systems • Reactors • Reactor Chambers • Resources • Shipyards • Shops • Space Station • Support Tool Systems • Trade Network • Warp Gate • Weapons |