Difference between revisions of "Cannon Computer"

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|Range<span style="color: grey"><small> (In Meters)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 4,000<span style="color: grey">.0</span>
 
|Range<span style="color: grey"><small> (In Meters)</small></span> ||style="text-align:center;"| - ||style="text-align:center;"| 4,000<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||style="text-align:center;"|<span style="color: green">Increases</span> ||style="text-align:center;"| +3<span style="color: grey">.0</span>
+
|Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| +3<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Charging)</small></span> ||style="text-align:center;"|<span style="color: green">Increases</span> ||style="text-align:center;"| +20<span style="color: grey">.0</span>
+
|Power Consumption<span style="color: grey"><small> (Charging)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| +20<span style="color: grey">.0</span>
 
|-
 
|-
 
|Block Penetration<span style="color: grey"><small> (Based on Damage/Module count)</small></span>||style="text-align:center;"|<span style="color: green">Increases</span>|| 2 <span style="color: grey"><small> (Default)</small></span><br/>3 <span style="color: grey"><small> (At 60 Dmg/3 Modules)</small></span><br/>4 <span style="color: grey"><small> (at 200 Dmg/10 Modules)</small></span><br/>5 <span style="color: grey"><small> (at 500 Dmg/25 Modules)</small></span><br/>6 <span style="color: grey"><small> (at 1,020 Dmg/51 Modules)</small></span><br/>7 <span style="color: grey"><small> (at 1,800 Dmg/90 Modules)</small></span><br/>8 <span style="color: grey"><small> (at 2,900 Dmg/ 145 Modules)</small></span><br/>9 <span style="color: grey"><small> (at 4,340 Dmg/217 Modules)</small></span><br/>10 <span style="color: grey"><small> (at 6,220 Dmg/311 Modules)</small></span><br/>11 <span style="color: grey"><small> (at 8,540 Dmg/427 Modules)</small></span><br/>12 <span style="color: grey"><small> (at 11,360 Dmg/568 Modules)</small></span><br/>13 <span style="color: grey"><small> (at 14,720 Dmg/736 Modules)</small></span><br/>14 <span style="color: grey"><small> (at 18,680 Dmg/934 Modules)</small></span><br/>15 <span style="color: grey"><small> (at 23,260 Dmg/1,163 Modules)</small></span><br/>
 
|Block Penetration<span style="color: grey"><small> (Based on Damage/Module count)</small></span>||style="text-align:center;"|<span style="color: green">Increases</span>|| 2 <span style="color: grey"><small> (Default)</small></span><br/>3 <span style="color: grey"><small> (At 60 Dmg/3 Modules)</small></span><br/>4 <span style="color: grey"><small> (at 200 Dmg/10 Modules)</small></span><br/>5 <span style="color: grey"><small> (at 500 Dmg/25 Modules)</small></span><br/>6 <span style="color: grey"><small> (at 1,020 Dmg/51 Modules)</small></span><br/>7 <span style="color: grey"><small> (at 1,800 Dmg/90 Modules)</small></span><br/>8 <span style="color: grey"><small> (at 2,900 Dmg/ 145 Modules)</small></span><br/>9 <span style="color: grey"><small> (at 4,340 Dmg/217 Modules)</small></span><br/>10 <span style="color: grey"><small> (at 6,220 Dmg/311 Modules)</small></span><br/>11 <span style="color: grey"><small> (at 8,540 Dmg/427 Modules)</small></span><br/>12 <span style="color: grey"><small> (at 11,360 Dmg/568 Modules)</small></span><br/>13 <span style="color: grey"><small> (at 14,720 Dmg/736 Modules)</small></span><br/>14 <span style="color: grey"><small> (at 18,680 Dmg/934 Modules)</small></span><br/>15 <span style="color: grey"><small> (at 23,260 Dmg/1,163 Modules)</small></span><br/>
Line 98: Line 98:
 
|Damage Output <span style="color: grey"><small>(Per Activation)</small></span> ||style="text-align:center;"| <span style="color: red">Decreases</span> ||style="text-align:center;"| x1 ||style="text-align:center;"| x0.2
 
|Damage Output <span style="color: grey"><small>(Per Activation)</small></span> ||style="text-align:center;"| <span style="color: red">Decreases</span> ||style="text-align:center;"| x1 ||style="text-align:center;"| x0.2
 
|-
 
|-
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: red">Decreases</span> || style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|0.1
+
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: green">Decreases</span> || style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|0.1
 
|-
 
|-
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1
Line 106: Line 106:
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1<span style="color: grey">.0</span>
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: red">Decreases</span> ||style="text-align:center;"| x1 ||style="text-align:center;"| x0.2
+
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: green">Decreases</span> ||style="text-align:center;"| x1 ||style="text-align:center;"| x0.2
 
|-
 
|-
 
|Block Penetration<span style="color: grey"><small> (Based on Percent Ratio, Tier)</small></span>||style="text-align:center;"|<span style="color: red">Decreases</span>||colspan="2" style="text-align:right;"| -Latest Tier<span style="color: grey"><small> (starts at 11.2% ratio)</small></span> <br/> -Next Tier <span style="color: grey"><small> (at 39.4% ratio, 53.1% ratio,<br/> 63.6% ratio, 72.5% ratio,<br/> 80.3% ratio, 87.4% ratio,<br/> 94.0% ratio,)</small></span>
 
|Block Penetration<span style="color: grey"><small> (Based on Percent Ratio, Tier)</small></span>||style="text-align:center;"|<span style="color: red">Decreases</span>||colspan="2" style="text-align:right;"| -Latest Tier<span style="color: grey"><small> (starts at 11.2% ratio)</small></span> <br/> -Next Tier <span style="color: grey"><small> (at 39.4% ratio, 53.1% ratio,<br/> 63.6% ratio, 72.5% ratio,<br/> 80.3% ratio, 87.4% ratio,<br/> 94.0% ratio,)</small></span>
Line 139: Line 139:
 
|Total Damage Output <span style="color: grey"><small>(Per Activation)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x4
 
|Total Damage Output <span style="color: grey"><small>(Per Activation)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x4
 
|-
 
|-
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: green">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|2<span style="color: grey">.0</span>
+
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: red">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|2<span style="color: grey">.0</span>
 
|-
 
|-
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span>  ||style="text-align:center;"| 1||style="text-align:center;"|10
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span>  ||style="text-align:center;"| 1||style="text-align:center;"|10
Line 147: Line 147:
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1<span style="color: grey">.0</span>
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x4
+
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x4
 
|-
 
|-
 
|Block Penetration<span style="color: grey"><small> (Based on Damage)</small></span>||style="text-align:center;"|<span style="color: green">Increases</span>||colspan="2" style="text-align:center;"| <small><span style="color: grey">''Based on Weapon Array's <br/>Total Damage Output.<br/>Compounds with<br/> Master system's Damage''</span></small>
 
|Block Penetration<span style="color: grey"><small> (Based on Damage)</small></span>||style="text-align:center;"|<span style="color: green">Increases</span>||colspan="2" style="text-align:center;"| <small><span style="color: grey">''Based on Weapon Array's <br/>Total Damage Output.<br/>Compounds with<br/> Master system's Damage''</span></small>
Line 178: Line 178:
 
|Damage Output <span style="color: grey"><small>(Per Projectile)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x8
 
|Damage Output <span style="color: grey"><small>(Per Projectile)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x8
 
|-
 
|-
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: green">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|4<span style="color: grey">.0</span>
+
|Reload<span style="color: grey"><small> (In Seconds)</small></span> ||style="text-align:center;"|  <span style="color: red">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|4<span style="color: grey">.0</span>
 
|-
 
|-
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1
 
|Shots<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"| - ||colspan="2" style="text-align:center;"| 1
Line 186: Line 186:
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|3<span style="color: grey">.0</span>
 
|Range<span style="color: grey"><small> (In Sector Lengths)</small></span> ||style="text-align:center;"| <span style="color: green">Increases</span> ||style="text-align:center;"| 1<span style="color: grey">.0</span>||style="text-align:center;"|3<span style="color: grey">.0</span>
 
|-
 
|-
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: green">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x8
+
|Power Consumption<span style="color: grey"><small> (Per Activation)</small></span> ||style="text-align:center;"|<span style="color: red">Increases</span> ||style="text-align:center;"| x1||style="text-align:center;"|x8
 
|-
 
|-
 
|Block Penetration<span style="color: grey"><small> (Based on Damage)</small></span>||style="text-align:center;"| <span style="color: green">Increases</span>||colspan="2" style="text-align:center;"| <small><span style="color: grey">''Compounds with<br/> Master system's Damage''</span></small>
 
|Block Penetration<span style="color: grey"><small> (Based on Damage)</small></span>||style="text-align:center;"| <span style="color: green">Increases</span>||colspan="2" style="text-align:center;"| <small><span style="color: grey">''Compounds with<br/> Master system's Damage''</span></small>

Latest revision as of 06:54, 27 October 2018

Cannon Computer
Cannon Computer.png
Hit Points50
Volume0.1
Reactor Hit Points0
Mass0.1
Luminositynone
Data Value (ID)6

Cannon Computers are the main terminals for Cannon weapon systems. Cannons fire a single but powerful projectile and are the first weapon system that players have access to upon starting the game. Connecting this computer to another weapon computer will grant different slaving abilities.

Item Description

"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

Production Info
Produced in a Standard Factory Standard Factory.png
RequiresTo create
Hylat Capsule
x500
Hylat Capsule.png Cannon Computer
x1
Cannon Computer.png
Crystal Composite
x500
Crystal Composite.png

Usage

Main article: Weapon Systems
Weapon Stats
Stat Value Per Module Value
Damage Output (Per Activation) Increases +20
Reload (In Seconds) - 1.0
Projectile Speed (In Meters per Second) - 1875.0
Range (In Meters) - 4,000.0
Power Consumption (Resting) Increases +3.0
Power Consumption (Charging) Increases +20.0
Block Penetration (Based on Damage/Module count) Increases 2 (Default)
3 (At 60 Dmg/3 Modules)
4 (at 200 Dmg/10 Modules)
5 (at 500 Dmg/25 Modules)
6 (at 1,020 Dmg/51 Modules)
7 (at 1,800 Dmg/90 Modules)
8 (at 2,900 Dmg/ 145 Modules)
9 (at 4,340 Dmg/217 Modules)
10 (at 6,220 Dmg/311 Modules)
11 (at 8,540 Dmg/427 Modules)
12 (at 11,360 Dmg/568 Modules)
13 (at 14,720 Dmg/736 Modules)
14 (at 18,680 Dmg/934 Modules)
15 (at 23,260 Dmg/1,163 Modules)
Primary Module
Cannon Barrel
Cannon Barrel.png
Connection Method
Select computer withC
and connect with V
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Left Alt Switch Firing Mode
Semi-Automatic Projectile
Damage Percentages
Kinetic () 50%
EM (=) 33%
Heat () 17%
Slaving Effect
Cannon Increased Rate of Fire
Missile Fire Heat-Seeking Missiles
Damage Beams Fire Continuous Beams
Unique Property
-Can shoot down missiles
-AoE damage dependent on the X and Y
dimensions of an array

Weapon Slaving

Machine Gun

Weapon Stats
Stat Value Based on
Increased Ratio
Min/Max Value
Damage Output (Per Activation) Decreases x1 x0.2
Reload (In Seconds) Decreases 1.0 0.1
Shots (Per Activation) - 1
Projectile Speed (In Meters per Second) - 937.5
Range (In Sector Lengths) - 1.0
Power Consumption (Per Activation) Decreases x1 x0.2
Block Penetration (Based on Percent Ratio, Tier) Decreases -Latest Tier (starts at 11.2% ratio)
-Next Tier (at 39.4% ratio, 53.1% ratio,
63.6% ratio, 72.5% ratio,
80.3% ratio, 87.4% ratio,
94.0% ratio,)
Slaved Computer
Cannon Computer
Cannon Computer.png
Connection Method
Select primary computer withC
and connect with V
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Left Alt Switch Firing Mode
Automatic Rapid Fire Projectiles
Unique Property
-Can shoot down missiles
-AoE damage dependent on the X and Y
dimensions of an array

Charge Shot

Weapon Stats
Stat Value Based on
Increased Ratio
Min/Max Value
Damage Output (Per Projectile) Decreases x1 x0.4
Total Damage Output (Per Activation) Increases x1 x4
Reload (In Seconds) Increases 1.0 2.0
Shots (Per Activation) Increases 1 10
Projectile Speed (In Meters per Second) - 937.5
Range (In Sector Lengths) - 1.0
Power Consumption (Per Activation) Increases x1 x4
Block Penetration (Based on Damage) Increases Based on Weapon Array's
Total Damage Output.
Compounds with
Master system's Damage
Slaved Computer
Missile Computer
Missile Computer.png
Connection Method
Select primary computer withC
and connect with V
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Left Alt Switch Firing Mode
Charge-able Projectile
Unique Property
-Can shoot down missiles
-AoE damage dependent on the X and Y
dimensions of an array

Sniper Rifle

Weapon Stats
Stat Value Based on
Increased Ratio
Min/Max Value
Damage Output (Per Projectile) Increases x1 x8
Reload (In Seconds) Increases 1.0 4.0
Shots (Per Activation) - 1
Projectile Speed (In Meters per Second) Increases 937.5 1875
Range (In Sector Lengths) Increases 1.0 3.0
Power Consumption (Per Activation) Increases x1 x8
Block Penetration (Based on Damage) Increases Compounds with
Master system's Damage
Slaved Computer
Damage Beam Computer
Damage Beam Computer.png
Connection Method
Select primary computer withC
and connect with V
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Left Alt Switch Firing Mode
Single Long-Range Projectile
Unique Property
-Can shoot down missiles
-AoE damage dependent on the X and Y
dimensions of an array

Related

Weapons
Cannon ComputerCannon Computer.pngCannon BarrelCannon Barrel.pngDamage Beam ComputerDamage Beam Computer.pngDamage Beam ModuleDamage Beam Module.pngMissile ComputerMissile Computer.pngMissile TubeMissile Tube.pngMissile Capacity ModuleMissile Capacity Module.pngWarheadWarhead.png
Effects EM Effect ComputerEM Effect Computer.pngEM EffectEM Effect.pngHeat Effect ComputerHeat Effect Computer.pngHeat EffectHeat Effect.pngKinetic Effect ComputerKinetic Effect Computer.pngKinetic EffectKinetic Effect.png
Mines Allied AI Mine-ModuleAllied AI Mine-Module.pngCannon Type Mine-ModuleCannon Type Mine-Module.pngMine CoreMine Core.pngMine LayerMine Layer.pngMissile Type Mine-ModuleMissile Type Mine-Module.pngPersonal AI Mine-ModulePersonal AI Mine-Module.pngProximity Type Mine-ModuleProximity Type Mine-Module.pngStealth Mine-ModuleStealth Mine-Module.pngStrength Mine-ModuleStrength Mine-Module.png