Damage Pulse Computer

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Revision as of 12:31, 29 June 2017 by Master chief 150 (talk | contribs) (Added link to Damage Pulse Module, as well as mentioning what the module the computer connects to.)

Damage Pulse Computer
Damage Pulse Computer.png
Hit Points50
Reactor Hit Points0
Mass0.10
Luminositynone
Data Value (ID)416

Damage Pulse Computers are the main terminal for Damage Pulse weapon systems. This system fires a short ranged area-of-effect bubble that can damage blocks beneath the outer shell of a ship. Connecting this computer to another weapon computer will grant a special slaving ability: Increased damage of the master system. Damage Pulse Computers are connected to Damage Pulse Modules.

Item Description

"The Damage Pulse Computer is required for creating functioning Damage Pulse systems. It is capable of controlling any amount of Damage Pulse Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Pulse Modules using V while it is selected and you are looking at a Damage Pulse Modules. 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
Fertikeen Capsule
x500
Fertikeen Capsule.png Damage Pulse Computer
x1
Damage Pulse 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 +100
Reload (In Seconds) - 10.00
Shots (Per Activation) - 1
Range (In Meters) - 10
Power Consumption (Per Activation) Increases +500.00
Primary Module
Damage Pulse Module
Damage Pulse Module.png
Primary Fire
Left Click
Short Ranged Area-of-Effect Bubble
System Properties
Slaving Effect Innate Effect
Increased
Damage
N/A
Unique Property
Bubble moves with entity