Missile Computer

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Missile Computer
Missile Computer.png
Hit Points50
Reactor Hit Points0
Mass0.10
Luminositynone
Data Value (ID)38

Missile Computers are the main terminals for missile weapon systems. This system fires a dumb fire missile that can deal damage to multiple blocks at once. Connecting this computer to another weapon computer will grant various slaving abilities.

Item Description

"The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. 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
Threns Capsule
x500
Threns Capsule.png Missile Computer
x1
Missile 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) - 2.00
Shots (Per Activation) - 1
Projectile Speed (In Meters per Seconds) - 450
Blast Radius (In Blocks) - 12
Range (In Meters) - 4,000
Power Consumption (Per Activation) Increases +1500.00
Primary Module Supplementary Module
Missile Tube Missile Capacity Module
Missile Tube.png Missile Capacity Module.png
Connection Method Connection Method
Select computer withC
and connect with V
Place anywhere on entity.
Primary Fire
Left Click Fire
Right Click Zoom In/Out
Left Alt Switch Firing Mode
Usage
Increase amount of Missiles an
entity can have loaded at any given time.

Amount added based on a
Mass/Module ratio.
Single Dumb Fire Missile
Damage Percentages
Kinetic () 17%
EM (=) 33%
Heat () 50%
Slaving Effect
Cannon Fire Charge-able Shot
Missile Fire powerful shield ignoring
Propulsion-less Missile
Damage Beams Fire Latch on Beam
Unique Property
-Missiles can be shot down with cannons
-Missiles have shields. Shield HP is proportional to damage
-Missiles require ammo

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