Difference between revisions of "Old Weapon Systems"

From StarMade Wiki
(Beginning update. Most opening sections rewritten, effect information and tables next.)
(Updated significantly. All values verified with update of 9/10/2016, Starmade v0.199.253. Effect details may still need updating.)
Line 86: Line 86:
  
 
==Tables==
 
==Tables==
This wiki uses tables to show the stats of the different systems. Example of a table:
+
<blockquote>Values in this section may be subject to change. This disclaimer is here to mark which StarMade version this is in accordance with, in order to decrease possible misinformation.<br/>
{|class="wikitable"
+
This section is up to date with: [https://www.star-made.org/news/starmade-v0-199-253-fog-of-war-and-display-block-upgrade StarMade v0.199.253, 9th October 2016].</blockquote> <!-- When updating this section, only change this disclaimer to the version used when you are confident it is fullly updated (Heillos, 9/10/2016) -->
!colspan="3"|Stats for this system
+
 
!colspan="4"|Values for this system's slaves
+
Due to the large number of different values involved, information on weapon combinations is presented in relatively complex tables below. To ensure clarity, the structure of these tables, and specific meanings of the terms used, are specified below.
|-
+
 
!width="200pt" | Name (unit)
+
The first subsection of each table, "Primary Stats", details the base statistics of the weapon, without any slaves. The first column states the value, and unit thereof, for each row. A breakdown of these values is below:
!width="90pt" | Per module
+
*Damage (per hit): Damage dealt per hit by this weapon. Beams deal multiple hits per activation, at the rate specified by "Hit Rate (hits per second)".
!width="110pt" | Values
+
*Power (per activation): The power cost of firing a weapon. Beam power costs are expressed as the total power cost for a beam's burst (for an e/sec value, divide this by "Burst Time (seconds)".
!width="110pt" | Cannon
+
*Reload (seconds): The time, from firing, until the weapon can fire again. Note that beam reload times also start at first firing, not at the end of their pulse (firing time overlaps reload time)
!width="110pt" | Missile
+
**Burst Time (seconds): For beams only, this value states how long a beam fires for.
!width="110pt" | Damage beam
+
**Hit Rate (hits per second): For beams only, this value states how many times per second a beam deals damage while firing.
!width="110pt" | Damage pulse
+
*Range (sectors): The range, in sectors, which a given weapon can fire to. Range is expressed in sectors so that it scales with non-default configs: If one is interested in measuring this in metres, the default sector size is 2000m.
|-
+
*Speed (times server max): The speed, in multiples of the server maximum value, which a weapon's projectile travels at. This is also expressed in multiples of maximum speed for scaling purposes.  
| Value 1 (x/y)
+
**To view these speeds in m/s for the default config, multiply it by the default maximum speed of 75m/s.
| style="text-align:center" | yes
+
**If playing on a non-default server (and being unaware of the config value used for maximum speed), this value can be found by viewing any weapon's stated speed in the Weapon Menu (Accessed by pressing {{K|Weapon Menu}}) and, referring to these tables, divide the stated value by the speed multiplier of that weapon.
| style="text-align:right" | 40<span style="color:grey">.0</span>
+
*Projectiles: The number of projectiles this weapon fires. 1 is the default for non-Missile-slaved weapons. ''Weapons with multiple projectiles (excluding missiles) fire in a "shotgun" pattern (non-randomized) which is unsuited for most combat, besides at very close range, or in "target-rich environments".''
| style="text-align:right" | -
+
*Homing: For missiles only, this expresses the behavior of missile projectiles, which are explained below:
| style="text-align:right" | -
+
**Dumb-fire: This missile does not home in, and will fly in a straight line like any other projectile.
| style="text-align:right" | 120<span style="color:grey">.0</span>
+
**Heat-seeking: This missile will home in on any target, friend or foe, with targeting priority based approximately on distance. ''Use with caution: these are not practical if flying with allies, as friendly fire is very likely.''
| style="text-align:right" | 240<span style="color:grey">.0</span>
+
**Lock-on: This missile, when aimed at a target for long enough, will lock onto it. When fired, a missile which has locked on to a target will home in, attempting to hit it.
|-
+
*Blast radius (metres max.): The maximum effect radius, in metres, of a given pulse or missile system.
| Value 2 (a/b)
+
 
| style="text-align:center" | no
+
The second column states if the value is increased with each module added (linearly, therefore TotalValue = BlockCount * ValuePerModule). Secondary and tertiary systems add their module counts to the effective block count for per-module values, with one caveat: If the slaved system's block count is ''greater'' than the primary system's block count, only an amount equal to the primary system's block count is added.  
| style="text-align:right" | 2<span style="color:grey">.0</span>
 
| style="text-align:right" | 1<span style="color:grey">.0</span>
 
| style="text-align:right" | -
 
| style="text-align:right" | -
 
| style="text-align:right" | 12<span style="color:grey">.0</span>
 
|}
 
  
The first large section of the table, "Stats for this system", shows all the stats for the master system. The first column shows the name of the stat and the unit it is in. An example of a unit would be e/s (energy per second). The second column shows whether the values are per module or not. If something isn't per module, that value will be set and the amount of modules has no influence on it. If it is per module, the value that belongs to that stat needs to be multiplied by the total amount of modules in that system, including the slave systems. If an effect system is added, that value also needs to be multiplied for the amount of modules in the effect system that wouldn't let the ratio go over 100%. Only then is the effect applied over that total value. The column "Values" shows the value that goes with that stat.  
+
Next, the second section, "Secondary Stats", shows the values for the given weapon, when affected by the stated secondary system (as specified by the column header) at 100% effectiveness.
  
Next, the second section, "Values for this system's slaves", shows all the values for the possible slave systems. As mentioned earlier, only the weapon systems can be used as slave system. This means that any system that can have slave systems will shows the exact column headers shown above. If a value there is different to the value listed for the master system, it means it has changed, and that the value listed there will be the one that gets used in any calculation. '''The values listed by the slave systems are those for a 100% ratio.''' If a system has less than a 100% ratio, those values won't apply to it. Furthermore, if there is a " -  ", that value will be the same as the value for the master system. The grey zeros are there to make it easier to see which value is high and which is low.
+
The following table details the statistics of weapon systems, as well as their statistics when modified by secondary systems. Bear in mind that the minimum block count for a weapon with 1 slave (secondary ''or'' tertiary) is 2, and is 3 blocks with 2 slaves (secondary ''and'' tertiary). See the [[Support Tool Systems]] section for descriptions of the effects on those systems.
  
The following table describes the effects of weapons systems as supports for other weapon systems.<ref>blockBehaviorConfig.xml</ref>  See the [[Support Tool Systems]] section for descriptions of the effects on those systems.
 
  
 
{|class="wikitable"
 
{|class="wikitable"
!colspan="7"|Cannon
+
|+Cannon
 
|-
 
|-
!colspan="3"|Stats for this system
+
!colspan="3"|Primary Stats
!colspan="4"|Values for this system's slaves
+
!colspan="4"|Secondary Stats
 
|-
 
|-
 
!width="200pt" | Name (unit)
 
!width="200pt" | Name (unit)
Line 138: Line 131:
 
| Damage (per activation)
 
| Damage (per activation)
 
| style="text-align:center" | yes
 
| style="text-align:center" | yes
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 10
 
| style="text-align:right" | 1
 
| style="text-align:right" | 1
 
| style="text-align:right" | 20
 
| style="text-align:right" | 20
| style="text-align:right" | 40<span style="color:grey">.0</span>
+
| style="text-align:right" | 40
| style="text-align:right" | 160<span style="color:grey">.0</span>
+
| style="text-align:right" | 160
 
|-
 
|-
 
| Reload (seconds)
 
| Reload (seconds)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
 
| style="text-align:right" | 0.1
 
| style="text-align:right" | 0.1
| style="text-align:right" | 2<span style="color:grey">.0</span>
+
| style="text-align:right" | 2
| style="text-align:right" | 4<span style="color:grey">.0</span>
+
| style="text-align:right" | 4
| style="text-align:right" | 16<span style="color:grey">.0</span>
+
| style="text-align:right" | 16
 
|-
 
|-
 
| Range (sectors)
 
| Range (sectors)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
| style="text-align:right" | 3<span style="color:grey">.0</span>
+
| style="text-align:right" | 3
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
 
|-
 
|-
| Speed (times normal ship)
+
| Speed (times server max)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 12.5
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 12.5
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 12.5
| style="text-align:right" | 20<span style="color:grey">.0</span>
+
| style="text-align:right" | 25
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 12.5
 
|-
 
|-
| Power (per activation)
+
| Power (energy/activation)
 
| style="text-align:center" | yes
 
| style="text-align:center" | yes
| style="text-align:right" | 100<span style="color:grey">.0</span>
+
| style="text-align:right" | 100
| style="text-align:right" | 10<span style="color:grey">.0</span>
+
| style="text-align:right" | 10
| style="text-align:right" | 200<span style="color:grey">.0</span>
+
| style="text-align:right" | 200
| style="text-align:right" | 400<span style="color:grey">.0</span>
+
| style="text-align:right" | 400
| style="text-align:right" | 1600<span style="color:grey">.0</span>
+
| style="text-align:right" | 1600
 
|-
 
|-
| Special
+
| Projectiles
| style="text-align:center" |  
+
| style="text-align:center" | no
| style="text-align:right" |  
+
| style="text-align:right" | 1
| style="text-align:right" |  
+
| style="text-align:right" | 1
| style="text-align:right" | Shotgun
+
| style="text-align:right" | 10
| style="text-align:right" |  
+
| style="text-align:right" | 1
| style="text-align:right" |  
+
| style="text-align:right" | 1
 
|}
 
|}
 +
  
 
{|class="wikitable"
 
{|class="wikitable"
!colspan="7"|Missile
+
|+Missile
 
|-
 
|-
!colspan="3"|Stats for this system
+
!colspan="3"|Primary Stats
!colspan="4"|Values for this system's slaves
+
!colspan="4"|Secondary Stats
 
|-
 
|-
 
!width="200pt" | Name (unit)
 
!width="200pt" | Name (unit)
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| Damage (per activation)
 
| Damage (per activation)
 
| style="text-align:center" | yes
 
| style="text-align:center" | yes
| style="text-align:right" | 300<span style="color:grey">.0</span>
+
| style="text-align:right" | 300
 
| style="text-align:right" | 20
 
| style="text-align:right" | 20
 
| style="text-align:right" | 300
 
| style="text-align:right" | 300
| style="text-align:right" | 900<span style="color:grey">.0</span>
+
| style="text-align:right" | 900
| style="text-align:right" | 1800<span style="color:grey">.0</span>
+
| style="text-align:right" | 1800
 
|-
 
|-
 
| Reload (seconds)
 
| Reload (seconds)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 15<span style="color:grey">.0</span>
 
| style="text-align:right" | 3
 
 
| style="text-align:right" | 15
 
| style="text-align:right" | 15
| style="text-align:right" | 45<span style="color:grey">.0</span>
+
| style="text-align:right" | 1
| style="text-align:right" | 90<span style="color:grey">.0</span>
+
| style="text-align:right" | 15
 +
| style="text-align:right" | 45
 +
| style="text-align:right" | 90
 
|-
 
|-
 
| Range (sectors)
 
| Range (sectors)
Line 223: Line 217:
 
| style="text-align:right" | 1.6
 
| style="text-align:right" | 1.6
 
|-
 
|-
| Speed (times normal ship)
+
| Speed (times server max)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" |  2.48
 
| style="text-align:right" |  2.48
Line 239: Line 233:
 
| style="text-align:right" | 9000
 
| style="text-align:right" | 9000
 
|-
 
|-
| Missiles
+
| Projectiles
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" | 1
 
| style="text-align:right" | 1
Line 247: Line 241:
 
| style="text-align:right" | 1
 
| style="text-align:right" | 1
 
|-
 
|-
| Blast Radius (blocks max)
+
| Blast Radius (metres max.)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" |  12
 
| style="text-align:right" |  12
Line 255: Line 249:
 
| style="text-align:right" | 48
 
| style="text-align:right" | 48
 
|-
 
|-
| rowspan="2"| Special
+
| rowspan="2"| Homing
 
| style="text-align:center" |  
 
| style="text-align:center" |  
 
| style="text-align:right" | Dumb-fire
 
| style="text-align:right" | Dumb-fire
 
| style="text-align:right" | Dumb-fire
 
| style="text-align:right" | Dumb-fire
 
| style="text-align:right" | Heat-seeker
 
| style="text-align:right" | Heat-seeker
| style="text-align:right" | Smart
+
| style="text-align:right" | Lock-on
| style="text-align:right" | Smart
+
| style="text-align:right" | Lock-on
 
|}
 
|}
 +
  
 
{|class="wikitable"
 
{|class="wikitable"
!colspan="7"|Damage Beam
+
|+Damage Beam
 
|-
 
|-
!colspan="3"|Stats for this system
+
!colspan="3"|Primary Stats
!colspan="4"|Values for this system's slaves
+
!colspan="4"|Secondary Stats
 
|-
 
|-
 
!width="200pt" | Name (unit)
 
!width="200pt" | Name (unit)
Line 286: Line 281:
 
| style="text-align:right" | 110
 
| style="text-align:right" | 110
 
|-
 
|-
| Reload (secs/activation)
+
| Reload (seconds)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" | 5
 
| style="text-align:right" | 5
Line 294: Line 289:
 
| style="text-align:right" | 55
 
| style="text-align:right" | 55
 
|-
 
|-
| Power (energy/activation)
+
| Power (energy/second)
 
| style="text-align:center" | yes
 
| style="text-align:center" | yes
 
| style="text-align:right" | 500
 
| style="text-align:right" | 500
| style="text-align:right" | 20
+
| style="text-align:right" | 100
 
| style="text-align:right" | 500
 
| style="text-align:right" | 500
 
| style="text-align:right" | 1500
 
| style="text-align:right" | 1500
Line 318: Line 313:
 
| style="text-align:right" | 0.5
 
| style="text-align:right" | 0.5
 
|-
 
|-
| Beam Time (secs/activation)
+
| Burst Time (secs/activation)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" | 1
 
| style="text-align:right" | 1
Line 326: Line 321:
 
| style="text-align:right" | 1
 
| style="text-align:right" | 1
 
|-
 
|-
| Special
+
| Projectiles
|
+
| style="text-align:center" | no
|
+
| style="text-align:right" | 1
|
+
| style="text-align:right" | 1
| Split-beam
+
| style="text-align:right" | 10
|
+
| style="text-align:right" | 1
|
+
| style="text-align:right" | 1
 
|}
 
|}
 +
  
 
{|class="wikitable"
 
{|class="wikitable"
!colspan="7"|Damage Pulse
+
|+Damage Pulse
 
|-
 
|-
!colspan="3"|Stats for this system
+
!colspan="3"|Primary Stats
!colspan="4"|Values for this system's slaves
+
!colspan="4"|Secondary Stats
 
|-
 
|-
 
!width="200pt" | Name (unit)
 
!width="200pt" | Name (unit)
Line 373: Line 369:
 
| style="text-align:right" | 6000
 
| style="text-align:right" | 6000
 
|-
 
|-
| Radius (blocks)
+
| Blast Radius (metres max.)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
 
| style="text-align:right" | 10
 
| style="text-align:right" | 10
Line 381: Line 377:
 
| style="text-align:right" | 40
 
| style="text-align:right" | 40
 
|}
 
|}
 +
  
 
{|class="wikitable"
 
{|class="wikitable"

Revision as of 14:04, 8 October 2016

Weapon Systems in StarMade are used to deal damage to entities, be they players, ships, stations or other. Successful combat depends upon both correct design and utilization of weapon systems.

Construction

Each weapon system consists of a computer linked 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. In each group, one block is defined as the "output": the location from which the projectile(s) is 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.

Weapon Types

Each weapon has the following general behavior when used as a primary weapon: These are largely self-explanatory.

System Effect
Damage Beam A linear beam which travels instantly, dealing damage at regular intervals over a short burst.
Cannon Fires relatively fast projectiles with reasonable penetration.
Missile Fires relatively slow projectiles which deal damage in an area. All upgrades provide homing capabilities of some sort.
Damage Pulse Deals damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.

See the Tables section for full numerical information on the attributes of each weapon system.

Linked Systems

The statistics 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, draining enemy power or shields, in exchange for dealing less block damage.

Secondary Systems

A secondary system is a weapon system which is slaved to another weapon system or support tool system, modifying its statistics based on the combination and the proportions thereof.

Each weapon system has the following general effects when slaved to another weapon:

System Effect
Damage Beam Improves range, speed and damage. Increases power consumption and reload time.
Cannon Decreases reload time and power consumption, but also damage per shot.
Missile Increases the number of projectiles. Slightly increases damage, reload time, and power consumption.
Damage Pulse Increases damage, reload time and power consumption significantly.

See the Tables section for detailed numerical information on how support systems affect linked weapons.

Tertiary Systems

A tertiary system is an effect computer slaved to a weapon system.

Each effect system has the following general effect when slaved a weapon system:

Effect Computer Description
EMP Effect Computer Converts weapon damage to reduce the power of the entity hit.
Explosive Effect Computer For beam and cannon, spreads damage over the area immediately around the point of impact. Increases the radius of missile and pulse.
Ion Effect Computer Increased damage to shields, but reduced damage to blocks.
Overdrive Effect Computer Increases overall weapon damage at the expense of dramatically higher energy usage.
Piercing Effect Computer Does damage to blocks behind the point of impact, but decreases shield damage and direct damage to the targeted block. Slight increase to missile and pulse radius
Punch-Through Effect Computer If the attack destroys a block, remaining damage is applied to consecutive blocks until all the damage is used up. Does not work on missiles.
Push Effect Computer Converts damage to a pulling effect on the target.
Pull Effect Computer Converts damage to a pulling effect on the target.
Stop Effect Computer Converts damage to a braking effect, reducing the target's velocity.

See the Tables section for detailed numerical information on how effect systems affect linked weapons.

Coloring

The projectile or effect color of any weapon can be altered by linking the weapon computer to any light emitting block.

Tables

Values in this section may be subject to change. This disclaimer is here to mark which StarMade version this is in accordance with, in order to decrease possible misinformation.
This section is up to date with: StarMade v0.199.253, 9th October 2016.

Due to the large number of different values involved, information on weapon combinations is presented in relatively complex tables below. To ensure clarity, the structure of these tables, and specific meanings of the terms used, are specified below.

The first subsection of each table, "Primary Stats", details the base statistics of the weapon, without any slaves. The first column states the value, and unit thereof, for each row. A breakdown of these values is below:

  • Damage (per hit): Damage dealt per hit by this weapon. Beams deal multiple hits per activation, at the rate specified by "Hit Rate (hits per second)".
  • Power (per activation): The power cost of firing a weapon. Beam power costs are expressed as the total power cost for a beam's burst (for an e/sec value, divide this by "Burst Time (seconds)".
  • Reload (seconds): The time, from firing, until the weapon can fire again. Note that beam reload times also start at first firing, not at the end of their pulse (firing time overlaps reload time)
    • Burst Time (seconds): For beams only, this value states how long a beam fires for.
    • Hit Rate (hits per second): For beams only, this value states how many times per second a beam deals damage while firing.
  • Range (sectors): The range, in sectors, which a given weapon can fire to. Range is expressed in sectors so that it scales with non-default configs: If one is interested in measuring this in metres, the default sector size is 2000m.
  • Speed (times server max): The speed, in multiples of the server maximum value, which a weapon's projectile travels at. This is also expressed in multiples of maximum speed for scaling purposes.
    • To view these speeds in m/s for the default config, multiply it by the default maximum speed of 75m/s.
    • If playing on a non-default server (and being unaware of the config value used for maximum speed), this value can be found by viewing any weapon's stated speed in the Weapon Menu (Accessed by pressing G) and, referring to these tables, divide the stated value by the speed multiplier of that weapon.
  • Projectiles: The number of projectiles this weapon fires. 1 is the default for non-Missile-slaved weapons. Weapons with multiple projectiles (excluding missiles) fire in a "shotgun" pattern (non-randomized) which is unsuited for most combat, besides at very close range, or in "target-rich environments".
  • Homing: For missiles only, this expresses the behavior of missile projectiles, which are explained below:
    • Dumb-fire: This missile does not home in, and will fly in a straight line like any other projectile.
    • Heat-seeking: This missile will home in on any target, friend or foe, with targeting priority based approximately on distance. Use with caution: these are not practical if flying with allies, as friendly fire is very likely.
    • Lock-on: This missile, when aimed at a target for long enough, will lock onto it. When fired, a missile which has locked on to a target will home in, attempting to hit it.
  • Blast radius (metres max.): The maximum effect radius, in metres, of a given pulse or missile system.

The second column states if the value is increased with each module added (linearly, therefore TotalValue = BlockCount * ValuePerModule). Secondary and tertiary systems add their module counts to the effective block count for per-module values, with one caveat: If the slaved system's block count is greater than the primary system's block count, only an amount equal to the primary system's block count is added.

Next, the second section, "Secondary Stats", shows the values for the given weapon, when affected by the stated secondary system (as specified by the column header) at 100% effectiveness.

The following table details the statistics of weapon systems, as well as their statistics when modified by secondary systems. Bear in mind that the minimum block count for a weapon with 1 slave (secondary or tertiary) is 2, and is 3 blocks with 2 slaves (secondary and tertiary). See the Support Tool Systems section for descriptions of the effects on those systems.


Cannon
Primary Stats Secondary Stats
Name (unit) Per module Values Cannon Missile Damage beam Damage pulse
Damage (per activation) yes 10 1 20 40 160
Reload (seconds) no 1 0.1 2 4 16
Range (sectors) no 1 1 1 3 1
Speed (times server max) no 12.5 12.5 12.5 25 12.5
Power (energy/activation) yes 100 10 200 400 1600
Projectiles no 1 1 10 1 1


Missile
Primary Stats Secondary Stats
Name (unit) Per module Values Cannon Missile Damage beam Damage pulse
Damage (per activation) yes 300 20 300 900 1800
Reload (seconds) no 15 1 15 45 90
Range (sectors) no 1.6 1.6 1.6 4.8 1.6
Speed (times server max) no 2.48 7.44 1.24 4.96 0.827
Power (energy/activation) yes 1500 100 1500 4500 9000
Projectiles no 1 1 10 1 1
Blast Radius (metres max.) no 12 6 4 12 48
Homing Dumb-fire Dumb-fire Heat-seeker Lock-on Lock-on


Damage Beam
Primary Stats Secondary Stats
Name (unit) Per module Values Cannon Missile Damage beam Damage pulse
Damage (damage/hit) yes 10 2 10 30 110
Reload (seconds) no 5 1 5 15 55
Power (energy/second) yes 500 100 500 1500 5500
Hit Rate (hit/sec) no 5 5 5 5 5
Range (sectors) no 0.5 0.5 0.5 1.5 0.5
Burst Time (secs/activation) no 1 1 1 1 1
Projectiles no 1 1 10 1 1


Damage Pulse
Primary Stats Secondary Stats
Name (unit) Per module Values Cannon Missile Damage beam Damage pulse
Damage (per activation) yes 100 20 20 300 600
Reload (seconds) no 10 2 2 30 60
Power (energy/activation) yes 500 100 100 1500 6000
Blast Radius (metres max.) no 10 10 10 25 40


Slave Master
Beam Cannon Missile Pulse
Beam +Range +Range, +Projectile speed +Range, Lock-on homing +Damage radius
Cannon +Hit rate, -Damage per hit -Reload time, -Damage, -Power cost -Reload time, -Damage, -Blast radius, -Power cost -Reload time, -Damage, -Power cost
Missile -Power, +Beams -Damage, +Projectiles +Missiles, heat-seeking (indiscriminate) -Reload time, -Damage, -Power
Pulse -Hit Rate, +Damage per hit +Damage, +Reload time, +Power cost +Damage, +Reload time, -Missile speed, +Blast radius +Damage, +Reload time

Trivia

  • A 5th Weapon system, Called the "Mine Layer", was originally part of the Weapon Overhaul (Alpha Version 0.15) but for unknown reasons, Schema halted work on it. It is still planned to be released but no date has been set.
    • It would lay free floating mines that explode after an entity (ship,player, etc.) collides with it or a certain amount of time has passed.
    • It's Slaved property would be "Delayed Action" and would give its master system unique timed/charging functions. For example, the Damage Beam+ Mine Layer combination would allow the player to hold down the Left Mouse Button to charge up the beam in order to fire a more powerful version of it.

References