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 Post subject: New Weapons Guide!
PostPosted: Sat Oct 11, 2008 1:59 am 
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Pseudofeline Overlord
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TEMPLATE
Damage:
Rate of Fire:
Magazine Size:
Reload Time:
Turning Rate:
Max Range:
Deviation:
Base HP:
Bullet Speed:

PROJECTILE (PENETRATING)
Twin Railgun
Damage: 80
Rate of Fire: 0
Magazine Size: 1
Reload Time: 5s [150]
Turning Rate: 0.55
Max Range: 850
Deviation: 1
Base HP: 65
Bullet Speed: 40
Interceptability: 0.24
Penetration: 30

The Railgun's bigger, badder, meaner brother. The twin railgun is superior in all the places that count; damage output.

Sabot Cannon
Damage: 30
Rate of Fire: 120
Magazine Size: 4
Reload Time: 240
Turning Rate: 1
Max Range: 900
Deviation: 0.3
Base HP: 65
Bullet Speed: 45
Interceptability: 0.24
Penetration: 15
Explosion Damage: 50
Explosion Range: 60

An unusual hybridization of the railgun and explosive munitions, the Sabot Cannon carries an explosive charge within the fluid stream. The stream punches through armour like a standard railgun shot, but once it disintegrates, the charge detonates inside the target's hull, inflicting serious internal damage.

~~

PROJECTILE (STANDARD)

Autocannon
Damage: 20
Rate of Fire: 25
Magazine Size: 3
Reload Time: 90
Turning Rate: 1
Max Range: 700
Deviation: 1
Base HP: 40
Bullet Speed: 18
Submunition Damage: 4
Submunition Speed: 12
Submunition Lifetime: 10
Submunition Spread: 180

A favourite of pirates or militaries desiring something a little more conventional, the Autocannon dispenses high-velocity shells, inflicting serious impact damage. These shells can be intercepted, but in the event that they are, they disintegrate into a cloud of shrapnel. They also do this when impacting normally, increasing their punch and potentially damaging nearby enemies

Mod Note: if submunition damage is set to 0, no submunitions will be spawned.

Twin Autocannon
Damage: 20
Rate of Fire: 25
Magazine Size: 3
Reload Time: 90
Turning Rate: 1
Max Range: 700
Deviation: 1
Base HP: 40
Bullet Speed: 18
Submunition Damage: 4
Submunition Speed: 12
Submunition Lifetime: 10
Submunition Spread: 180

The Twin Autocannon is functionally identical to the Autocannon, though it sports two barrels, and thus twice the firepower. It deals no additional damage per shot, but always fires two shots simultaneously.

Mod Note: if submunition damage is set to 0, no submunitions will be spawned.

Twin Blaster
Damage: 25
Rate of Fire: 0
Magazine Size: 1
Reload Time: 1.?s [35]
Turning Rate: 1
Max Range: 800
Deviation: 6
Base HP: 40
Bullet Speed: 15

Not really a twin blaster per se, but a pretty effective turret nonetheless. Very flexible and 'generic' looking.

Plasma Ball Cannon
Damage: 25
Rate of Fire: 0
Magazine Size: 1
Reload Time: 7s [210]
Turning Rate: 2
Max Range: 700
Deviation: 0
Base HP: 75
Bullet Speed: 16

A fairly generic blaster clone, the PBC's strength lies in it's complete immunity to interceptors - they simply can't target it. It also packs quite a punch; a fast moving one at that. But this comes at a cost; the PBC reloads quite slowly. Aim true!

Particle Rifle
Damage: 14
Rate of Fire: 15
Magazine Size: 6
Reload Time: 1.6s [50]
Turning Rate: 2
Max Range: 800
Deviation: 5
Base HP: 55
Bullet Speed: 25

Bridging the gap between the pulse gun and the blaster is the experimental new particle rifle. An upscaled and high-powered modification of the particle gun defense turret, the particle rifle fires accurate and controlled bursts. The bonus? Due to the energy signatures generated by it's shots, they can't be targeted by enemy point defense weapons.

Particle Cannon
Damage: 80
Rate of Fire: 0
Magazine Size: 1
Reload Time: 150
Turning Rate: 0.5
Max Range: 1200
Deviation: 0
Base HP: 100
Bullet Speed: 5
Submunition Damage: 10
Submunition Speed: 10
Submunition Lifetime: 12
Submunition Spread: 60

Designed to be the Particle Rifle's big brother, the Particle Cannon launches a massive, slow moving projectile that inflicts serious damage on anything it comes into contact with. Upon impact, it also fragments into several 'Particle Shards' which are thrown to the rear and sides of the impact, potentially damaging nearby enemy ships.

The Particle Cannon shot is also immune to interception attempts, similar to the Particle Rifle in that it cannot be targeted. It's slow speed makes it ineffective against fast-moving targets, however.

Mod Note: if submunition damage is set to 0, no submunitions will be spawned.

Vulcan Cannon
Damage: 4
Rate of Fire: 0.8s [25]
Magazine Size: 120
Reload Time: 9s [270]
Turning Rate: 1.2
Max Range: 800
Deviation: 5
Base HP: 80
Bullet Speed: 30
Acceleration: 0
Max Speed: 31

Combining a state of the art rotary barrel system and a high-tech automatic loader resulted in this devastating weapon. Whilst each shell is relatively weak, the overall firepower of this weapon is massive. The downside? It goes through ammo like a chainsaw through a hot block of butter.

PROJECTILE (EXPLOSIVE)

Tac Nuke Cannon
Damage: 50
Rate of Fire: 1
Magazine Size: 1
Reload Time: 6s [180]
Turning Rate: 0.5
Max Range: 1000
Deviation: 0
Base HP: 80
Bullet Speed: 28
Min. Explosion Size: 50
Explosion Rate Increase: 0
Fuse Variance: 0

When you absolutely, positively have to blow something into a floating cloud of scrap metal, these micro nuke-tipped shells are your best option. These shells pack a serious punch and are hard to avoid, even at long range.. The problem? The turret tracks slowly, and has quite the reload time.

Repeating Artillery
Damage: 20
Rate of Fire: 1s [30]
Magazine Size: 3
Reload Time: 10s [300]
Turning Rate: 1
Max Range: 1200
Deviation: 3
Base HP: 80
Bullet Speed: 25
Min. Explosion Size: 30
Explosion Rate Increase: 0
Fuse Variance: 0

The Tac Nuke cannon's baby brother, the Repeating Arty uses a fast-loader to fire a short barrage of shells, dealing damage over an area to the target. Not the deadliest of weapons, but not to be ignored.

PROJECTILE (GUIDED)

Mini-Missile Pack
Damage: 5
Rate of Fire: 0.15s [6]
Magazine Size: 18
Reload Time: 10s [300]
Turning Rate: 0.75
Max Range: 800
Deviation: 15
Launch Arc: 30
Base HP: 30
Bullet Speed: 12
Interceptability: 20% [0.2]
Missile Turn Speed: 2

What the minimissile loses in per-missile firepower and general accuracy, it makes up for in saturation power and overall volley size.

Torpedo
Damage: 100
Rate of Fire: 1
Magazine Size: 1
Reload Time: 10s [300]
Turning Rate: 0.25
Max Range: 2000
Deviation: 0
Base HP: 80
Bullet Speed: 5
Torpedo Interceptability: 0.1 (10%)
Torpedo Turn Speed: 1
Torpedo Launch Arc: 5
Torpedo Explosion Size: 100

If the minimissile is the missile's baby brother, then the torpedo is the missile's big brother. Combining a high-power payload with tracking systems, what the torpedo lacks in speed, it makes up for in durability, extended range and massive firepower.

Flash Bolter
Damage: 30
Rate of Fire: N/A
Magazine Size: 1
Reload Time: [280]
Turret Turning Rate: 0
Max Range: 2000
Deviation: 5
Bullet Speed: 22
Interceptability: 0.3
Missile Turn Speed: 4
Launch Arc: 180
Explosion Radius: 30px

A homing energy weapon. Developed by the Archaedas Theocracy, it consists of a glob of antimatter inside a thin nanite bubble. In battle, it slams into ship hulls and annihilates spectacularily, causing heavy damage in a spherical radius.

High-Velocity Rocket
Damage: 25
Rate of Fire: 1
Magazine Size: 1
Reload Time: 25
Turning Rate: 1.5
Max Range: 800
Deviation: 12
Base HP: 30
Bullet Speed: 3
Acceleration Value: 1 (per 2 frames)
Maximum Speed: 25
Acceleration Delay: 45
Tracking Speed: 0
Interceptability: 0.2

To develop the HVR, scientists looked back to older, earlier warfare techniques. Some prototype anti-tank missiles employed a solid kinetic energy penetrator, punching through armour like a battering ram through tissue paper. Thus, the HVR was born. This devastating projectile takes time to reach it's full speed and power, but once it does, it inflicts horrendous damage on it's target. Certain versions of the HVR also feature a tracking system to allow it to seek a target, though most common HVRs do not support this.

Unguided HVRs are known to be horrendously inaccurate, though they are hard to intercept and pack a considerable punch. Additionally, they are cheap to manufacture and fairly durable. They also offset their inaccuracy by having an extremely high rate of fire, as thanks to the main booster igniting outside of the craft, anyone can afford to rapid-fire these missiles.

BEAM

Twin Scatterbeam
Damage: 4
Rate of Fire: 0.5s [15]
Magazine Size: 3
Reload Time: 3s [90]
Turning Rate: 2.5
Max Range: 450
Deviation: 0
Base HP: 25
Beam Duration: 0.3s [10]

What's better than one scatter beam? Two scatter beams, of course! The Twin Scatterbeam Turret is short range, high power, and high accuracy. A feisty little number that makes a great auxiliary weapon or anti-fighter turret.

Twin Beam Turret
Damage: 5
Rate of Fire: 0
Magazine Size: 1
Reload Time: 8s [240]
Turning Rate: 0.65
Max Range: 1000
Deviation: 0.1deg/frame
Base HP: 20
Beam Duration: 1.5s [45]

Two is almost always better than one, and the twin beam turret is a prime example of that.

OTHER
Tesla Gun
Damage: 3.5
Rate of Fire: 0
Magazine Size: 1
Reload Time: 60
Turning Rate: 1.2
Max Range: 550
Deviation: 0
Base HP: 40
Stream Duration: 20

Somewhat misnamed (blame the press), the Tesla Gun is more accurately a prototype energy weapon that exploits some of the more unusual properties of electrical discharges and the projection of electromagnetic fields. It has a short cycle time and limited range, but inflicts considerable damage to targets it can reach.

POINT DEFENSE
Point Defense Rocket
Damage: 5
Rate of Fire: 5
Magazine Size: 6
Reload Time: 1s [30]
Turning Rate: 10
Max Range: 600
Effective Range: 400-800
Deviation: 0
Base HP: 20
Bullet Speed: 38

An experimental new ship defense weapon, Point Defense Rockets use a simple booster and light warhead to achieve high speeds and long ranges. Due to limitations in the warhead, it can only become active beyond a certain distance from the firing ship, and priming misfires are common. Originally thought to be major flaws in the system, it was soon noticed that, compared to 'refined' variants, which boasted a better chance of actually hitting the target, the older, more unstable rockets had a much higher rate of interception. The more accurate system was scrapped in favour of the unstable rockets; whilst the unstable rockets could detonate prematurely, the accurate rockets tended to fail to detonate on target and overshoot.

PD Rockets should not be used as the sole defense mechanism for a craft due to their effective range away from the vessel. Particle, Flak or Point Beam auxiliary defenses are strongly advised, as torpedo volleys can often evade point defense rockets if timed correctly. They are, however, extremely effective at longer ranges.

~~

Images temporarily removed.


Last edited by Arcalane on Mon Jan 12, 2009 10:07 pm, edited 5 times in total.

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 Post subject:
PostPosted: Sat Dec 06, 2008 10:53 am 
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Pseudofeline Overlord
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Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
Earmarked for new modules

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