Weapons and Modules Guide + New Weapons/Modules
Posted: Fri Sep 14, 2007 3:09 pm
I haven't seen any documentation for weapons or modules available, so this is a start. I'm gathering the stats from the sandbox mode and the builder. This is mostly for people new to the game wondering what the frack everything does.
Little glossary;
"Section" - any structural piece of the ship that holds it together.
"Component" - any gun turret, module, point defense, etc. etc.
Energy: Maximum Energy in a fixed point value. Unknown what it is specifically. What = 100%, basically.
Energy Regen: Energy regenerated per frame
Energy Cost: Energy consumed per frame, firing or other (see notes) - obviously you can work out % values here if you want.
Range: Maximum range of deployment/firing/shield effect.
MODULES
OFFENSE
Gosling Launcher
This actually has nothing at all to do with baby geese (though I hear some people juggle those for entertainment) and is in fact somewhat akin to a multiple-launch rocket system. The Gosling Launcher fires a projectile that splits as it travels, raining down dozens of pink blobs for area suppression and damage. As the shots travel and split, each individual shot becomes weaker, but the overall firepower of the swarm grows.
Requires 100% energy to fire.
Energy Max: 600
Energy Regen: 1
Energy Cost: N/A (default 0 - always 100%)
Range: 1500
Pros: Fire on command only. Large area. Excellent in packs. Very long range.
Cons: Weak alone - a single launcher isn't very effective. Only fires when ordered.
Teller Torpedo Launcher
One of the most unusual auxiliary systems is the "Teller" Torpedo Launcher. This long-ranged system fires a guideable torpedo along a path set prior to launch. When the torpedo reaches the end of it's path (which must use 100% energy) it stops and fires a powerful laser at it's target before detonating. The torpedo's range is fairly decent, though it is slow and vulnerable to PD. The path can be traced out fairly easily and can include as many loops and turns as one can fit in 100% of energy. Requires 100% energy to fire. Press and hold Right Mouse Button to trace out the path, then press and hold Left Mouse Button to aim the torpedo, release Left Mouse Button to launch.
Energy Max: 900
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 1200
Pros: Long range remote lasering. Maneuverable and precise. Plottable course.
Cons: Interceptable. Only fires on command. Must use all of it's fuel unless you're good with it.
Gluon Bolter
Effectively an artillery weapon, much like the Gosling Launcher. Extreme range and homing bolts that swarm an area. Short lifetime and dispersal render it ineffective at it's maximum range, but it's no doubt nasty at short range. Requires 100% energy to fire and recharges slowly. Does not recharge whilst firing.
Energy is presumably energy used either per gluon bolt generated or per frame. Someone please test.
Energy Max: 1600
Energy Regen: 0.75
Energy Cost: 35
Range: 0 (default unknown)
Pros: Apparent long range and high power. Only fires when ordered.
Cons: Shot dispersal reduces effectiveness against small targets at long range. Short lifetime of projectiles tends to limit effectiveness at range even more.
Editing Note: The Gluon Bolter fires until energy hits zero. Increasing energy regeneration, or decreasing the energy requirement, causes the Gluon Bolter to fire for a much longer amount of time, though you can't retarget or halt the firing until it hits 0% energy. (TormakSaber)
Lancet Beam
Precise weapon that damages only turrets and modules. Bounces off both enemy and allied Deflected sections (though not Deflected sections of the same ship) . Bypasses sections to strike weaponry, allowing easy "declawing" of foes. Requires 50% energy to fire. With creative placement of Deflected sections you can get the Lancet to pass through the target multiple times for maximum effect.
Energy Max: 1000
Energy Regen: 1
Energy Cost: 500
Range: 1000
Pros: Ignores segments to directly strike weapons and modules. Could pass through multiple segments and damage a lot of components if lined up.
Cons: Bounces off shields. Won't actually kill a ship, just disarm it.
Frosch Gun
A fun little toy, the Frosch is akin to an EMP weapon. It temporarily disables all enemy weapon systems, including point defense, but only for a short time. The time enemy systems stay offline is dependent on the size of the target. Larger targets suffer a very short stun period while smaller ships are stunned for a much longer period. The Frosch requires 100% energy to fire and has somewhat limited range. However, it recharges quickly. The Frosch does NOT shut down aegis generators, but any target hit will rapidly lose energy in all modules, allowing it to shut down standard deflectors.
Energy Max: 450
Energy Regen: 1
Energy Cost: 450
Range: 600
Pros: Shut down enemy weapons and point defense.
Cons: Doesn't shut off modules instantly.
ACTIVE DEFENSE
Flux Projector
The Flux Projector projects a temporary field that protects against projectile weaponry. Railguns and beams bypass the field, but it fries blasters and such. The shield is not meant to withstand heavy assault and falls quickly. The larger the projected shield, the faster the flux projector loses energy even without being fired upon. Does not recharge whilst active.
Drain is energy used per pixel of shield length, presumably per frame.
Energy Max: 2500
Energy Regen: 2
Energy Cost: 0.01
Range: 0 (default unknown)
Pros: Anti-projectile shield. Covers an area and can protect friendly ships.
Cons: Stops both allied and enemy projectiles. Can't stop railguns or beams. Discharges quickly.
Rorschach Resistor
Description pending my wrist not hurting like hell. Launches a drone or pod that projects a beam-bending field.
Energy Max: ?
Energy Regen: ?
Energy Cost: ?
Range: ?
Pros: Anti-beam field. All beamers that enter are bent away from the center of the field.
Cons: Field generator can be destroyed. May bend friendly beams too.
PASSIVE DEFENSE
Nano Matrix
Perhaps one of the most useful modules, the Nano Matrix rapidly repairs damaged segments and components. Note that it cannot actually rebuild destroyed segments or components - only maintain existing ones. It also repairs nearby allies.
Cost is energy drained per HP restored. 1 HP = x energy, where x is custom energy stat.
Energy Max: 500
Energy Regen: 0.4
Energy Cost: 0 (default unknown)
Range: 200
Pros: Repairs and maintains damaged ships. Repairs nearby allies. Automatically repairs 'host' ship and friendly/allied ships.
Cons: Can't replace lost segments or equipment. Small repair radius. Especially large customs will need multiple Nano Matrices to cover their entire hull.
Gravitic Impeder
The bane of slow-moving shots (such as pulse or plasma torps) and demeter drones, Impeders slow down up to 8 projectiles that enter their radius of effect. One Impeder suffices for most ships, as the area is quite large.
Energy Max: 100
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 450
Pros: Slows down incoming projectiles and drones. Does not interfere with friendly projectiles. Very effective at slowing drones for more inaccurate PD turrets.
Cons: Only works on projectiles. Can't slow beams or railguns.
(Note: The impeder graphic did not convert well. If someone can capture the detail more accurately, please replicate the impeder and post up a better version!)
Aegis Deflector
The Aegis Deflector projects a shield that protects a specific part of your ship (it MUST be set in the editor else the game has a fit when the generators are destroyed) from all damage. Area of effect damage weapons will damage components behind the protected sections but railguns will be stopped. Whilst Aegis Fields are invincible and never run out of energy, most balanced ships feature the generators somewhere on the rear in exposed locations.
Modifying the cost seems to have no effect, so Aegis fields that drop from time to time cannot be engineered.
Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Makes targeted section completely invulnerable.
Cons: Generators are usually placed in vulnerable locations (intentionally)
Deflector Shield
Something like a flux projector, the deflector automatically projects a shield to protect a single segment of your ship. Unlike the Aegis generator, Deflectors can target any segment and will automatically shield your ship, though they are best micromanaged. Unlike Aegis fields, Deflectors can run out of energy, and the shield drops once they have discharged - and then they must recharge. It should be noted that if an attack's damage exceeds the HP of any shielded part, it will overwhelm the shield and destroy the protected segment. Does not recharge whilst active.
Cost is energy drained per frame of the shield being active.
Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Temporary damage protection
Cons: Sufficient damage in a single strike can overwhelm and penetrate the shield.
UTILITY
Platform Fabricator
Automated construction facility that produces defense platforms armed with a single Blaster Cannon. Requires 50% energy to produce one platform, and can deploy up to 2 when fully charged. The platforms are automated, immobile, and have a limited lifespan. Once the time is up, the platforms will rapidly lose health before exploding.
Energy Max: 2400
Energy Regen: 1
Energy Cost: 1200
Range: 500
Pros: Automated platforms provide a useful off-ship firepower boost or defense augmentation.
Cons: Slow recharge and short lifespan of turrets makes deploying long before battle pointless.
Impeder Fabricator
Automated construction facility that produces Impeder platforms. Requires 100% energy to produce one platform, and has very limited range unlike the platform fabricator. However the ability to deploy impeders remotely is quite useful if your ship cannot constantly be in the presence of those it needs to protect. Like the defense platforms, impeder platforms have a limited lifespan and will rapidly lose health and explode once the timer expires.
Energy Max: 600
Energy Regen: 1
Energy Cost: 599
Range: 450
Pros: Impeder platforms provide a useful off-ship defensive mechanism.
Cons: Slow recharge of module means you must be careful.
Demeter Pod Launcher
Something like a giant cannon, this launcher fires a pod with a squad of 6 special extended-life Demeter drones. It can fire twice when fully charged, requiring 50% energy to launch one pod. Best used en-masse to deliver swarms of Demeters. This is found on the Arcas Carrier, and is useful for augmenting it's swarms of drones.
Energy Max: 1800
Energy Regen: 1
Energy Cost: 900
Range: 0 (default unknown)
Pros: High-velocity and precise Demeter delivery system. Pod can't be intercepted. Great for catching lone, small, ships with no interceptor capability.
Cons: "Special" Demeters aren't all that special, they last longer but do the same damage. Weak alone.
Dieterling Device
Basically a short range tactical warp/panic button. Notoriously inaccurate, converts the ship's movement into a shockwave on activation. A ship that is moving at full speed will create a large shockwave when it teleports out. The shockwave pushes other ships away but won't do damage. A stationary ship using the Dieterling will not produce a shockwave. Recharges quickly, but has limited range.
Energy Max: 300
Energy Regen: 1
Energy Cost: 300
Range: 600
Pros: Panic button; evade incoming missile/blaster barrages or skip away from enemies. Recharges quickly.
Cons: Easily destroyed if attackable. Limited range and inaccurate.
Gravbeam Projector
Another newer addition, the Gravbeam Projector messes with gravity to fling ships and asteroids around. Requires at least 25% energy before firing and discharges quickly. Small and light ships are flung around easily, and asteroids can be used as lethal weapons by smashing them into your foes. It also slows and crushes enemy Demeter drones causing them to slow down and expire quickly.
Energy Max: 1000
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 900
Pros: Use the environment as a weapon and fling asteroids into your enemies. Tractor fleeing enemies back into range.
Cons: Limited range and limited charge. That's about it.
Note: When left to it's own devices and set to auto, gravbeams will automatically crush Demeters.
Booster
An excellent tool when micromanaged, Boosters increase the rate of fire for all weapons on the segment they're told to target. Thus one can boost the power of a Hecate's broadside, or focus on augmenting it's forward firepower. The Booster's power is only consumed when the weapons it's linked to are firing, but the boosters must shut down to prevent them from overheating.
Energy Max: 600
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Augments weapon systems, increasing rate of fire.
Cons: Limited power means the boosters have to shut down every so often.
Thruster
A merely visual addition, the Thruster serves as a possible extra tactical element for larger, faster ships. By modding a thruster, it is possible to make a ship lose maneuverability, acceleration and top speed. Yes, I said gain. If the values are set to negative, they get added to the ship's specs. Want a ship that goes faster as it loses it's armour? Now you can.
It should be noted, however, that a ship with 0 acceleration or less will be incapable of speeding up or slowing down, and thus can end up ping-ponging around the battle area.
Energy Max: 0.02
Energy Regen: 0.01
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Adds further strategic or tactical elements.
Cons: Little merit to offset the weakness that it brings about.
Little glossary;
"Section" - any structural piece of the ship that holds it together.
"Component" - any gun turret, module, point defense, etc. etc.
Energy: Maximum Energy in a fixed point value. Unknown what it is specifically. What = 100%, basically.
Energy Regen: Energy regenerated per frame
Energy Cost: Energy consumed per frame, firing or other (see notes) - obviously you can work out % values here if you want.
Range: Maximum range of deployment/firing/shield effect.
MODULES
OFFENSE
Gosling Launcher
This actually has nothing at all to do with baby geese (though I hear some people juggle those for entertainment) and is in fact somewhat akin to a multiple-launch rocket system. The Gosling Launcher fires a projectile that splits as it travels, raining down dozens of pink blobs for area suppression and damage. As the shots travel and split, each individual shot becomes weaker, but the overall firepower of the swarm grows.
Requires 100% energy to fire.
Energy Max: 600
Energy Regen: 1
Energy Cost: N/A (default 0 - always 100%)
Range: 1500
Pros: Fire on command only. Large area. Excellent in packs. Very long range.
Cons: Weak alone - a single launcher isn't very effective. Only fires when ordered.
Teller Torpedo Launcher
One of the most unusual auxiliary systems is the "Teller" Torpedo Launcher. This long-ranged system fires a guideable torpedo along a path set prior to launch. When the torpedo reaches the end of it's path (which must use 100% energy) it stops and fires a powerful laser at it's target before detonating. The torpedo's range is fairly decent, though it is slow and vulnerable to PD. The path can be traced out fairly easily and can include as many loops and turns as one can fit in 100% of energy. Requires 100% energy to fire. Press and hold Right Mouse Button to trace out the path, then press and hold Left Mouse Button to aim the torpedo, release Left Mouse Button to launch.
Energy Max: 900
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 1200
Pros: Long range remote lasering. Maneuverable and precise. Plottable course.
Cons: Interceptable. Only fires on command. Must use all of it's fuel unless you're good with it.
Gluon Bolter
Effectively an artillery weapon, much like the Gosling Launcher. Extreme range and homing bolts that swarm an area. Short lifetime and dispersal render it ineffective at it's maximum range, but it's no doubt nasty at short range. Requires 100% energy to fire and recharges slowly. Does not recharge whilst firing.
Energy is presumably energy used either per gluon bolt generated or per frame. Someone please test.
Energy Max: 1600
Energy Regen: 0.75
Energy Cost: 35
Range: 0 (default unknown)
Pros: Apparent long range and high power. Only fires when ordered.
Cons: Shot dispersal reduces effectiveness against small targets at long range. Short lifetime of projectiles tends to limit effectiveness at range even more.
Editing Note: The Gluon Bolter fires until energy hits zero. Increasing energy regeneration, or decreasing the energy requirement, causes the Gluon Bolter to fire for a much longer amount of time, though you can't retarget or halt the firing until it hits 0% energy. (TormakSaber)
Lancet Beam
Precise weapon that damages only turrets and modules. Bounces off both enemy and allied Deflected sections (though not Deflected sections of the same ship) . Bypasses sections to strike weaponry, allowing easy "declawing" of foes. Requires 50% energy to fire. With creative placement of Deflected sections you can get the Lancet to pass through the target multiple times for maximum effect.
Energy Max: 1000
Energy Regen: 1
Energy Cost: 500
Range: 1000
Pros: Ignores segments to directly strike weapons and modules. Could pass through multiple segments and damage a lot of components if lined up.
Cons: Bounces off shields. Won't actually kill a ship, just disarm it.
Frosch Gun
A fun little toy, the Frosch is akin to an EMP weapon. It temporarily disables all enemy weapon systems, including point defense, but only for a short time. The time enemy systems stay offline is dependent on the size of the target. Larger targets suffer a very short stun period while smaller ships are stunned for a much longer period. The Frosch requires 100% energy to fire and has somewhat limited range. However, it recharges quickly. The Frosch does NOT shut down aegis generators, but any target hit will rapidly lose energy in all modules, allowing it to shut down standard deflectors.
Energy Max: 450
Energy Regen: 1
Energy Cost: 450
Range: 600
Pros: Shut down enemy weapons and point defense.
Cons: Doesn't shut off modules instantly.
ACTIVE DEFENSE
Flux Projector
The Flux Projector projects a temporary field that protects against projectile weaponry. Railguns and beams bypass the field, but it fries blasters and such. The shield is not meant to withstand heavy assault and falls quickly. The larger the projected shield, the faster the flux projector loses energy even without being fired upon. Does not recharge whilst active.
Drain is energy used per pixel of shield length, presumably per frame.
Energy Max: 2500
Energy Regen: 2
Energy Cost: 0.01
Range: 0 (default unknown)
Pros: Anti-projectile shield. Covers an area and can protect friendly ships.
Cons: Stops both allied and enemy projectiles. Can't stop railguns or beams. Discharges quickly.
Rorschach Resistor
Description pending my wrist not hurting like hell. Launches a drone or pod that projects a beam-bending field.
Energy Max: ?
Energy Regen: ?
Energy Cost: ?
Range: ?
Pros: Anti-beam field. All beamers that enter are bent away from the center of the field.
Cons: Field generator can be destroyed. May bend friendly beams too.
PASSIVE DEFENSE
Nano Matrix
Perhaps one of the most useful modules, the Nano Matrix rapidly repairs damaged segments and components. Note that it cannot actually rebuild destroyed segments or components - only maintain existing ones. It also repairs nearby allies.
Cost is energy drained per HP restored. 1 HP = x energy, where x is custom energy stat.
Energy Max: 500
Energy Regen: 0.4
Energy Cost: 0 (default unknown)
Range: 200
Pros: Repairs and maintains damaged ships. Repairs nearby allies. Automatically repairs 'host' ship and friendly/allied ships.
Cons: Can't replace lost segments or equipment. Small repair radius. Especially large customs will need multiple Nano Matrices to cover their entire hull.
Gravitic Impeder
The bane of slow-moving shots (such as pulse or plasma torps) and demeter drones, Impeders slow down up to 8 projectiles that enter their radius of effect. One Impeder suffices for most ships, as the area is quite large.
Energy Max: 100
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 450
Pros: Slows down incoming projectiles and drones. Does not interfere with friendly projectiles. Very effective at slowing drones for more inaccurate PD turrets.
Cons: Only works on projectiles. Can't slow beams or railguns.
(Note: The impeder graphic did not convert well. If someone can capture the detail more accurately, please replicate the impeder and post up a better version!)
Aegis Deflector
The Aegis Deflector projects a shield that protects a specific part of your ship (it MUST be set in the editor else the game has a fit when the generators are destroyed) from all damage. Area of effect damage weapons will damage components behind the protected sections but railguns will be stopped. Whilst Aegis Fields are invincible and never run out of energy, most balanced ships feature the generators somewhere on the rear in exposed locations.
Modifying the cost seems to have no effect, so Aegis fields that drop from time to time cannot be engineered.
Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Makes targeted section completely invulnerable.
Cons: Generators are usually placed in vulnerable locations (intentionally)
Deflector Shield
Something like a flux projector, the deflector automatically projects a shield to protect a single segment of your ship. Unlike the Aegis generator, Deflectors can target any segment and will automatically shield your ship, though they are best micromanaged. Unlike Aegis fields, Deflectors can run out of energy, and the shield drops once they have discharged - and then they must recharge. It should be noted that if an attack's damage exceeds the HP of any shielded part, it will overwhelm the shield and destroy the protected segment. Does not recharge whilst active.
Cost is energy drained per frame of the shield being active.
Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Temporary damage protection
Cons: Sufficient damage in a single strike can overwhelm and penetrate the shield.
UTILITY
Platform Fabricator
Automated construction facility that produces defense platforms armed with a single Blaster Cannon. Requires 50% energy to produce one platform, and can deploy up to 2 when fully charged. The platforms are automated, immobile, and have a limited lifespan. Once the time is up, the platforms will rapidly lose health before exploding.
Energy Max: 2400
Energy Regen: 1
Energy Cost: 1200
Range: 500
Pros: Automated platforms provide a useful off-ship firepower boost or defense augmentation.
Cons: Slow recharge and short lifespan of turrets makes deploying long before battle pointless.
Impeder Fabricator
Automated construction facility that produces Impeder platforms. Requires 100% energy to produce one platform, and has very limited range unlike the platform fabricator. However the ability to deploy impeders remotely is quite useful if your ship cannot constantly be in the presence of those it needs to protect. Like the defense platforms, impeder platforms have a limited lifespan and will rapidly lose health and explode once the timer expires.
Energy Max: 600
Energy Regen: 1
Energy Cost: 599
Range: 450
Pros: Impeder platforms provide a useful off-ship defensive mechanism.
Cons: Slow recharge of module means you must be careful.
Demeter Pod Launcher
Something like a giant cannon, this launcher fires a pod with a squad of 6 special extended-life Demeter drones. It can fire twice when fully charged, requiring 50% energy to launch one pod. Best used en-masse to deliver swarms of Demeters. This is found on the Arcas Carrier, and is useful for augmenting it's swarms of drones.
Energy Max: 1800
Energy Regen: 1
Energy Cost: 900
Range: 0 (default unknown)
Pros: High-velocity and precise Demeter delivery system. Pod can't be intercepted. Great for catching lone, small, ships with no interceptor capability.
Cons: "Special" Demeters aren't all that special, they last longer but do the same damage. Weak alone.
Dieterling Device
Basically a short range tactical warp/panic button. Notoriously inaccurate, converts the ship's movement into a shockwave on activation. A ship that is moving at full speed will create a large shockwave when it teleports out. The shockwave pushes other ships away but won't do damage. A stationary ship using the Dieterling will not produce a shockwave. Recharges quickly, but has limited range.
Energy Max: 300
Energy Regen: 1
Energy Cost: 300
Range: 600
Pros: Panic button; evade incoming missile/blaster barrages or skip away from enemies. Recharges quickly.
Cons: Easily destroyed if attackable. Limited range and inaccurate.
Gravbeam Projector
Another newer addition, the Gravbeam Projector messes with gravity to fling ships and asteroids around. Requires at least 25% energy before firing and discharges quickly. Small and light ships are flung around easily, and asteroids can be used as lethal weapons by smashing them into your foes. It also slows and crushes enemy Demeter drones causing them to slow down and expire quickly.
Energy Max: 1000
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 900
Pros: Use the environment as a weapon and fling asteroids into your enemies. Tractor fleeing enemies back into range.
Cons: Limited range and limited charge. That's about it.
Note: When left to it's own devices and set to auto, gravbeams will automatically crush Demeters.
Booster
An excellent tool when micromanaged, Boosters increase the rate of fire for all weapons on the segment they're told to target. Thus one can boost the power of a Hecate's broadside, or focus on augmenting it's forward firepower. The Booster's power is only consumed when the weapons it's linked to are firing, but the boosters must shut down to prevent them from overheating.
Energy Max: 600
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Augments weapon systems, increasing rate of fire.
Cons: Limited power means the boosters have to shut down every so often.
Thruster
A merely visual addition, the Thruster serves as a possible extra tactical element for larger, faster ships. By modding a thruster, it is possible to make a ship lose maneuverability, acceleration and top speed. Yes, I said gain. If the values are set to negative, they get added to the ship's specs. Want a ship that goes faster as it loses it's armour? Now you can.
It should be noted, however, that a ship with 0 acceleration or less will be incapable of speeding up or slowing down, and thus can end up ping-ponging around the battle area.
Energy Max: 0.02
Energy Regen: 0.01
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)
Pros: Adds further strategic or tactical elements.
Cons: Little merit to offset the weakness that it brings about.