Weapons and Modules Guide + New Weapons/Modules

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Arcalane
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Weapons and Modules Guide + New Weapons/Modules

Post by Arcalane »

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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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 Image
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.
Last edited by Arcalane on Fri Feb 13, 2009 8:16 am, edited 22 times in total.
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Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Post by Arcalane »

See this for details on ROF/mag size/etc.

Number listed in square brackets ( [ ] ) is the closest I can get to the editor values for reload/cooldown times on some weapons. This may require rounding, as I'm not sure if the game accepts decimals from the editor.

It does for beam damage, but I'm not sure if it does for anything else, and it definitely doesn't for reload or cooldown times.

New field for beams; Duration! This shows the "stock" beam duration in frames, as per the bfweaponbalance.xls in the FAQ.

Damage: Self explanatory
Rate of Fire: Frames between each shot (in editor) or shots per second (in game)
Magazine Size: Rounds of ammunition per magazine
Reload Time: Time taken in seconds (in game) or frames (in editor) to reload once magazine is expended.
Turning Rate: Degrees turned per frame. Turn rate of 1 = 30 degrees per second.
Max Range: Range in pixels.
Accuracy: If applicable, how accurate the weapon is. General guideline.

Going to do the weapons by categories;

Projectile Weapons
Pulse Gun Image
Damage: 8
Rate of Fire: 0.20 [6]
Magazine Size: 3
Reload Time: 0.83 [25]
Turning Rate: 6
Max Range: 400
Deviation: 12
Base HP: 40
Bullet Speed: 8

Rugged and efficient, what the Pulse Gun lacks in accuracy it makes up for in pure firepower. Best overall damage output.

Pros: Lots of shots = good chances to hit.
Cons: Terrible range and accuracy.

Gatling Pulse Gun Image
Damage: 8
Rate of Fire: 0.10 [3]
Magazine Size: 12
Reload Time: 3.33 [100]
Turning Rate: 6
Max Range: 400
Deviation: 30
Base HP: 40
Bullet Speed: 8

Advanced version of the Pulse Gun. Delivers many more shots in a single volley than the standard version, at the cost of a longer reload time.

Pros: Blanket fire. Devastating at short range.
Cons: Again, atrocious accuracy and range.

Blaster Cannon Image
Damage: 17
Rate of Fire: 0 [0, duh]
Magazine Size: 1
Reload Time: 1.17 [35]
Turning Rate: 1
Max Range: 800
Deviation: 6
Base HP: 40
Bullet Speed: 15

High-energy anti-ship weapon. Good damage output and accurate but it's slow turning rate makes it difficult to acquire a target.

Pros: Reliable weapon in all scenarios. Good for broadsiders.
Cons: Accuracy is unreliable over range. Interceptable.

Gatling Blaster Image
Damage: 17
Rate of Fire: 0.13 [4]
Magazine Size: 4
Reload Time: 2.33 [70]
Turning Rate: 1
Max Range: 800
Deviation: 10
Base HP: 40
Bullet Speed: 8

Heavy duty blaster upgraded with advanced cooling systems and capacitors that drastically improve the rate of fire. Unfortunately the increased recoil generated by the weapon reduces accuracy.

Pros: Even more volley fire than Blaster Cannons.
Cons: Again, interceptable. Less accurate than standard blasters.

Quad Blaster Image
Damage: 17
Rate of Fire: 0 [0, naturally]
Magazine Size: 1
Reload Time: 0.67 [20]
Turning Rate: 2
Max Range: 800
Deviation: 6
Base HP: 90
Bullet Speed: 8

To overcome the slow rate of fire of the blaster this design incorporates four blasters into one rotating mounting. This arrangement has the added advantage of giving the turret 360 degree coverage.

Pros: Accurate as a normal blaster, better rate of fire. 360 coverage. Better turning rate.
Cons: Ugly and large. That's about all it's got going against it.

Modding Notes: It's extremely hard to modify the ROF of a quad blaster without the animation going outta whack, it seems. I'm not sure how the turning rate relates to the reload time.

Repeater Gun Image
Damage: 3
Rate of Fire: 0.40 [12]
Magazine Size: 10
Reload Time: 2 [60]
Turning Rate: 5
Max Range: 400
Deviation: 10
Base HP: 15
Bullet Speed: 5
Acceleration Rate: 1
Max Speed: 20 (4x base)

A pulsed repeater gun that increases fire rate as it warms up before overloading. The fusilade of projectiles is designed to overwhelm point defenses with sheer weight of firepower.

Requires a short period to warm up before firing at full speed. This weapon's ROF halves every second up to 0 frames between shots, or until it runs out of ammunition and must reload. (TormakSaber)

Pros: See pulse guns.
Cons: See pulse guns.

Tachyon Cannon Image
Damage: 15
Rate of Fire: 0 [0, 'course]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 3
Max Range: 600
Deviation: 0
Base HP: 65
Bullet Speed: 10
Tachyon Minimum Damage & Recharge Rate: 1
Tachyon Interceptability: 0.24
Tachyon Wander: 200
Tachyon Turning Speed: 12
Tachyon Lifetime: 12s

Alien weapon that fires a ball of concentrated tachyons. These tachyons penetrate and irradiate anything they pass through until the projectile loses coherency.

Pros: 'Phases' through ship segments. Good for shredding weak support components or segments.
Cons: Very weak damage compared to a blaster shot, since it's not all dealt at once.

Editing Note: Increasing the damage increases the projectile's physical size. Don't go overboard or they turn huge, though! (pwhk)

Tachyon Repeater (a.k.a MegaTach, Mega Tachyon) Image
Damage: 15
Rate of Fire: 0.40 [12]
Magazine Size: 30
Reload Time: 40 [1200]
Turning Rate: 0.75
Max Range: 600
Deviation: 180
Base HP: 190
Bullet Speed: 10
Tachyon Minimum Damage & Recharge Rate: 1
Tachyon Interceptability: 0.24
Tachyon Wander: 200
Tachyon Turning Speed: 12
Tachyon Lifetime: 12s

An amalgam of Alien Tachyon Cannon and Tachyon Repeater technology, this massive weapon gradually builds up charge as it fires, eventually producing a torrent of tachyon bolts.

Requires a short period to warm up before firing at full speed. This weapon's ROF halves every second up to 0 frames between shots, or until it runs out of ammunition and must reload. (TormakSaber)

Pros: Massive burst can overwhelm point defense.
Cons: Slow reload time can leave a ship undefended in the meantime.

Tachyon Driver Image
Damage: 32
Rate of Fire: 0 [0, silly!]
Magazine Size: 1
Reload Time: 2.33 [70]
Turning Rate: 0.75
Max Range: 600
Deviation: 1
Base HP: 65
Bullet Speed: 4

No default text. Interesting durable spinning projectile that moves slowly and takes multiple PD shots to stop. Deals a hefty amount of damage, but not very effective against patrolboats.

Pros: Durable projectile and high damage.
Cons: Slow-moving projectile is easily dodged by patrolcraft.

Plasma Charge Image
Damage: 20
Rate of Fire: 1 [30]
Magazine Size: 3
Reload Time: 5.33 [160]
Turning Rate: 1
Max Range: 700
Deviation: 10
Base HP: 40
Bullet Speed: 7
Min Explosion Size: 15
Explosion Increase Rate: 0.65 px/px
Fuse Variance: 100

Slow moving and easy to intercept but delivers a powerful area-of-effect plasma explosion. The size of the explosion is dependant on how long the charge has to accumulate once launched.

Pros: Larger explosion over longer range. Can damage objects behind aegis shielding or deflectors.
Cons: Slow and easy to intercept.

Editing Note: Increasing the range will increase the size of the explosion. (TormakSaber)

Missile Launcher Image
Damage: 25
Rate of Fire: 0 [0! zip! zilch! nada! nought! nothing!]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0.75
Max Range: 1000
Deviation: 0
Base HP: 30
Bullet Speed: 7
Missile Interceptability: 1
Missile Turn Speed: 5
Missile Launch Arc: 180

No default text.

A useful conventional weapons system, the missile launcher unsurprisingly launches guided missiles. These missiles have very good range (perhaps the best in the game) and decent tracking, but they are not too hard to intercept and obviously don't have the expanding explosion effect like a Plasma Charge. On the one hand it won't catch a fleeing Zelus, but on the other it can easy catch up with a maneuvering destroyer or battleship. Their damage isn't too shabby either.

Modding note: the tracking/course adjustment speed of the missiles is dependant on the second digit of the turning rate. Thus the base 0.75 means the missile tracks and adjusts at a rate of 5; or 150 degrees per second. Thus tracking speed cannot exceed 9 (but shouldn't need to anyway) and if it is set to 0, the missiles no longer act as if guided - they become rockets!

Beam Weapons

Beam Weapon Modding Note: Shot deviation is how far the beam turns per frame in degrees. The beam starts at an initial offset of 20xdeviation (I think, the multiplier might be something else) then adds the deviation value to the angle of the beam every frame. In short; Starting offset = deviation * duration / 3

M. Beam (a.k.a Micro Beam, Mining Beam) Image
Damage: 1
Rate of Fire: 0 [0 - nuffin, guv]
Magazine Size: 1
Reload Time: 1.67 [50]
Turning Rate: 5
Max Range: 350
Deviation: 0.1 deg/sec
Duration: 20
Base HP: 15
Start Deviation: 2

Light weight beam projector that is pin-point accurate.

One is harmless enough, but many are quite dangerous.

Pros: Excellent accuracy.
Cons: Poor damage. Terrible range.

Scatter Beam Image
Damage: 2
Rate of Fire: 0.33 [10]
Magazine Size: 3
Reload Time: 2 [60]
Turning Rate: 3
Max Range: 450
Deviation: 4 deg/sec
Duration: 7
Base HP: 15

Rapid fire minibeam weapon. Long range but horrible accuracy.

Primarily used by alien forces - the only beam weapon they employ, save for the occasional point defense beam.

Pros: Rapid fire burst of beams. Seems weak but will wear you down fast.
Cons: Terrible accuracy, as noted. Best used in groups.

Beamer Image
Damage: 2
Rate of Fire: 0 [0, notheeng!]
Magazine Size: 1
Reload Time: 8.33 [250]
Turning Rate: 0.75
Max Range: 700
Deviation: 0.2 deg/sec
Duration: 40
Base HP: 20
Initial Deviation: 8

Long range beam weapon. Cannot be intercepted. Accurate but relatively low damage yield.

Pros: Very accurate at long range. Uninterceptable.
Cons: Low damage - best used in groups.

Shock Beamer Image
Damage: 2
Rate of Fire: 0 [0 - not even a millisecond]
Magazine Size: 1
Reload Time: 5.33 [160]
Turning Rate: 1
Max Range: 500
Deviation: 0.1 deg/sec
Duration: 20
Base HP: 20
Initial Deviation:
Max Charge Time: 1.5 (240)
Max Damage Multiplier: 3x
Init. Deviation: 2

This variant of the beamer overcharges the beam with an overlapping proton beam. The weapon needs to be overcharged in order to fire at full potential.

+150% damage at full charge.

Note; select the Shock Beamer and press "H" to set it to hold fire mode. This allows it to build up it's full charge. When the Shock Beamer is fully charged, it gains a flashing red outline. The damage is 250% normal damage. The Shock Beamer is a good opener, but it's overall damage per second is worse than that of the standard Beamer.

Pros: Excellent opening punch - can take out enemies before their shields go up.
Cons: Not so good for extended fights as overall damage is lower.

Modding Note: Increasing the damage increases the width of the beam. Factor of increase is unknown. Just don't set it too high. Enjoy. ;)

Mega Beam Image
Damage: 1
Rate of Fire: 0 [0 - bugger all!]
Magazine Size: 1
Reload Time: 13.33 [399.9]
Turning Rate: 0.75
Max Range: 600
Deviation: 0.2 deg/sec
Duration: 200
Base HP: 40
Initial Deviation: 20

Beam weapon enhanced with a sophisticated charged particle booster that allows for long periods of sustained fire. Unfortunately the tradeoff is that the resulting beam is not quite as tight as it could be.

Pros: Alien beamer. Long firing time offsets apparently lower damage.
Cons: Horrendous tracking; don't expect it to hit a moving patrol craft.

Point Defense
Flak Gun Image
Damage: 1.75
Rate of Fire: 0.07 [2]
Magazine Size: 3
Reload Time: 0.53 [16]
Turning Rate: 10
Max Range: 250
Deviation: 20
Base HP: 5
Bullet Speed: 40

Point-defense weapon that creates a wall of shrapnel to destroy incoming shots. Intercepts enemy projectiles and debris/asteroids/meteors/etc.

Note: Press "I" to toggle interception mode. An I indicates it is in defensive mode and will shoot down enemy shots. No I means it is in offensive mode, and will shoot at any enemy that gets within range.

Pros: Masses of shots will rapidly wear down incoming fire. Can fire on enemy craft if Interception mode is off.
Cons: Very inaccurate and must be used in groups for maximum effectiveness.

Particle Gun Image
Damage: 6
Rate of Fire: 0
Magazine Size: 1
Reload Time: 0.68 [18]
Turning Rate: 12
Max Range: 450
Deviation: 0
Base HP: 5
Bullet Speed: 30

Point defense weapon that uses a stream of charged particles to deflect and destroy incoming projectiles. Long ranged but slow firing.

Note; Press "I" to toggle interception mode. An I indicates it is in defensive mode and will shoot down enemy shots. No I means it is in offensive mode, and will shoot at any enemy that gets within range.

Pros: Much more accurate than Flak Guns. Longer range. Can fire on enemy craft.
Cons: Much slower rate of fire than Flak Guns. Easily overwhelmed.

Point Beam Image
Damage: 0
Rate of Fire: 0 [0]
Magazine Size: 1
Reload Time: 1.67 [50]
Turning Rate: 0
Max Range: 300
Deviation: 0
Base HP: 5

Dedicated interceptor that uses a concentrated beam to obliterate hostile projectiles. Destroys even Demeter Drones and Tachyon Bolts outright.

Will, in fact, shoot down ANYTHING in a single shot.

Pros: Very powerful point defense weapon. Never misses.
Cons: Very slow rate of fire. Deceptive stats.

Misc
Demeter Launcher Image
Damage: 3
Rate of Fire: 0
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0
Max Range: 1000
Accuracy: N/A
Base HP: 15
Bullet Speed: 8
Demeter Reload: 16
Demeter Interceptability: 0.24
Demeter Lifetime: 12.5s (range/demeter speed)
Demeter Shot Speed: 10
Demeter Shot Range: 200

Launches Demeter Drones that seek out and destroy (or at least attempt to destroy) their target. Demeters can be shot down by point defense, but it usually takes a few shots.

Drones in close range of their launcher benefit from additional guidance.

Pros: Demeter swarms are like hundreds of angry bees with lasers.
Cons: Demeters are pretty useless solo. They distract PD when alone, but that's about it - and not for very long.

Weasel Gun Image
Damage: 60
Rate of Fire: 0 [0]
Magazine Size: 1
Reload Time: 5.33 [160]
Turning Rate: 0.75
Max Range: 1000
Deviation: 2
Base HP: 40
Bullet Speed: 25
Submunition Lifetime: 45(?)
Submunition Damage: 10
Submunition Speed: 12
Submunition Base Turning Speed: 4
Submunition Random Turning Speed: 8

Designed to sidestep deflector defenses, this weapon lobs a bolt of excited plasma at the target which splits into smaller bolts after impact. The smaller bolts curl around the target, hitting vulnerable rear sections.

Modding Note: Increasing the damage increases the number of shots spawned on impact. Each 10 damage is 1 shot spawned.

Pros: Can hit an enemy's flanks even from the front.
Cons: Bolt has a very erratic path and can miss entirely.

Pulsar Gun Image
Damage: 8
Rate of Fire: 0 [0! gosh]
Magazine Size: 12
Reload Time: 4 [120]
Turning Rate: 1
Max Range: 1000
Deviation: 30
Base HP: 40
Bullet Speed: 10
Acceleration Deviation: 5
Friction: 0.2
Delay: 40f (1.3s)
Acceleration: 1
Maximum Speed: 30

Long ranged bombardment gun. Fires a spread of pulsars which pause for a moment before accelerating towards the target. Intercept the pulsars at short range to minimize the impact.

Pulsar guns do not do any damage to a target until they've accelerated, preventing them from being used like shotguns.

Modding Note: The Pulsar cannot be set to have staggered launch - all projectiles always fire at once, unless using a reload/fire/clip system similar to blasters. (TormakSaber, Natch)

Modding Note: The deviation for the pulsar does not work in the traditional sense that the shots will hit/miss - instead this is the overall angle of where the shots are thrown out before accelerating. Thus 45 produces a tight cone-like volley, whereas 180 produces a loose cloud-like volley. (MaxAstro)

Pros: Lots of pretty pink stars. Weak individually but good in hordes.
Cons: Easy intercepted. Weak individually - best used in a group.

Sidewinder Image
Damage: 10
Rate of Fire: 0.53 [16]
Magazine Size: 10
Reload Time: 2 [60]
Turning Rate: 5
Max Range: 500
Deviation: 0
Base HP: 40
Bullet Speed: 8

An unusual weapon that fires a charged bolt of plasma that arcs out to the sides, thereby going around enemy defenses.

Should always be placed with the nose-cone facing outwards/sideways. There is a "Flip Sidewinder" option in the Editor, by the way.

Pros: Circles around shielding to strike weak points.
Cons: Not that damaging - or at least deceptively weak, easily intercepted.

Railgun Image
Damage: 40 (see notes)
Rate of Fire: 0 [0! oh my!]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0.75
Max Range: 850
Deviation: 1
Base HP: 65
Bullet Speed: 40
Interceptability: 0.24
Penetration: 15

Projects a high density stream of ferrous liquid at extreme speeds. Packs a punch but is slow to reload.

Note: Pierces 3 objects*. Does 15 damage to the first two and 10 to the last. Damages ship core for 100% damage if possible.

(*In the default version. This is because the damage is 40, dealing [15,15,10]. As per the modding notes, less damage = less penetration, and more damage = more penetration.)

Modding Note: Increasing damage increases penetration. Example; 100-damage railgun penetrates 6 segments for 15 damage each and deals 10 to the last. (TormakSaber)

Modding Note: Reducing the damage to 15 or below does not entirely remove penetration, but very little damage will be dealt to the next section. On the other hand the maximum damage dealt to any section is 15 - any extra will pierce to the next section. (Wind Tempest)

Modding Note: Don't panic if your railgun with low damage apparently skips through multiple sections. Whilst there is a small chance of bleedthrough, it is only a visual error in most cases.

Pros: Excellent sniping weapon. Very good against turrets and modules.
Cons: Slow reload. Poor turning rate.
Last edited by Arcalane on Mon Feb 23, 2009 12:25 pm, edited 27 times in total.
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Post by Arcalane »

Just a bump and a note; if you find anything wrong with the list compared to current game specifics, post it here or send me a PM so I can update the guide. Also feel free to post modding notes, but take in mind this isn't meant to be a definitive modding guide.

~~

THIS POST SHANGHAI'D FOR NEW WEAPONS;

PROJECTILE (PENETRATING)
Twin Railgun Image
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.

Pros: Fires two shots at once for twice the punch.
Cons: It's big and easy to hit, making it easy to shoot off.

Credits;
Arcalane - Concept
Aralonia - Turret Sprite

Sabot Cannon Image
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.

Pros: It's like a railgun! That shoots shots that explode!
Cons: Nothing, really. Apart from the usual railgun concerns of slow reloads.

Credits;
CheesyErwin - Concept, Sprites
Cycerin - Sound Effect

~~

PROJECTILE (STANDARD)

Autocannon Image
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.

Pros: AC shells spawn shrapnel, allowing them to still deal damage on a close interception.
Cons: ACs are very hard to balance, and are easily intercepted.

Credits;
Arcalane - Concept, Final Sprite
Aralonia - Initial Sprite
Darkship - Firing Effect
Cycerin - Sound Effect

Twin Autocannon Image
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.

Pros: AC shells spawn shrapnel, allowing them to still deal damage on a close interception.
Cons: ACs are very hard to balance, and are easily intercepted.

Credits;
Arcalane - Concept, Final Sprite
Aralonia - Initial Sprite
Darkship - Firing Effect
Cycerin - Sound Effect

Twin Blaster Image
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.

Pros: Two shots. That's all that really matters.
Cons: None of note. Fairly generic.

Credits;
Aralonia - Concept, Turret Sprite

Plasma Ball Cannon Image
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!

Pros: Uninterceptable, relatively fast shot speed.
Cons: Very slow reload and large size.

Credits;
Darkship - Concept, Turret Sprite

Particle Rifle Image
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.

Pros: Fast shot speed and uninterceptable.
Cons: Inaccurate and deals relatively low damage.

Credits;
Darkship - Concept, Turret Sprite, Shot Sprite

Particle Cannon Image
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.

Pros: Can't be intercepted, generates submunitions that project backwards from the shot.
Cons: Very slow shot speed and slow reloads.

Credits;
Darkship - Turret Sprite, Shot Sprites
Arcalane - Concept

Vulcan Cannon Image
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.

Pros: Very high rate of fire drowns enemies in bullets.
Cons: Low damage and low accuracy make it a suppression and harassment weapon.

Credits;
Cycerin - Concept, Sprites, Sounds

Machinegun Image
Damage: 3
Rate of Fire: 0.2s? [4]
Magazine Size: 15
Reload Time: 2.5s [75]
Turning Rate: 2
Max Range: 450
Deviation: 6
Base HP: 20
Bullet Speed: 28

A fairly primitive and ancient weapon, machineguns spit a stream of hot lead (that is to say, bullets) at high velocities. It's not going to do much damage, but it can gradually whittle an enemy's health away.

Pros: Fast shots (much faster than a pulsegun's) make it effective at short ranges.
Cons: Low damage and low accuracy, unfortunately.

Credits;
Arcalane - Concept
Danny420Dale - Turret Sprite, Bullet Sprite

PROJECTILE (EXPLOSIVE)

Tac Nuke Cannon Image
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.

Pros: Pumps out some real AOE power with fast-moving shots.
Cons: Shots are easy to intercept and it reloads slowly.

Credits;
Danny420Dale - Concept and Sprites
Cycerin - Sounds

Repeating Artillery Image
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.

Pros: Dispenses a volley of HE shells that can sometimes overwhelm PD.
Cons: Lower damage-per-shell than the Tac-Nuke.

Credits;
Cycerin - Concept, Sprites and Sounds

PROJECTILE (GUIDED)

Mini-Missile Pack Image
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.

Pros: Large, hard-to-intercept volleys easily overwhelm PD systems.
Cons: Each individual missile is very weak and somewhat inaccurate - swarms must be used to deal any real damage.

Credits;
Arcalane - Concept, Missile Sprite
Aralonia - Turret Sprite
Cycerin - Firing Sound

Torpedo Image
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.

Pros: Immense area-effect firepower and very hard to shoot down, plus it tracks, somewhat.
Cons: Very slow-moving projectile and slow reload.

Credits;
Arcalane - Concept, Torpedo Sprite
Darkship - Turret Sprite

Flash Bolter Image
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.

The Flash Bolter, like the Mini Missile, works best when used as a saturation weapon, overwhelming an enemy's defenses with massive barrages.

Pros: Very, very fast moving and hard to intercept.
Cons: Damage is not very high, and turning leaves something to be desired given it's speed.

Credits;
Cycerin - Concept, Sprites and Sounds

High-Velocity Rocket Image
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.

Pros: Can deal a lot of damage in the right circumstances.
Cons: Awful accuracy without guidance!

Credits;
Arcalane - Concept and Sprites

Electromagnetic Pulse Torpedo Image
Specs Unknown

A hybridization of Frosch and Torpedo technology, the EMP Torpedo's warheads unleash a powerful electromagnetic wave through their target upon impact, temporarily rendering weapons incapable of firing and rapidly draining energy from modules. Unlike the Frosch, the EMP Torpedo stuns an enemy for a fixed duration, but it moves slower than a Frosch Bolt. Fortunately, it also possesses some degree of guidance, though it will not be able to track very fast moving objects. The EMP Torpedo can also be intercepted by defensive weapons, making it less effective against well-defended targets.

Pros: Stuns a single enemy for a fixed duration, rather than size-variable. Guidance systems decrease effectiveness of evasive maneuvers.
Cons: Can be intercepted. Slow movement speed ineffective against fast targets.

Credits;
Arcalane - Concept and Sprites

BEAM

Twin Scatterbeam Image
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.

Pros: Twice the scatterbeam! Twice the fun!
Cons: None, really. Apart from rorschachs.

Credits;
Arcalane - Concept, Beam Sprite
Aralonia - Turret Sprite

Twin Beam Turret Image
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.

Pros: Twice the beamer, twice the fun.
Cons: It's only actually one beam, and can still be rorschach'd.

Credits;
Arcalane - Concept, Beam Sprite
Aralonia/Kaelis - Turret Sprite

OTHER
Tesla Gun Image
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.

Pros: Can't be rorschached. At all. Puts out as much kick as the Beamer in a smaller timeframe.
Cons: None of note. Probably the most overpowered weapon, period. I guess graphical intensity counts?

Credits;
Arcalane - Concept
ChaosTheory - Tesla Effect Code

POINT DEFENSE
Point Defense Rocket Image
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.

Pros: Great at mob interception at long range. Best used against torpedoes and other slow-moving shots.
Cons: It can't intercept anything within it's blindspot range. At all. Must be combined with other PD for maximum effectiveness.

Credits;
Danny420Dale - Concept and Turret Sprite
Arcalane - Rocket Sprite

~~

Credits:
Twin Railgun - Aralonia
Sabot Cannon - CheesyErwin
Autocannon - Arcalane/Darkship
Twin Autocannon - Arcalane/Darkship
Twin Blaster - Aralonia
Plasma Ball Cannon - Darkship
Particle Rifle - Darkship
Particle Cannon - Darkship/Arcalane
Vulcan Cannon - cycerin
Machinegun - Arcalane/Danny420Dale
Tac-Nuke Cannon - Danny420Dale
Repeating Artillery - cycerin
Mini-Missile Pack - Aralonia
Torpedo - Arcalane/Darkship
Flash Bolter - cycerin
High Velocity Rocket - Arcalane
Twin Scatterbeam - Arcalane/Aralonia
Twin Beamer - Arcalane/Aralonia
Tesla Gun - Arcalane/ChaosTheory
Point Defense Rocket - Arcalane/Danny420Dale
Last edited by Arcalane on Tue Mar 03, 2009 5:40 pm, edited 10 times in total.
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Post by Arcalane »

New Modules!

Thruster Ex Image
A merely visual addition, the Thruster Ex serves as a possible extra tactical element for certain ships. By modding a thruster, it is possible to make a ship gain or lose maneuverability, acceleration and top speed when that thruster is destroyed. 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. Thruster Ex modules generate a more dynamic and perhaps realistic trail effect that scales dependant on angle relative to thrust and such.

Energy Max: 0.02
Energy Regen: 0.01
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)

Pros: Adds further strategic or tactical elements. Awesome looking thruster effects.
Cons: None, really.

Ship Deployer Image
Automated construction facility that produces any ship specified - there is no default ship. By default, requires 50% energy to produce one ship, and can deploy up to 2 when fully charged. The Ship Deployer can, for example, be used to spawn fighters from carriers and so on.

Path starts in your BSF directory, so if you want to spawn a file called "Hestia.shp", just enter "Hestia.shp" (minus quotes) into the ship name box. Simple! It also accepts folders ("/Custom Ships/Hestia.shp") and so on.

Energy Max: 2400
Energy Regen: 1
Energy Cost: 1200
Range: 500

~~

Credits:
ThrusterEx - Kaelis
Ship Deployer - Arcalane
Last edited by Arcalane on Fri Feb 13, 2009 8:12 am, edited 3 times in total.
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Post by Arcalane »

Updated the list of New Weapons with preliminary Pros and Cons. These should help shed some more light on the function(s) of the weapons.

Eddendum*: The various sections have been updated with new versions of the old graphics with proper transparency. They're also being hosted off my photobucket account, which should be a lot more reliable and easier to update if that is ever necessary.

*i r so witty
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Post by Arcalane »

Font size has been dropped a point in each post to make the it easier to scroll but still easy to read. Most browsers should temporarily alter the font size if you hold control and roll the mousewheel, so keep this in mind if you're having reading difficulties.
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Aphelion5
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Hey... Experimental Weapon Alpha?

Post by Aphelion5 »

What's with "Experimental Weapon Alpha"?

EDIT:
Shouldn't it be "EMP Torpedo"?
Last edited by Aphelion5 on Sat Nov 14, 2009 6:02 am, edited 1 time in total.
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Post by Nutcase »

EMP torpedo before it was revealed.
Don't you have stuff to do?
Ya know. The important things.
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Post by Arcalane »

Yes, I know it should be updated, and you both missed the fact the list is still missing the flare launcher/gun.
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Post by Nutcase »

You're working under the assumption I checked the list.
Don't you have stuff to do?
Ya know. The important things.
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Re: Weapons and Modules Guide + New Weapons/Modules

Post by masterjamie9 »

I never seen the Experimental weapon alpha/EMP Torpedo in the game. :/
Not in the campaign nor the editor. :/
Where u find it?
Or how u knew about it?
Whats better? An unhittable Fighter or an undestroyable Destroyer?
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Re: Weapons and Modules Guide + New Weapons/Modules

Post by Arcalane »

The 'new' weapons do not appear in the campaign for balance reasons.

It should be accessible in the latest version of SM if you scroll to the very end of the weapons list.

I know about it because I coded it. 'nuff said.
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Re: Weapons and Modules Guide + New Weapons/Modules

Post by 12321YYH »

I just tested the gluon bolter, the default for it is 35 energy, well I changed it to five and it shot alot more projectiles, so basically, the energy value is how much energy EACH BULET will use not per frame
How many men can we afford to lose in this goddamned war!!!
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Re: Weapons and Modules Guide + New Weapons/Modules

Post by Twi »

He's right, although for the wrong reasons. See, when the weapon fires 1 bullet per 1 frame, it doesn't matter which one it uses for energy, and either way, if it uses less energy, it's going to fire longer and therefore more, since it can only fire at said rate :P

But yeah. Just turn up the firing delay. It only uses energy when it fires. It will fire the same number of bullets (well, probably a bit more) by the end. It costs energy per bullet. Nuff said.

Also:
Spoiler!
Flare Gun Image

Damage: 1 (except not really)
Rate of Fire: 0.33 [10]
Magazine Size: 3
Reload Time: 1.83 [55]
Turning Rate: 2
Max Range: 800
Deviation: 5
Base HP: 55
Bullet Speed: 7
Flare Interceptability: 0.30

Fires high-luminosity flares which draw enemy PD fire to themselves and away from other, more dangerous weapons.

Notes: Flares do no damage and pass straight through ships until they reach their maximum range or get intercepted. They ARE stopped by flux projectors and can actually hit meteors and asteroids and damage them for whatever reason.

Pros: Distract PD. And apparently, clear asteroid fields. Passes through enemy ships.
Cons: It has no damage output!

(( And no, I don't know how to make the image background transparent or the color of the background or what have you. Wish I did.)
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Re: Weapons and Modules Guide + New Weapons/Modules

Post by Bulados2 »

I haven't seen any documentation for weapons or modules available and this one is great! nice job..












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Reserving the right to ignore stupid.
The answer is no, I won't explain myself.
almar.
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