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| FOOLISH SAMURAI |
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Joined: Thu Sep 13, 2007 10:37 am Posts: 4009 Location: UK
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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.
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THIS POST SHANGHAI'D FOR NEW WEAPONS; 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.
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  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
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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.
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  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  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  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  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  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  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  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  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  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  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  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  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  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  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  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  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  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  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
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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
_________________ /l、 ゙(゚、 。 7 l、゙ ~ヽ じしf_, )ノ
Last edited by Arcalane on Tue Mar 03, 2009 5:40 pm, edited 10 times in total.
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