Replying to [FAQ] Space Weapons
Topic Summary
Kitkun
Posted 31 May 2012 - 04:32 PM
Indeed! Though I'm so used to seeing things like "HP_Dom_IV_HQTL_01_R" that it's actually a little odd to see it presented otherwise.
evilbobthebob
Posted 31 May 2012 - 04:21 PM
At least all the info is in the manual so you don't have to hunt through the code
Kitkun
Posted 31 May 2012 - 04:08 PM
Had to reformat as the forum change a while back broke the code. Anyways, went through and updated. Self-destruct blasts aren't as devastating to fighters now.
1871
Posted 31 May 2012 - 03:27 PM
thanks PR for working at 3 am hahahaha it is appreciated
keraunos
Posted 14 February 2010 - 02:33 PM
Why, oh why, have I spotted this topic so late? Eh, disadvantages of showing up here so rarely. Thanks a lot Kitkun!
Phoenix Rising
Posted 27 October 2009 - 05:07 AM
Meh, there'd be no mod if I didn't work at 3 AM .
Kitkun
Posted 27 October 2009 - 02:38 AM
Right-o. I really should know better than to work on this stuff at 3AM.
Phoenix Rising
Posted 26 October 2009 - 09:28 PM
Very comprehensive guide to space weapons. Consider it pinned. I was only able to find a few errors/errata:
Plasma torps should have 10 speed unless I messed up. Speaking of which, it might be helpful to convert those numbers into MGLTs and DPFs. I'll leave that up to you, but you can multiply speed by 25 to get MGLT and turn rate by 30 to get DPF.
I've been thinking about adding a "rapid" modifier to indicate conventional quad lasers. It's a bit awkward as it is now.
You're correct - the baradiums are not in v1.1 (and the stats that I used for v1.0 were underpowered). Also, cluster bombs will probably be dropped from the Reef Home for v1.2 and the fate of the mag pulse cluster bomb that the MTC uses probably isn't good either (for some reason, I could never get it to work right with the Cluster Bomb ability).
The illegal CTF-1 self-destruct is meant to be an ionite explosive, so it wipes out pretty much all shields in range. It should only affect shields though.
Plasma torps should have 10 speed unless I messed up. Speaking of which, it might be helpful to convert those numbers into MGLTs and DPFs. I'll leave that up to you, but you can multiply speed by 25 to get MGLT and turn rate by 30 to get DPF.
I've been thinking about adding a "rapid" modifier to indicate conventional quad lasers. It's a bit awkward as it is now.
You're correct - the baradiums are not in v1.1 (and the stats that I used for v1.0 were underpowered). Also, cluster bombs will probably be dropped from the Reef Home for v1.2 and the fate of the mag pulse cluster bomb that the MTC uses probably isn't good either (for some reason, I could never get it to work right with the Cluster Bomb ability).
The illegal CTF-1 self-destruct is meant to be an ionite explosive, so it wipes out pretty much all shields in range. It should only affect shields though.
feld
Posted 26 October 2009 - 01:45 PM
You rule! Great idea!
Kitkun
Posted 26 October 2009 - 11:03 AM
First off, a big FU to the forums for screwing up my formatting. Badly. Tried for a simpler, cleaner layout, but it's not working. Why does every tag besides the four basics act as a line break?
05/11/2012 Edit: So I noticed that the forum update a while back broke the formatting of this. I've quickly cleaned it up now. Haven't yet checked to see if this information is still accurate to PR 1.2.
One of the biggest hurdles of PR is simply knowing what weapon does what. Luckily, the standardization works very well in regards to this.
Weapons can generally be divided into certain categories, and often have a number of counterparts that cover the weaknesses of each other. For example, Lasers and Turbolasers complement each other well, as well as working well with Ion and Turboion Cannons. Whether the ships you use actually mount these weapons are another matter entirely.
For each weapon, I'll give a basic summary, then a selection of stats to show how each type stacks up against each other.
There are also a set of modifiers that can affect such things as range and power, but are entirely based on the base weapon. I'll explain those at the end of the relevant sections.
Unguided Weapons:
Guided Weapons:
05/11/2012 Edit: So I noticed that the forum update a while back broke the formatting of this. I've quickly cleaned it up now. Haven't yet checked to see if this information is still accurate to PR 1.2.
One of the biggest hurdles of PR is simply knowing what weapon does what. Luckily, the standardization works very well in regards to this.
Weapons can generally be divided into certain categories, and often have a number of counterparts that cover the weaknesses of each other. For example, Lasers and Turbolasers complement each other well, as well as working well with Ion and Turboion Cannons. Whether the ships you use actually mount these weapons are another matter entirely.
For each weapon, I'll give a basic summary, then a selection of stats to show how each type stacks up against each other.
There are also a set of modifiers that can affect such things as range and power, but are entirely based on the base weapon. I'll explain those at the end of the relevant sections.
Unguided Weapons:
Spoiler
The majority of weapons you'll come across are unguided. Rate of fire is time in seconds before the next shot is fired.
Projectiles:
Projectiles:
Spoiler
Modifiers:Blasters:
Light weapons intended more for ground use, these do very poor damage against the heavily shielded and armored targets in space.
Lasers are your basic anti-fighter weapon. Accurate enough to target small, fast ships, but not enough damage to effectively combat larger ships.
Turbolasers are your basic anti-big stuff weapon. Poor accuracy against small ships, but has enough damage to bring down larger vessels.
Unlike the laser weapons, they cannot damage the hull of a ship. Instead, they brings down shields at a higher rate. They're extremely useful for overpowering the high shield recharge to expose the more vulnerable hull for the other weapons to finish off. In addition to this, they're also capable of disabling the engines of opposing ships for short times, giving you another advantage in combat.
These bypass shields entirely to deal damage directly to the hull. Few ships you can build will mount these, though wealthy pirates might have the ammo stores to direct a number of them against you. Mass Drivers have an exceptionally long range.
These are essentially the opposite of the Ion and Turboion Cannons. They also bypass shields to dismantle your hull. Exceedingly dangerous weapons, they are also rare. Outlawed throughout the galaxy, you will not be able to utilize these weapons for yourself. Only the nastiest of pirates use these weapons.
Light weapons intended more for ground use, these do very poor damage against the heavily shielded and armored targets in space.
- Blaster:
- Damage per shot: 2
- Rate of fire: 2
- Range: 400
Lasers are your basic anti-fighter weapon. Accurate enough to target small, fast ships, but not enough damage to effectively combat larger ships.
Turbolasers are your basic anti-big stuff weapon. Poor accuracy against small ships, but has enough damage to bring down larger vessels.
- Laser:
- Damage per shot: 8
- Rate of fire: 2
- Range: 800
- Turbolaser:
- Damage per shot: 24
- Rate of fire: 3
- Range: 2400
Unlike the laser weapons, they cannot damage the hull of a ship. Instead, they brings down shields at a higher rate. They're extremely useful for overpowering the high shield recharge to expose the more vulnerable hull for the other weapons to finish off. In addition to this, they're also capable of disabling the engines of opposing ships for short times, giving you another advantage in combat.
- Ion Cannon:
- Damage per shot: 12 (Shield only)
- Rate of fire: 2
- Range: 800
- Turboion Cannon:
- Damage per shot: 36 (Shield only)
- Rate of fire: 3
- Range: 2400
These bypass shields entirely to deal damage directly to the hull. Few ships you can build will mount these, though wealthy pirates might have the ammo stores to direct a number of them against you. Mass Drivers have an exceptionally long range.
- Slugthrower:
- Damage per shot: 2 (Hull only)
- Rate of fire: 3 (3 per salvo)
- Range: 800
- Mass Driver:
- Damage per shot: 18 (Hull only)
- Rate of fire: 3
- Range: 3600
These are essentially the opposite of the Ion and Turboion Cannons. They also bypass shields to dismantle your hull. Exceedingly dangerous weapons, they are also rare. Outlawed throughout the galaxy, you will not be able to utilize these weapons for yourself. Only the nastiest of pirates use these weapons.
- Disruptor:
- Damage per shot: 16 (Hull only)
- Rate of fire: 4
- Range: 800
- Turbodisruptor:
- Damage per shot: 48 (Hull only)
- Rate of fire: 6
- Range: 2400
Spoiler
Light/Heavy/Advanced/Experimental:
These modifiers affect range and damage. Light weapons have half the range and half the damage of standard weapons, while Heavy, Advanced, and Experimental weapons have 150%, 200%, and 250% changes respectively. An exception is the Blaster, whose range is not affected.
Double/Triple/Quadruple/Sextuple/Octuple:
This modifier simply means that there are multiple guns on a single mounting, some firing in a single burst rather than one by one. A good example is to watch the heavy guns on Imperial Star Destroyers. This only affects damage output.
Quad:
Not to be confused with the Quadruple modifier, quad weapons fire a projectile level below the description, however, they fire at an extremely high rate. For example, quad lasers will fire light lasers rather than standard lasers. The net effect is a shorter range, but higher damage output.
Exceptions: All blasters have a range of 400, quad blasterss 200. The illegal Y-Wing's triple laser works like a quad laser.
These modifiers affect range and damage. Light weapons have half the range and half the damage of standard weapons, while Heavy, Advanced, and Experimental weapons have 150%, 200%, and 250% changes respectively. An exception is the Blaster, whose range is not affected.
Double/Triple/Quadruple/Sextuple/Octuple:
This modifier simply means that there are multiple guns on a single mounting, some firing in a single burst rather than one by one. A good example is to watch the heavy guns on Imperial Star Destroyers. This only affects damage output.
Quad:
Not to be confused with the Quadruple modifier, quad weapons fire a projectile level below the description, however, they fire at an extremely high rate. For example, quad lasers will fire light lasers rather than standard lasers. The net effect is a shorter range, but higher damage output.
Exceptions: All blasters have a range of 400, quad blasterss 200. The illegal Y-Wing's triple laser works like a quad laser.
Guided Weapons:
Spoiler
Guided projectiles have a variety of different effects. These are valuable weapons and many smaller ships carry only a few.
Generally listed after unguided projectiles. Guided weapons have their fire rate based on storage of the carrying ship.
Weapon listings show: number of launchers (Projectiles carried per launcher).
Due to the game engine and gameplay balance, actual count in-game is infinite, however, each launcher will empty its' magazine every two minutes. So a ship with 2 (4) missiles will fire two missiles every thirty seconds, while 6 (30) would fire six missiles every four seconds.
AoE damage is stacked on top of single target damage. A dash indicates that the field is either zero or not applicable.
Projectiles:
Generally listed after unguided projectiles. Guided weapons have their fire rate based on storage of the carrying ship.
Weapon listings show: number of launchers (Projectiles carried per launcher).
Due to the game engine and gameplay balance, actual count in-game is infinite, however, each launcher will empty its' magazine every two minutes. So a ship with 2 (4) missiles will fire two missiles every thirty seconds, while 6 (30) would fire six missiles every four seconds.
AoE damage is stacked on top of single target damage. A dash indicates that the field is either zero or not applicable.
Projectiles:
Spoiler
Modifiers:Concussion Missile/Proton Torpedo:
Concussion Missiles are your basic anti-fighter guided weapon. Fast and maneuverable, few ships can avoid these. They can do heavy damage to frigates and light cruisers en masse.
Proton Torpedoes are your basic anti-big stuff guided weapon. With a decent speed, they pack a heavy punch. They cannot target ships smaller than corvettes, however.
Heavier than the Proton Torpedoes, the Rockets are slower and less common. Even more so for Proton Bombs. These weapons can devastate capital ships with ease, if you can hit them. Neither can target ships smaller than corvettes.
The Turboion Cannons of guided weapons, the Plasma Torpedo burns away shields at a high rate, supporting other weapons rather than doing hull damage. Cannot target ships smaller than corvettes.
Instead of increasing single target damage against low health opponents, the advanced anti-fighter weapons damage all ships in an area. Flechette Missiles don't have any extra single-target damage, while the powerful Diamond Boron Missiles have to punch through the shields as well. Both are rare.
Very, very scary weapons. Perversely, they deal no damage to shields or hull, however, they cut the target ship's rate of fire and speed by 75%. The Cluster Bomb is very slow and both are extremely rare.
I believe this weapon is unused in the current version of PR.
I believe these are activated solely by abilities.
The weapon of last resort, it's not used often for obvious reasons. They're quite powerful, though they have to go through shields. The CTF-1 self-destruct is found only on illegal ships.
Concussion Missiles are your basic anti-fighter guided weapon. Fast and maneuverable, few ships can avoid these. They can do heavy damage to frigates and light cruisers en masse.
Proton Torpedoes are your basic anti-big stuff guided weapon. With a decent speed, they pack a heavy punch. They cannot target ships smaller than corvettes, however.
- Concussion Missile:
- Damage per shot: 24 (Hull only)
- Range: 2400
- Speed: 500 MGLTs
- Turn Rate: 240 DPF
- Proton Torpedo:
- Damage per shot: 48 (Hull only)
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 120 DPF
Heavier than the Proton Torpedoes, the Rockets are slower and less common. Even more so for Proton Bombs. These weapons can devastate capital ships with ease, if you can hit them. Neither can target ships smaller than corvettes.
- Rocket:
- Damage per shot: 120 (Hull only)
- Range: 2400
- Speed: 100 MGLTs
- Turn Rate: 60 DPF
- Proton Bomb:
- Damage per shot: 240 (Hull only)
- Range: 2400
- Speed: 50 MGLTs
- Turn Rate: 30 DPF
The Turboion Cannons of guided weapons, the Plasma Torpedo burns away shields at a high rate, supporting other weapons rather than doing hull damage. Cannot target ships smaller than corvettes.
- Plasma Torpedo:
- Damage per shot: 240 (Shields only)
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 120 DPF
Instead of increasing single target damage against low health opponents, the advanced anti-fighter weapons damage all ships in an area. Flechette Missiles don't have any extra single-target damage, while the powerful Diamond Boron Missiles have to punch through the shields as well. Both are rare.
- Flechette Missile:
- Damage per shot: -
- Area of Effect: 50
- AoE Damage: 27 (Hull only)
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 240 DPF
- Diamond Boron Missile:
- Damage per shot: 96
- Area of Effect: 100
- AoE Damage: 96
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 240 DPF
Very, very scary weapons. Perversely, they deal no damage to shields or hull, however, they cut the target ship's rate of fire and speed by 75%. The Cluster Bomb is very slow and both are extremely rare.
- Mag Pulse Torpedo:
- Damage per shot: 180 (Energy only)
- Area of Effect: -
- AoE Damage: -
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 240 DPF
- Heavy MagnePulse Cluster Bomb:
- Damage per shot: 480 (Energy only)
- Area of Effect: 1200
- AoE Damage: 480
- Range: 1800
- Speed: 100 MGLTs
- Turn Rate: 60 DPF
I believe this weapon is unused in the current version of PR.
- Baradium Missile:
- Damage per shot: 48 (Hull only)
- Area of Effect: 50
- AoE Damage: 48
- Range: 2400
- Speed: 250 MGLTs
- Turn Rate: 120 DPF
I believe these are activated solely by abilities.
- Seismic Charge:
- Damage: 108
- Area of Effect: 100
- AoE Damage: 36
- Range: -
- Speed: -
- Turn Rate: -
- Heavy Cluster Bomb:
- Damage: 300
- Area of Effect: 600
- AoE Damage: 300
- Range: 600
- Speed: 250 MGLTs
- Turn Rate: -
The weapon of last resort, it's not used often for obvious reasons. They're quite powerful, though they have to go through shields. The CTF-1 self-destruct is found only on illegal ships.
- GR-75 Medium Transport:
- Area of Effect: 200
- AoE Damage: 600
- BFF-1 Bulk Freighter:
- Area of Effect: 200
- AoE Damage: 1200
- CTF-1 Container Transport:
- Area of Effect: 400
- AoE Damage: 18000 (Shield only)
- Quasar Fire-class Bulk Cruiser:
- Area of Effect: 800
- AoE Damage: 3600
Spoiler
Light/Heavy:
Slightly different than the modifier for unguided projectiles, these modifiers affect range, damage, and AoE. Light Projectiles have two-thirds the damage, area of effect, and AoE damage, and half the range. Heavy weapons have one and one-third power as well as 150% range.
Advanced:
Not like the modifier for unguided projectiles, this affects speed, rate of turn, and damage. Advanced weapons have 120% speed, 200% rate of turn, and 150% damage. In the case of the Magna-Pulse weapons, it also brings the RoF and Engine cuts to 100%.
Slightly different than the modifier for unguided projectiles, these modifiers affect range, damage, and AoE. Light Projectiles have two-thirds the damage, area of effect, and AoE damage, and half the range. Heavy weapons have one and one-third power as well as 150% range.
Advanced:
Not like the modifier for unguided projectiles, this affects speed, rate of turn, and damage. Advanced weapons have 120% speed, 200% rate of turn, and 150% damage. In the case of the Magna-Pulse weapons, it also brings the RoF and Engine cuts to 100%.