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[FAQ] Space Weapons


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#1 Kitkun

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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:
Spoiler


 

Guided Weapons:
Spoiler

Edited by Kitkun, 19 July 2012 - 02:59 PM.

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#2 feld

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Posted 26 October 2009 - 01:45 PM

You rule! Great idea!

#3 Phoenix Rising

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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.

#4 Kitkun

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Posted 27 October 2009 - 02:38 AM

Right-o. I really should know better than to work on this stuff at 3AM.

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#5 Phoenix Rising

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Posted 27 October 2009 - 05:07 AM

Meh, there'd be no mod if I didn't work at 3 AM :crazed:.

#6 keraunos

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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!

#7 1871

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Posted 31 May 2012 - 03:27 PM

thanks PR for working at 3 am hahahaha it is appreciated

#8 Kitkun

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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.

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#9 evilbobthebob

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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 ;)

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#10 Kitkun

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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. :crazed:

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