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=== Overview ===
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]].  
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|combat]].  




Typical wire inputs
Typical wire inputs:


Fire - Fires the weapon.
Fire - Fires the weapon.
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Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.


Note: Not all weapons have these inputs


=== Mechanics ===
The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).
The damage values are hull vs. shields. Shields take damage only from the "shield damage" value reported.


=== Ion Laser ===
=== Ion Laser ===
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=== Pulsar Emitter ===
=== Pulsar Emitter ===


Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it.
Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos.  


Usage
Class name: pulsar_emitter
Press your use key on your ship core to select players to target. When you enable the emitters on the core, they'll auto fire on the best target belonging to any players set to be targeted that's in range.
 
Firing arc: 180 degrees


Energy per shot = 500
Energy per shot = 500
Note: It is not possible to set the vector manually, it uses ship core for targetting.


=== Ship Cannon ===
=== Ship Cannon ===


Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.
Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.
Class name: ship_cannon
Firing arc: 0 degrees


Energy per shot = 500
Energy per shot = 500
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Fires in bursts of 3 seconds instead of 7.
Fires in bursts of 3 seconds instead of 7.
Class name: phaser_emitter
Firing arc: 180 degrees
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.


Damage = 600 damage every 0.5 seconds (2400 damage total per burst).
=== Ship Turret ===
Class: ship_turret_base


Damage = 600 damage every 0.5 seconds (2400 damage total per burst).
Firing arc: 72.5 degrees.
 
Variants:
*Ion Laser
**Energy consumption: 1000
**Fire duration: 7.00 seconds
**Damage per second when firing: 2250
**Shield damage per second when firing: 120
*Flak
**Energy per projectile: 250
**Projectile speed (hammer units/s): 8000
**Projectiles per volley: 8
**Damage per hit: 300
**Base shield damage per hit: 300
*Kinetic
**Energy per projectile: 375
**Projectile speed (hammer units/s): 8000
**Projectiles per volley: 3
**Damage per hit: 1200
**Base shield damage per hit: 120
*Pulse Antiproton
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 2
**Damage per hit: 2025
**Base shield damage per hit: 4050
**Critical hit chance: 5%
*Pulse Disruptor
**Energy per projectile: 500
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 1050
**Base shield damage per hit: 2100
*Pulse Phaser
**Energy per projectile: 500
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 1050
**Base shield damage per hit: 2100
*Pulse Plasma
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 2
**Damage per hit: 375
**Base shield damage per hit: 37.5
**Damage over time: 1500 over 4 seconds
*Pulse Proton
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 3
**Damage per hit: 600
**Base shield damage per hit: 600
**Damage penetrating shields: 90%
*Pulse Polaron
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 3
**Damage per hit: 675
**Base shield damage per hit: 1350
**Energy drained per hit: 200
*Pulse Protonic Polaron
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 3
**Damage per hit: 825
**Base shield damage per hit: 825
**Energy drained per hit: 100
**Damage penetrating shields: 45%
*Pulse Spiral Wave Disruptor
**Energy per projectile: 500
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 1050
**Base shield damage per hit: 2100
*Pulse Tetryon
**Energy per projectile: 600
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 3
**Damage per hit: 150
**Base shield damage per hit: 3000
*Pulse Voth Antiproton
**Energy per projectile: 750
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 750
**Base shield damage per hit: 1500
**Enemy damage reduction on hit: 10% for 5% of hits
*Destiny Pulse
**Energy per projectile: 500
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 1050
**Base shield damage per hit: 2100
*Destiny Main Pulse
**Energy per projectile: 500
**Projectile speed (hammer units/s): 6000
**Projectiles per volley: 4
**Damage per hit: 1050
**Base shield damage per hit: 2100


=== Torpedo Launcher ===
=== Torpedo Launcher ===
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Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.
Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.
Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%.




Class: torpedo_launcher
Class: torpedo_launcher
Firing arc: 72.5 degrees cone in front of the launcher.


Firing arc: 72.5 degrees.
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)


Variants:
Variants:
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*Phaser/TMP Phaser/TOS Phaser
*Phaser/TMP Phaser/TOS Phaser
**Energy consumption: 750
**Energy consumption: 750
**Fire duration: 2.50 seconds
**Fire duration: 2.00 seconds
**Recharge multiplier: 1
**Recharge multiplier: 1
**Damage per second when firing: 1800
**Damage per second when firing: 1800
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***Damage per second when firing: 2700
***Damage per second when firing: 2700
***Shield damage per second when firing: 100
***Shield damage per second when firing: 100
=== Cruise Missile ===
Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.
Class name: cruise_missile_launcher
Firing arc: 72.5 degrees
Max loaded: 4
Loading time: 5 seconds
Energy per missile shot: 1,000
Missile speed: 6,000 u/s
Damage: 1000 per hit
=== SAM Launcher ===
Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.
Class name: sam_missile_launcher
Firing arc: 72.5 degrees
Details:
*Max loaded: 3
*Loading time: 5 seconds.
*Energy per missile shot: 500.
*Missile speed: 6,000 u/s.
*Damage: 500 per hit.

Latest revision as of 20:10, 19 January 2026

Overview

TSCM has a comprehensive set of weapons that can be used in ship to ship combat.


Typical wire inputs:

Fire - Fires the weapon.

Target - Sets the location for the torpedoes to home in on, typically in the form of a Vector.

Track Delay - Sets how long before the torpedoes should start tracking their target.

Set Type - Sets the type for weapon entities with sub variants (e.g. the beam emitter).

Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy.

Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.

Note: Not all weapons have these inputs

Mechanics

The recharge multiplier determines how quickly the beam emitter goes from 0 to 100 charge relative to other beam types (i.e. it affects how quickly it can be ready to fire again). It does not directly affect the amount of energy used, only how often the emitter could fire (depending on how many other weapons want to fire).

The damage values are hull vs. shields. Shields take damage only from the "shield damage" value reported.

Ion Laser

Based off the Ion cannons in Homeworld 2, this is a directed energy laser. It fires for 7 seconds, doing 1500 damage every second at max strength.

Class name: ship_laser

Firing arc: 180 degrees

Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000

Keeper Laser

Based on the "Keepers" from Homeworld 2, this fires a sustained beam directly from the emitter. As long as the fire input remains 1, and the emitter has energy and water available, the beam will continue firing. At full strength it does 2500 damage.

Class name: keeper_emitter

Firing arc: 180 degrees

Energy per second = Strength * 0.1 * 2500

Water per second = Strength * 0.1 * 200

If no water is present for ( 20 * 10 / Strength ) seconds, the emitter overheats, and will take 50 seconds to recharge and cool down.

Note: It is not possible to set a custom vector, it uses the ship core for targetting

Pulsar Emitter

Based off weapons of the same name in Homeworld 2, these are small anti-fighter laser emitters. They are controlled by the ship core they are connected to, and take energy and targeting directly from it. They are also used for automatic anti-torpedo weapons, that is it can shoot down torpedos.

Class name: pulsar_emitter

Firing arc: 180 degrees

Energy per shot = 500

Note: It is not possible to set the vector manually, it uses ship core for targetting.

Ship Cannon

Fires 5 large projectiles per burst from the cannon. Shots take 5 seconds to reload after all shots are fired.

Class name: ship_cannon

Firing arc: 0 degrees

Energy per shot = 500

Phaser

A Star Trek style energy laser weapon. Fires a phaser beam from an emitter strip. Mechanics are very similar to the Ion laser, with 2 simple differences:

Fires in bursts of 3 seconds instead of 7.

Class name: phaser_emitter

Firing arc: 180 degrees

Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.

Damage = 600 damage every 0.5 seconds (2400 damage total per burst).


Ship Turret

Class: ship_turret_base

Firing arc: 72.5 degrees.

Variants:

  • Ion Laser
    • Energy consumption: 1000
    • Fire duration: 7.00 seconds
    • Damage per second when firing: 2250
    • Shield damage per second when firing: 120
  • Flak
    • Energy per projectile: 250
    • Projectile speed (hammer units/s): 8000
    • Projectiles per volley: 8
    • Damage per hit: 300
    • Base shield damage per hit: 300
  • Kinetic
    • Energy per projectile: 375
    • Projectile speed (hammer units/s): 8000
    • Projectiles per volley: 3
    • Damage per hit: 1200
    • Base shield damage per hit: 120
  • Pulse Antiproton
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 2
    • Damage per hit: 2025
    • Base shield damage per hit: 4050
    • Critical hit chance: 5%
  • Pulse Disruptor
    • Energy per projectile: 500
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 1050
    • Base shield damage per hit: 2100
  • Pulse Phaser
    • Energy per projectile: 500
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 1050
    • Base shield damage per hit: 2100
  • Pulse Plasma
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 2
    • Damage per hit: 375
    • Base shield damage per hit: 37.5
    • Damage over time: 1500 over 4 seconds
  • Pulse Proton
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 3
    • Damage per hit: 600
    • Base shield damage per hit: 600
    • Damage penetrating shields: 90%
  • Pulse Polaron
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 3
    • Damage per hit: 675
    • Base shield damage per hit: 1350
    • Energy drained per hit: 200
  • Pulse Protonic Polaron
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 3
    • Damage per hit: 825
    • Base shield damage per hit: 825
    • Energy drained per hit: 100
    • Damage penetrating shields: 45%
  • Pulse Spiral Wave Disruptor
    • Energy per projectile: 500
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 1050
    • Base shield damage per hit: 2100
  • Pulse Tetryon
    • Energy per projectile: 600
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 3
    • Damage per hit: 150
    • Base shield damage per hit: 3000
  • Pulse Voth Antiproton
    • Energy per projectile: 750
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 750
    • Base shield damage per hit: 1500
    • Enemy damage reduction on hit: 10% for 5% of hits
  • Destiny Pulse
    • Energy per projectile: 500
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 1050
    • Base shield damage per hit: 2100
  • Destiny Main Pulse
    • Energy per projectile: 500
    • Projectile speed (hammer units/s): 6000
    • Projectiles per volley: 4
    • Damage per hit: 1050
    • Base shield damage per hit: 2100

Torpedo Launcher

The torpedo launcher fires Star Trek style torpedo projectiles that can track targets. There is a 5% chance that, on reloading, the launcher will load extra torpedoes. The maximum loaded from a bonus load is a total of 3 torpedoes.

Torpedoes have a 10 second maximum lifetime. If they have not hit anything after this time, they will explode.

Damage to shields is based on a scaling factor, for all torpedoes that is 7.5%, for transphasic it is 25%. If the shields are resilient then the scaling factor is reduced by 5%.


Class: torpedo_launcher

Firing arc: 72.5 degrees.


Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)

Variants:

  • Biomolecular:
    • Loading time: 4.00 seconds
    • Energy per torpedo: 5000
    • Torpedo speed (hammer units/s): 3500
    • Damage per hit: 3000
  • Chroniton
    • Loading time: 4.00 seconds
    • Energy per torpedo: 3750
    • Torpedo speed (hammer units/s): 3000
    • Damage per hit: 3750
  • Photon
    • Loading time: 2.00 seconds
    • Energy per torpedo: 2500
    • Torpedo speed (hammer units/s): 3500
    • Damage per hit: 3000
  • Photon(TMP)
    • Loading time: 2.50 seconds
    • Energy per torpedo: 2500
    • Torpedo speed (hammer units/s): 3500
    • Damage per hit: 3000
  • Photon(TOS)
    • Loading time: 2.50 seconds
    • Energy per torpedo: 2500
    • Torpedo speed (hammer units/s): 3500
    • Damage per hit: 3000
  • Plasma
    • Loading time: 5.00 seconds
    • Energy per torpedo: 7500
    • Torpedo speed (hammer units/s): 1000
    • Damage per hit: 6000
  • Quantum
    • Loading time: 4.00 seconds
    • Energy per torpedo: 5000
    • Torpedo speed (hammer units/s): 2500
    • Damage per hit: 6000
  • Transphasic
    • Loading time: 4.00 seconds
    • Energy per torpedo: 15000
    • Torpedo speed (hammer units/s): 4000
    • Damage per hit: 3750
  • Transphasic Chronition
    • Loading time: 4.00 seconds
    • Energy per torpedo: 7500
    • Torpedo speed (hammer units/s): 3500
    • Damage per hit: 3000
  • Tricobalt
    • Loading time: 10.00 seconds
    • Energy per torpedo: 25000
    • Torpedo speed (hammer units/s): 1000
    • Damage per hit: 30000

Beam Emitter

Fires Star Trek style beams other than phasers. Usage is the same as for the Ion laser and phaser emitter, as is the energy usage equation.

Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )

Variants:

  • Disruptor
    • Energy consumption: 750
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1800
    • Shield damage per second when firing: 220
  • Tetryon
    • Energy consumption: 625
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 600
    • Shield damage per second when firing: 300
  • Antiproton
    • Energy consumption: 750
    • Fire duration: 1.00 seconds
    • Recharge multiplier: 2.5
    • Damage per second when firing: 1725
    • Shield damage per second when firing: 180
    • Crits are rolled per hit, rather than per burst.
  • Plasma
    • Energy consumption: 750
    • Fire duration: 2.50 seconds
    • Recharge multiplier: 1.25
    • Damage per second when firing: 450
    • Shield damage per second when firing: 40
  • Polaron
    • Energy consumption: 750
    • Fire duration: 2.50 seconds
    • Recharge multiplier: 1.2
    • Damage per second when firing: 1350
    • Shield damage per second when firing: 250
  • Phaser/TMP Phaser/TOS Phaser
    • Energy consumption: 750
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1800
    • Shield damage per second when firing: 200
  • Proton
    • Energy consumption: 875
    • Fire duration: 1.50 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1200
    • Shield damage per second when firing: 100
  • Protonic Polaron
    • Energy consumption: 875
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1050
    • Shield damage per second when firing: 100
  • Spiral Wave Disruptor
    • Energy consumption: 750
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1800
    • Shield damage per second when firing: 220
  • Voth Antiproton
    • Energy consumption: 750
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1620
    • Shield damage per second when firing: 200
  • Destabalising Tetryon
    • Energy consumption: 625
    • Fire duration: 2.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 600
    • Shield damage per second when firing: 100
  • Chroniton
    • Energy consumption: 750
    • Fire duration: 1.00 seconds
    • Recharge multiplier: 1
    • Damage per second when firing: 1500
    • Shield damage per second when firing: 200

Stargate Beam Emitter

Fires either the Asgard Beam, or Ori Beam from Stargate. Time it takes to fire depends the distance to the target, which can have a large effect on effective DPS.

Class name: sg_beam_emitter

Variants:

  • Asgard Plasma
      • Energy consumption: 750
      • Fire duration: 2.00 seconds
      • Recharge multiplier: 1
      • Damage per second when firing: 2250
      • Shield damage per second when firing: 150
  • Ori Beam
      • Energy consumption: 750
      • Fire duration: 2.00 seconds
      • Recharge multiplier: 1
      • Damage per second when firing: 2700
      • Shield damage per second when firing: 100

Cruise Missile

Fires large, heavy damage missiles at a target. Functions similar to the torpedo launcher, however, the missiles are very slow turning and are not good against small moving targets.

Class name: cruise_missile_launcher

Firing arc: 72.5 degrees

Max loaded: 4

Loading time: 5 seconds

Energy per missile shot: 1,000

Missile speed: 6,000 u/s

Damage: 1000 per hit

SAM Launcher

Fires small, light damage missiles at a target. Functions similar to the cruise missile launcher and the torpedo launcher.

Class name: sam_missile_launcher

Firing arc: 72.5 degrees

Details:

  • Max loaded: 3
  • Loading time: 5 seconds.
  • Energy per missile shot: 500.
  • Missile speed: 6,000 u/s.
  • Damage: 500 per hit.