Weapons: Difference between revisions
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Damage = 600 damage every 0.5 seconds (2400 damage total per burst). | 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 === | === Torpedo Launcher === | ||
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*Phaser/TMP Phaser/TOS Phaser | *Phaser/TMP Phaser/TOS Phaser | ||
**Energy consumption: 750 | **Energy consumption: 750 | ||
**Fire duration: 2. | **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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Firing arc: 72.5 degrees | Firing arc: 72.5 degrees | ||
Energy: | Max loaded: 4 | ||
Damage: 1000 | |||
Loading time: 5 seconds | |||
Energy per missile shot: 1,000 | |||
Missile speed: 6,000 u/s | |||
Damage: 1000 per hit | |||
=== SAM Launcher === | === SAM Launcher === | ||
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Firing arc: 72.5 degrees | Firing arc: 72.5 degrees | ||
Energy: 500 | Details: | ||
Damage: 500 | |||
*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.