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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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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.
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.


Firing arc: 180 degrees above the emitter.
Class name: ship_laser
 
Firing arc: 180 degrees
 
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000
Energy = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 1000


=== Keeper Laser ===
=== Keeper Laser ===
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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.
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


Energy = Strength * 0.1 * 2500
Firing arc: 180 degrees


The default strength uses:
Energy per second = Strength * 0.1 * 2500
10 * 0.1 * 2500 = 2,500 energy per second.


The emitter uses water as follows:
Water per second = Strength * 0.1 * 200
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.
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 ===
=== 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 ===


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


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


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


Torpedo types


    Photon:
Shield damage: Base damage * scaling factor (transphasic torpedo to a resilient shield will do 3750*(0.25-0.5)=750)
        Max loaded: 1.
        Loading time: 2 seconds.
        Energy per torpedo shot: 2,500.
        Torpedo speed: 3,500 u/s.
        Damage: 2000 per hit.
    Quantum
        Max loaded: 1.
        Loading time: 4 seconds.
        Energy per torpedo shot: 5,000.
        Torpedo speed: 2,500 u/s.
        Damage: 4000 per hit.
    Plasma
        Max loaded: 1.
        Loading time: 5 seconds.
        Energy per torpedo shot: 7,500.
        Torpedo speed: 1,000 u/s.
        Damage: 4000 per hit + non stacking 2,500 damage over 5 seconds after impact.
    Transphasic
        Max loaded: 1.
        Loading time: 4 seconds.
        Energy per torpedo shot: 15,000.
        Torpedo speed: 4,000 u/s.
        Damage: 2500 per hit, pierces shields to do more hull damage (only reduced to 45% damage, compared to every other projectile reduced to 10% damage).
    Chroniton
        Max loaded: 1.
        Loading time: 4 seconds.
        Energy per torpedo shot: 3,750.
        Torpedo speed: 3,000 u/s.
        Damage: 2500 per hit, 25% chance to slow shuttles and cut CAP ship engines on hit.
    Transphasic Chroniton
        Max loaded: 1.
        Loading time: 4 seconds.
        Energy per torpedo shot: 7,500.
        Torpedo speed: 3,500 u/s.
        Damage: 2000 per hit, pierces shields to do more hull damage and 25% chance to slow shuttles and cut CAP ship engines on hit.
    Biomolecular
        Max loaded: 1.
        Loading time: 4 seconds.
        Energy per torpedo shot: 5,000.
        Torpedo speed: 3,500 u/s.
        Damage: 2000 per hit plus 500 radiation damage over 5 seconds. 25% chance to slow shuttles and cut CAP ship engines on hit.
    Tricobalt
        Max loaded: 1.
        Only allowed one launcher spawned with these loaded at a time.
        Loading time: 20 seconds.
        Energy per torpedo shot: 25,000.
        Torpedo speed: 1,000 u/s.
        Damage: 8,000 per hit plus 1,000 damage per second for 5 seconds after impact.


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 ===
=== Beam Emitter ===
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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.
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 usage
Energy per bust = BaseEnergy * ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 )
Equation for energy usage:
 
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 ===


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


Variants
Details:


    Disruptor
*Max loaded: 3
        Base energy consumption is 750.
*Loading time: 5 seconds.
        Beam fires for 2 seconds.
*Energy per missile shot: 500.
        Does 600 damage every 0.5 seconds (2400 damage total per discharge).
*Missile speed: 6,000 u/s.
    Tetryon
*Damage: 500 per hit.
        Base energy consumption is 625.
        Beam fires for 2 seconds.
        Base recharge rate is 1.5x as fast as phasers.
        Does 200 damage every 0.5 seconds (800 damage total per discharge).
        Does a large bonus amount of damage to shields.
    Antiproton
        Base energy consumption is 750.
        Beam fires for 1 second.
        Base recharge rate is 2.5x as fast as phasers.
        Has a 5% chance to critical hit, causing 2x more damage than a normal hit.
        Does 200 damage every 0.5 seconds, or 400 on a critical hit.
        Does 45 shield damage, or 90 on crit.
        Crits are rolled per hit, rather than per burst.
    Plasma
        Base energy consumption is 750.
        Beam fires for 2.5 seconds.
        Base recharge rate is 1.25x as fast as phasers.
        Does 150 damage every 0.5 seconds.
        Also adds a damage over time effect, which does 250 damage once per second for 4 seconds.
        The damage over time only applies when hitting hull directly, not through shields.
    Polaron
        Base energy consumption is 750.
        Beam fires for 2.5 seconds.
        Base recharge rate is 1.2x as fast as phasers.
        Does 300 damage every 0.5 seconds (1500 per discharge).
        Drains 200 * ( Strength / 10 ) energy from the target per hit. Has a 5% chance to disable a type 11 shuttle's engines on hit for 1-3 seconds.
    Phaser/TMP Phaser/TOS Phaser
        Base energy consumption is 750.
        Beam fires for 2 seconds.
        Does 600 damage every 0.5 seconds (2400 per discharge).
    Proton
        Base energy consumption is 875.
        Beam fires for 1.5 seconds.
        Does 400 damage every 0.5 seconds (1200 per discharge).
        Does 75% damage through shields, regardless of shield type.
    Protonic Polaron
        Base energy consumption is 875.
        Beam fires for 2 seconds.
        Does 350 damage every 0.5 seconds (1050 per discharge).
        Does 37.5% damage through shields, regardless of shield type.
        Drains 100 * ( Strength / 10 ) energy from the target per hit. Has a 5% chance to disable a type 11 shuttle's engines on hit for 1-3 seconds.
    Spiral Wave Disruptor
        Base energy consumption is 750.
        Beam fires for 2 seconds.
        Does 600 damage every 0.5 seconds (2400 per discharge).
    Voth Antiproton
        Base energy consumption is 750.
        Beam fires for 2 seconds.
        Does 540 damage every 0.5 seconds (2160 per discharge).
        Has a 5% chance per hit to reduce the target ship's weapon damage by 10% for 10 seconds.
    Destabalising Tetryon
        Base energy consumption is 625.
        Beam fires for 2 seconds.
        Base recharge rate is 1.5x as fast as phasers.
        Does 200 damage every 0.5 seconds (800 damage total per discharge).
        Applies a non-stacking drain effect on hitting a shield which drains power from all faces.
    Chroniton
        Base energy consumption is 750.
        Beam fires for 1 second.
        Base recharge rate is 2x as fast as phasers.
        Does 500 damage every 0.5 seconds (1000 damage total per discharge).
        Has a 5% chance to apply a non-stacking slowdown effect on shuttles, or cut the engines of CAP ships.

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.