Created page with "=== 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. Firing arc: 180 degrees above the emitter. Wire inputs Fire - Fires the laser! Target - The vector location to fire at. The laser can only fire at targets above the emitter. Strength - How strong the beam should be. Values are from 1 to 10, the default is 10. Lower strengths use less energy...."
 
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=== Ion Laser ===
TSCM has a comprehensive set of weapons that can be used in ship to ship [[Combat|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).


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


Firing arc: 180 degrees above the emitter.
Refire Rate - How quickly the beam should recharge. Values are from 1 to 10, the default is 1. Higher rates significantly increase energy usage.


Wire inputs


    Fire - Fires the laser!
    Target - The vector location to fire at. The laser can only fire at targets above the 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.


Energy calculation
=== Ion Laser ===
The energy usage follows the following formula:


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


Thus, the default setting will use up:
3^2 * 0.5 * 1000 = 4,500 energy.
Strength 10, refire rate 10 will use up:
3^2 * 5 * 1000 = 45,000 energy.


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


Wire inputs
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.


    Fire - Fires the laser!
    Strength - How strong the beam should be. As for the Ion laser, values are from 1 -10, default is 10.


Energy/water usage
Energy = Strength * 0.1 * 2500
The emitter uses energy as follows:
Energy per second = Strength * 0.1 * 2500


The default strength uses:
The default strength uses:
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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.
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.


Energy usage
Energy per shot = 500
The Pulsar emitters use 500 energy per shot.


=== Ship Cannon ===
=== Ship Cannon ===
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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.


Wire inputs
Energy per shot = 500
 
    Fire - Fires the cannon.
 
Energy usage
The cannon uses 5,000 energy per shot.


=== Phaser ===
=== Phaser ===
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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:
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:


    Energy usage is:  ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.
Fires in bursts of 3 seconds instead of 7.
    Fires in bursts of 3 seconds instead of 7.
Energy usage = ( 0.3 * Strength )^2 * ( Refire Rate * 0.5 ) * 750.


Damage


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


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


Wire inputs


    Fire - Fires torpedoes!
    Target - Sets the location for the torpedoes to home in on.
    Track Delay - Sets how long before the torpedoes should start tracking their target. Default and lowest possible value is 0.5 seconds.
    Set Type - Sets the type of torpedo to load. Setting this will unload the launcher and force a full reload. Photon is type 1, quantum is type 2 etc.


Torpedo types
Torpedo types
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Equation for energy usage:
Equation for energy usage:


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


Variants
Variants

Latest revision as of 19:43, 20 December 2025

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.


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.

Firing arc: 180 degrees above the emitter. 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.


Energy = Strength * 0.1 * 2500

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

The emitter uses water as follows: 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.


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.

Usage 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.

Energy per shot = 500

Ship Cannon

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

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


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

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.

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.


Torpedo types

   Photon:
       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.


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 usage Equation for energy usage:

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

Variants

   Disruptor
       Base energy consumption is 750.
       Beam fires for 2 seconds.
       Does 600 damage every 0.5 seconds (2400 damage total per discharge).
   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).
       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.