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.

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.


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

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.


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


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: 2.50 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