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Weapon components

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Null Void Beam
{{Version|2.27}}
{{Shipnav}}
{{hatnote|For detailed tables, see [[Weapon components/Detailed tables]].}}
Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any ships that have been designated as valid targets.
== Overview ==
Ingame, a weapon has the following stats:
* Cost: How many resources the weapon requires in order to be built and operated.
* Power Usage: How much power the weapon will consume when installed.
* Type: What category of weapons this particular weapon belongs to.
* Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency.
* Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again.
* Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Certain weapons are easier to aim than others.
* Tracking: How much of the target's evasion the weapon will ignore when firing at its target. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy.
* Range: The maximum effective firing distance of the weapon. A target must be within this firing range in order for a weapon to be able to engage it
* Average Damage: How much damage the weapon will deal per in-game day, assuming every shot hits the target with 100% efficiency.
* Damage multipler: How effective the weapon is against a given type of defense.
Ingame, a weapon has following stats:* Cost: How many resources required to build.* Power Usage: How many power it will consume.* Type: Which category this weapon belongs to.* Damage: How many damage will be delivered per hit when hit a target with 100% efficiency. Larger weapon inflicts much more damage than smaller one.* Cooldown: Cooldown time(day) between two attacks.* Accuracy: Chance to hit against a target with zero evasion.* Tracking: How many evasion value will be ignored by this weapon. Smaller weapon has higher tracking.* Range: How far this weapon can reach. Larger weapon have bigger range.* Average Damage: How many damage will be delivered per game day with 100% efficiency, against a target with zero evasion.* Damage multipler: The effciency against various defense type. Many weapons come in multiple sizes. Larger sizes have {{red|lower}} {{iconify|tracking}}, but {{green|greater}} {{iconify|weapons range}} and high raw damage while smaller sizes conversely have {{green|higher}} {{iconify|tracking}} and {{green|higher}} {{iconify|ship accuracy}} but {{red|lesser}} {{iconify|weapons range}} and low raw damage. Compared to a {{icon|slot s}} small weapon, a {{icon|slot l}} large weapon typically has about 50% less {{iconify|tracking}}, twice the 200% more range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships.
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== Energy weapon weapons ==
Based on {{iconify|Physics}} technology, energy weapons use energy-based attacks and are generally good effective against armor but are poor ineffective against shields. Energy weapons can be divide divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.
Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require {{iconify|Rare Crystals}} and {{iconify|Exotic Gases}} to buildand operate.
=== Anti-Armor ===
Standard energy weapon that stong weapons are effective against armor and weak ineffective against shieldshields. LaserLasers, Plasma launchers and Lance Lances belong to this category.
==== Laser ====
Laser is Lasers are the basic energy weapon. They fire focused beam beams of superconcentrated light at targets, causing damage through the generation of intense heat. Good They are very effective against armor, but poor very ineffective against shieldshields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''4.6''' day cooldown
|}
==== Plasma Launcher ====Plasma weapons eject destructive launchers launch balls of high-energy highly energized and destructive plasma. These projectiles They are extremely effective at eating through ship against armor. Very and very effective against armor and hull but deal negligible damage highly ineffective against shieldshields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''5.1''' day cooldown
==== Lance ====
Lance is a Lances are heavy energy weapon weapons that fire large focused particle beams of highly energized particles and cause massive damage. Essentially a massive laser weaponhybrid between lasers and plasma launchers, the size of emitter arrays limits their use to Battleshipsthey are extremely effective against armor and very effective against hull but are very ineffective against shields.
* Can fit into {{icon|slot xl}} Extra-Large slots
* '''8.0''' day cooldown
=== Anti-Hull ===
Energy weapon weapons that are good at destroying specialized in dealing damage to a ship's hull. Mining LaserLasers, Launcher Launchers and Matter Disintegrator Disintegrators belong to this category.
==== Mining Laser ====
Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency help to create lasers strong enough to allow them to mine asteroids, or shoot down hostilesmine ships, destroying them. Useful at early-gameThey are highly effective against hull and are somewhat effective against armor but are very ineffective against shields.
* Can fit into {{icon|slot s}} Small and {{icon|slot m}} Medium slots
* '''4.0''' day cooldown
|}
==== Particle Launcher ====These weapon weapons fire projectiles consisting of a rocket carrying an explosive energy projectiles consists payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They have are highly effective against hull and very high DPH and extremely long cooldowneffective against armor but are very ineffective against shields.
* Can fit into {{icon|slot l}} Large slots
* '''16.0''' day cooldown
==== Matter Disintegrator ====
Salvaged from Extradimensional Invaders, these weapons are created Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planesto create highly powerful energy shots. Very good overall statsThey are extremely effective against hull, very effective against armor but very ineffective against shields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''4.5''' day cooldown
=== Penetrating ===
Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. DisruptorDisruptors, Cloud Lightning and Arc Emitter Emitters belong to this category. These weapons fire bolts of unstable and chaotic high-energy particles that damage and destroy the molecular bonds holding the target's constituent atoms together.The unstable and chaotic nature of the fired energy bolts allows them to slip right through both shields and armor to wreak havoc directly on the ship's hull and crew but it also causes their damage output to be highly unpredictable.
==== Disruptor ====
Disruptors fire high-energy bolts that weaken damage and destory destroy the molecular bonds that hold holding the target's constituent atoms together, capable of wreak havoc .They completely ignore shields and armor and deal base damage directly on to the hull and crew.
* Can fit into {{icon|slot s}} Small and {{icon|slot m}} Medium slots
* '''6.1''' day cooldown
==== Cloud Lightning ====
Salvaged from Void Clouds, these weapon weapons are essentially scaled-up Disruptors that use the same a special gas composition together with a specialized condult conduit to emit powerful lightninglightnings. Useful in mid-late gameThey ignore both shields and armor and deal base damage directly to the hull.
* Can fit into {{icon|slot l}} Large slots
* '''6.0''' day cooldown
==== Arc Emitter ====
This is a powerful weapon that launches A scaled-up version of the Cloud Lightning, itself a scaled up version of the Disruptor, these weapons launch lightning arc arcs of chaotic and unstable energy at targets, ignoring armor and shields.They ignore both shields and armor and shieldsdeal base damage directly to the hull.
* Can fit into {{icon|slot xl}} Extra-Large slots
* '''8.1''' day cooldown
=== Anti-Shield ===
Energy weapons that strong against shield but weak specialize in dealing damage to shields at the expense of their damage output against armor and hull. Related technologies can only be obtained from events or salvages.
==== Energy Siphon ====
Based on {{iconify|Society}} technology, this weapon drain drains energy from enemy ships by adapting the tiyanki Tiyanki method of siphoning energy from gaseous matter. Useful in early gameThey are extremely effective against shields but highly ineffective against armor.
* Can fit into {{icon|slot s}} Small slots
* '''4.0''' day cooldown
==== Null Void Beam ====
Can be learnt from the null void(a possible outcome of the interdimensional portal event chain), this weapon can actually possesses the unique ability to destroy energy by harnessing the entropic nature of the null void. Useful in early-mid gameIt is absurdly effective against shields but highly ineffective against both armor and hull.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''4.4''' day cooldown
* '''90%''' accuracy
* {{green|500400%}} damage against {{iconify|shield}}* {{red|2575%}} damage against {{iconify|armor}}* {{red|2575%}} damage against {{icon|ship health}} hull
{| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;"
|}
== Kinetic Weapon weapons ==Based on {{iconify|Engineering}} technology, kinetic weapons use various means of propulsion (such as Electromagnets, Electromagnetic Coils, and Electromagnetic Rails) to accelerate and fire solid projectiles. They're good against shields but poor against armor.
Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require {{iconify|Volatile Motes}} to build.
=== Mass Driver ===
Mass Driver is Drivers are the basic kinetic weaponweapons. These electromagnetic projectile launchers use magnets various systems of electromagnets to accelerate and fire solid armor-piercing rounds projectiles towards targets at high speeds. Good They are very effective against shield, weak shields but very ineffective against armor.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''3.45''' day cooldown
|}
=== Autocannons Autocannon ===Autocannon is Autocannons are a largesmaller, rapid-caliber ballistic weapon fire version of the Mass Driver that fire cased explosive shellsfires very small solid projectiles at a very rapid rate. The Their main advantage of these cannons is their high rate of fire and excellent tracking, but their design limits them to only small slots and they deal little damage are nigh-useless against armored targets. They are very effective against shields, somewhat effective against hull and highly ineffective against armor.
* Can fit into {{icon|slot s}} Small slots
* '''2.3''' day cooldown
|}
=== Kinetic Battery Launcher ===Kinetic Battery is Launchers are a very longbigger, slower-range artillery firing version of the Mass Driver that is capable of hurling launching very big and very powerful rounds solid projectiles over extreme distances with a large degree of accuracy. Their main advantage is their sheer destructive power coupled with an impressive range but their design limits them to large slots. They are extremely effective against shields, somewhat effective against hull and very ineffective against armor.
* Can fit into {{icon|slot l}} Large slots
* '''6.4''' day cooldown
=== Mega Cannon ===
Essentially scaled-up Kinetic Launchers, Mega cannon is an Cannons are enormous mass accelerator cannon accelerators that can only be placed in a spinal mount and fires huge, monstrously powerful rounds disc-shaped projectiles over vast extreme distances.They are very effective against shields, somewhat effective against hull and somewhat ineffective against armor.
* Can fit into {{icon|slot xl}} Extra-Large slots
* '''9.0''' day cooldown
|}
== Explosive Weapon weapons ==Based on {{iconify|Engineering}} technology, explosive weapons fire guided projectiles that carry an explosive payload. Missile  Explosive weapons can be divide divided into 3 categories: Missiles, Swarmer missiles and TorpedosTorpedoes.They have very long range compared to other {{iconify|Medium}} weapons and ignore shields. They have 100% accuracy and 100% Tracking so their damage is unavoidable but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on the enemy's point-defense capabilities.
All explosive weapons go in a special {{icon|slot g}} Guided slot. They have very long range compared with other {{iconify|Medium}} weapons, have 100% accuracy and ignore shields, but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on enemy's point-defense capabilities.
Most advanced explosive weapons require {{iconify|Volatile Motes}} to build.
=== Missiles ===
Standard explosive weapons. They are strong somewhat more effective against shield hull and hull, deal base damage otherwise but are weak at surviving against point-defense weapons.
==== Normal Missiles ====
Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. They offer a balance between deal moderate damage and have moderate survivability against point defense.
* '''6.8''' day cooldown
* '''100%''' accuracy
==== Scourge Missiles ====
Salvaged from Prethoryn Scourge and based on {{iconify|Society}} technology, these self-propelled projectile weapons spreading horrific destruction, are very effective against armor and hull and have good survivability against all point-defense method.
NOTE: the name and efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.
=== Swarmer Missiles ===
These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systemsthrough sheer numbers. Swarmer missiles carry a smaller payload and thus deal less low damage than missiles, but they have very high hull points and fast fire rate, which makes them ideal baitssurvivability against point-defense.
* '''3.8''' day cooldown
* '''100%''' accuracy
=== Torpedos ===
Torpedos are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedos have very are slow to fire rate, but carry a bigger payload and thus inflict massive high damage upon hit and do well but have low survivability against armor, but point-defense due to their slowness. They are very fragile and sloweffective against armor.
* '''21.1''' day cooldown
* '''100%''' accuracy
== Strike Craft ==
Based on {{iconify|Engineering}} technology, strike craft hangars do not attack the enemy directly, but instead launch small ships spaceships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by point defenses, especially flak cannonsguns. All strike craft go in a special {{icon|slot h}} hangar slot. Lost Outside of combat, strike craft regenerate at the rate displayed in game to the hanger capacity, but in combat, they regenerate at 20% of 0.13 strike craft per daythe rate in game continually, or 7.7 days per strike craftand can exceed their hangar capacity if not destroyed quickly enough.
The DPS takes into account the number of strike craft per hangar. However, note that this is number as at best a very optimistic estimate rough estimation of how much damage they can do, as strike craft appear are often shot down before they can reach their targets. In addition to this, strike craft continually spawn as mentioned above, leading to only spend potentially much higher DPS during long battles against a fraction of the time actually firing, and will be shot down by enemy firefleet without point defense.
Fire rate, Weapon damage, and Strike craft damage modifier modifiers only affects affect military power of the strike craft themselves. It does not affect the actual battle.
=== Basic Regular Strike Craft ===These manned strike craft are launched from a hangar or carrier mothership and rely on their speed , agility and small size to survive long enough to punch through enemy defensesattack their targets. Good They are very effective against armored shipsarmor.
* '''8''' units per hangar
* '''2.03''' day cooldown
* '''100%''' accuracy
* '''810''' attack range
* {{yellow|Ignore}} {{iconify|shield}}
* {{green|150%}} damage against {{iconify|armor}}
! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|shield}}<br/>Shield !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed
|-
| style="text-align: left;" | [[File:Ship part strike craft scout 1.png|26px]] Scout Wing|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 40 || 20 || 24-4 8 (3.06) || 5070% || 1220.00 86 || 0 || 30 || 5060% || 300550
|-
| style="text-align: left;" | [[File:tech strike craft 1.png|26px]] Basic Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 40 || 34 || 24-8 10 (5.07) || 6080% || 2024.00 34 || 10 || 35 || 5565% || 300600
|-
| style="text-align: left;" | [[File:tech strike craft 2.png|26px]] Improved Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 68 || 45 || 45-13 (9 (6.5) || 7090% || 2631.00 30 || 20 || 40 || 80% || 350650
|-
| style="text-align: left;" | [[File:tech strike craft 3.png|26px]] Advanced Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 88 || 59 || 6-12 17 (911.05) || 70100% || 3640.00 || 30 || 45 || 80% || 400700
|}
=== Amoeba ===
Based on {{iconify|Society}} technology, an empire can breed amoeba Space Amoebae and use its Flagellas Flagella as effective strike craft. Useful in early-mid gameThey are the only strike craft not to have 100% accuracy, instead having 70%. They are very effective against armor.
* '''8''' units per hangar
* '''5.0''' day cooldown
! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed
|-
| style="text-align: left;" | [[File:tech amoeba strike craft 1.png|26px]] Amoeba Flagella|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 60 || 30 || 1620-26 30 (2125.0) || 50% || 3340.60 00 || 50 || 50% || 300500
|}
=== Swarm Strikers ===
Based on {{iconify|Society}} technology, these cloned and miniaturized Prethoryn specimen can be controlled, which may be and used as strike craft. They ignore 66% of the target's armor points, allowing them to deal damage directly to the hull, albeit with a 33% damage reduction.
NOTE: the efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.
* '''10''' units per hangar
* '''82.0''' day cooldown
* '''100%''' accuracy
* '''10''' attack range
! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|armor}}<br/>Armor !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed
|-
| style="text-align: left;" | [[File:tech swarm strike craft 1.png|26px]] Swarm Strikers|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 100 || 80 || 8-12 (10.0) || 080% || 1250.50 00 || 20 || 80 || 80% || 400
|}
== Point-defense weapons ==
Point-defense weapons are small turrets that are capable of targeting and destroying incoming missiles and strike craft, preventing them from dealing damage to the ship. It's very inefficient They are not efficient against common full-size warships because it deals negligible , however, as they have low damage against armorcompared to other weapons. They come in two types: Flaks Flak Guns and Point-Defenseboth of which can attack enemy ships, missiles and strike craft.
All point-defense weapons use {{icon|slot pd}} Point-Defense slot.
=== Flak Cannon Gun ===Based on {{iconify|Engineering}} technologies, these gun batteries fire small-size explosive fragmentation rounds that create shrapnel rounds at close range. They're particularly lethal detonation, allowing them to attack and destroy enemy strike craft.
* '''0.5''' day cooldown
* '''75%''' accuracy
=== Point-Defense ===
Based on {{iconify|Physics}} technologies, these hull-mounted countermeasures are often essential for larger military vessels. They're good at shooting down turrets fire energy shots that detonate target payloads prematurely, allowing them to destroy incoming missiles.
* '''0.5''' day cooldown
* '''75%''' accuracy
|}
== Titanic Weapons weapons ==
{{expansion|apc}}
These weapons are used by Titans and Ion Cannons, and can destroy a normal enemy ship of any size in a single hit from extreme range. All of them share the same stats, being good at destroying targets with low evasion.
NOTE: titanic weapons do not classified as an are neither energy weapon - nor kinetic weapon-based, so it they will not benefit from repeatable technologies.
* '''21.75''' day cooldown
* '''85%''' accuracy
|}
== World Destroyer Weapons Devastator weapons ==
{{expansion|apc}}
See [[Colossus]].  Although technically mounted on a special weapon slotand used by a spaceship, these weapons are not used in ship-to-ship combat. Instead, they affect [[Celestial body|planets]].
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|}
== World destroyer devastator weapons ==
See [[Colossus]]. Although technically mounted on a special weapon slot, these weapons are not used in ship-to-ship combat. Instead, they affect [[Celestial body|planets]]
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