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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.
<!-- The tables below also utilize normalized DPS (damage per sol) value in one of their columns, which is calculated as follows:
Based on {{iconify|Physics}} technology, energy weapons use energy-based attacks and are generally effective against armor but ineffective against shields. Energy weapons can be 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 build and operate.
=== Anti-Armor ===
==== Laser ====
Lasers are the basic energy weapon. They fire focused beams of superconcentrated light at targets, causing damage through the generation of intense heat. They are 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
* '''4.6''' day cooldown
==== Plasma Launcher ====
Plasma launchers launch balls of highly energized and destructive plasma. They are highly extremely effective against armor and very effective against hull but highly ineffective against against shields.
* Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots
* '''5.1''' day cooldown
==== Lance ====
Lances are heavy energy weapons that fire large focused beams of highly energized particles and cause massive damage. Essentially a hybrid between lasers and plasma launchers, they are highly 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
==== Mining Laser ====
Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency to create lasers strong enough to allow them to mine asteroids, or mine ships, destroying them. They are very 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 weapons fire projectiles consisting of a rocket carrying an explosive energy payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They are very highly effective against hull and very effective against armor but are very ineffective against shields.
* Can fit into {{icon|slot l}} Large slots
* '''16.0''' day cooldown
==== Cloud Lightning ====
Salvaged from Void Clouds, these weapons are essentially scaled-up Disruptors that use a special gas composition together with a specialized condult conduit to emit powerful lightnings. They 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
==== Energy Siphon ====
Based on {{iconify|Society}} technology, this weapon drains energy from enemy ships by adapting the tiyanki Tiyanki method of siphoning energy from gaseous matter.
They are extremely effective against shields but highly ineffective against armor.
* Can fit into {{icon|slot s}} Small slots
==== Null Void Beam ====
Can be learnt from the null void(a possible outcome of the interdimensional portal event chain), this weapon possesses the unique ability to destroy energy by harnessing the entropic nature of the null void. It 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 Weapons 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.
=== Mass Driver ===
Mass Drivers are the basic kinetic weapons. These projectile launchers use verious various systems of electromagnets to accelerate and fire solid armor-piercing projectiles towards targets at high speeds. They are very effective against 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
|}
== Explosive Weapons weapons ==
Based on {{iconify|Engineering}} technology, explosive weapons fire guided projectiles that carry an explosive payload.
Explosive weapons can be 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.
== Strike Craft ==
Based on {{iconify|Engineering}} technology, strike craft hangars do not attack the enemy directly, but instead launch small spaceships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by flak guns. All strike craft go in a special {{icon|slot h}} hangar slot. Destoyed 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 day or 7.7 days per strike craftthe rate in game continually, and 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, instead spending the majority of their time evading enemy fire and they will suffer casualtiesfleet without point defense.
Fire rate, Weapon damage, and Strike craft damage modifiers only affect military power of the strike craft themselves. It does not affect the actual battle.
=== 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 attack their targets. They are very effective against armor.
* '''8''' units per hangar
* '''2.03''' 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|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 || 4-12 10 (8.07) || 6080% || 3224.00 34 || 10 || 35 || 5565% || 350600
|-
| 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 || 65-13 (9.5) || 7090% || 3831.00 30 || 20 || 40 || 80% || 450650
|-
| 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 || 96-18 17 (1211.05) || 70100% || 5440.00 || 30 || 45 || 80% || 500700
|}
=== Amoeba ===
Based on {{iconify|Society}} technology, an empire can breed Space Amoebae and use its Flagellas Flagella as strike craft. They 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 || 20-30 (25.0) || 50% || 40.00 || 50 || 50% || 350500
|}
Based on {{iconify|Society}} technology, these cloned and miniaturized Prethoryn specimen can be controlled 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. They are nigh-useless not efficient against full-size warships, however, as they negligible have low damage compared to ther other weapons. They come in two types: 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.
|}
== 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.
|}
== World Devastator Weapons weapons ==
{{expansion|apc}}
See [[Colossus]].
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