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| ===List of weapons=== | | ===List of weapons=== |
| '''Common''' weapons are available for installation on all ships of the appropriate class and role. Brief information about some common weapons you can read here: <spoiler> | | '''Common''' weapons are available for installation on all ships of the appropriate class and role. |
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| ==Interceptor weapons==
| | Weapons being '''unique and for premium ships of the same role (experimental)''' can only be installed on certain ships purchased for {{CR}}, and on all premium ships of the same role of a suitable rank. |
| ===Pulse Laser===
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| The Pulse Laser is a short range instant hit thermal weapon. Unlike other lasers, the Pulse Laser is not very accurate, and has significant spread.
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| ===Shrapnel Cannon===
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| The Shrapnel Cannon is a shotgun-like kinetic weapon. If all of the projectiles hit, it does tremendous burst damage, but it suffers from high spread, especially if fired several times in succession.
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| ===Rapid Fire Blaster===
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| The RF Blaster is a short range, fast firing EM weapon.
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| ===Plasma Cannon===
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| The Plasma Cannon is the longest range interceptor weapon, but is still only medium range when compared with weapons as a whole. Its main distinguishing feature is that unlike other weapons, it becomes more accurate the longer the fire button is held down, rather than less.
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| ===Kinetic Supercharger===
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| The Kinetic Supercharger is a gun that fires small kinetic projectiles to medium range that detonate in a small explosion. It can only be equipped by [[ECM]] interceptors.
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| ===Phase Suppressor===
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| The Phase Suppressor is a thermal weapon that reduces the target's hull and shield regeneration.
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| ===Scatter Gun===
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| A short-ranged EM weapon that fires a burst of plasma that homes in on the nearest target aimed at. [[Recon]] use only.
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| ==Fighter weapons==
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| ===Assault Railgun===
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| The Assault Railgun is a fast firing, medium range, medium damage kinetic weapon. It is a suitable weapon against most targets, though it doesn't excel in any particular situation.
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| ===Gauss Cannon===
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| The Gauss Cannon is a long range, slow firing kinetic weapon with fast projectile speed. Its long range makes it a good sniping weapon, and its fast projectile speed makes it effective against interceptors, but its low overall damage will leave it struggling to take down heavily tanked ships like frigates.
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| ===Singularity Cannon===
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| The Singularity Cannon is the opposite of the Gauss Cannon. It fires very slow EM projectiles with a short-to-medium range that do high damage, making it effective against frigates and other slow ships, but difficult to use against speedier opponents. Singularity Cannon blasts are rather large and travel through ships, allowing a degree of area effect damage.
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| ===Ion Emitter===
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| The Ion Emitter is an instant-hit laser-like thermal weapon. It lowers the damage resistance of its target while you keep it trained on them. The resistance debuff makes this weapon very deadly against [[frigates]], especially guard frigates.
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| ===Gravi-Beamer===
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| The Gravi-beam is an instant-hit laser-like thermal weapon that can only be used by [[Tackler]]s. It lowers the max speed of its target while you keep it trained on them.
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| ===Flux-Phaser===
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| A long-range EM weapon that launches a single Plasma bubble that can follows the player's crosshair.
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| ===Phaser===
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| A duel-firing EM weapon. Pressing the fire button will launch a fast EM charge with a quick reload. Holding the fire button will launch a more damaging, slower-flying energy sphere that takes longer to reload. Hitting a slow sphere with a fast charge causes a large explosion. [[Command]] use only.
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| ==Frigate weapons==
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| ===Beam Cannon===
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| The Beam Cannon is a medium-to-long range instant hit thermal laser. It is easy to use and effective against most opponents, but its damage is not very high.
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| ===Coil Mortar===
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| The Coil Mortar is a medium range gun that fires kinetic explosives. The explosives' projectile speed is low, but they do area effect damage. Note that this means the coil mortar will damage the user if used against a target at point blank range.
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| ===Positron Cannon===
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| The Positron Cannon fires high speed, long range EM projectiles with a low rate of fire. The positron cannon can be charged, making it more accurate and more damaging.
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| ===Heavy Blaster===
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| The Heavy Blaster fire a shotgun-like blast of thermal projectiles. Its fire rate and spread increase dramatically the longer the fire button is held down. This allows it to saturate an arc in front of the frigate, but it lacks accuracy while doing so. If the pilot fires in bursts it can track targets better, but its damage will be low.
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| ===Eclipse Launcher===
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| The Eclipse Launcher fires projectiles of nanodrones that deal EM damage to enemies they hit and restore hull to friendlies. This weapon can only be equipped on [[Engineering|Engineer]]s. Its downside is low damage and quick overheating.
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| ===Destructor===
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| A thermal weapon that damages nearby enemies within 1000m of the target. [[Guard]] use only.
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| ===Mass Driver===
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| A rapid-fire kinetic weapon. Projectile speed increases with sustained fire.
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| </spoiler>
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| Weapons being '''unique and for premium ships of the same role (experimental)''' can only be installed on certain ships purchased for {{CR}}, and on all premium ships of the same role of a suitable rank. About them you can read [https://forum.star-conflict.com/index.php?/forum/181-patches-read-only/ at forum], in patchnotes 1.5.0-1.5.0f and 1.5.2. | |
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| '''Unique''' weapons can be installed only on the ship for which they were created. | | '''Unique''' weapons can be installed only on the ship for which they were created. |
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| Weapons by ''''[[Ellydium]]'''' technologies can be installed on alien ships, and some - on human ships of suitable role. | | Weapons by ''''[[Ellydium]]'''' technologies can be installed on alien ships, and some - on human ships of suitable role. |
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| You can visit [http://wiki.star-conflict.ru/index.php?title=%D0%9E%D1%80%D1%83%D0%B4%D0%B8%D1%8F Russian Wiki] for weapons' characteristics.
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| <!--'''Thermal'''--> | | <!--'''Thermal'''--> |
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| [[File:Phaser 14.jpg|link=Phaser|Phaser 14|80px]] | | [[File:Phaser 14.jpg|link=Phaser|Phaser 14|80px]] |
| [[File:Phaser gun.png|link=Phaser|Phaser 17|80px]] | | [[File:Phaser gun.png|link=Phaser|Phaser 17|80px]] |
| | </div> |
| | <div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;"> |
| | [[File:Turbophaser DN-1.jpg|link=Turbophaser DN-1|55px]] |
| </div> | | </div> |
| <div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;"> | | <div style="margin: 5px 25px 10px 5px; display: inline-block; vertical-align: top; text-align: center;"> |
The main weapon of the ship are the guns mounted in the mobile turrets (stationary for the bow ones).
- On the Interceptors 2 guns are installed.
- On the Fighters 4 guns are installed.
- On the Frigates 4 guns are installed (with the exception of Long-Range Frigates - 6 guns and Object NY18 - 8 guns).
- On the Destroyers 12 guns are installed (shoot maximum 8).
Depending on the type of damage, the weapons are:
- Kinetic. Do kinetic damage. Especially dangerous for the hull of the ship.
- Electromagnetic. EM damage is dealt. Especially dangerous for the shield of the ship.
- Thermal. Causes thermal damage. They damage equally well the shield and the hull of the ship. Many thermal weapons are lasers - they do not require advance when shooting.
Each gun of the ship shoots independently. Thus, the maximum cumulative damage inflicted by the weapons of a ship is obtained by multiplying the damage of a single gun by the total number of guns of the ship.
If the weapon fires from each gun consistently, then the damage per second and the rate of fire will vary in proportion to the number of firing guns, and the damage per shot of such weapon will not depend on their number.
If the weapon shoots all the guns at the same time, then the damage per second and per shot will depend on the number of guns, and their rate of fire will not affect.
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Aiming
The player performs aiming with a sight marker, which moves around the screen with the mouse. Since any ship has several guns, they all aim at one point, called the “aiming point”. The distance from the ship to the aiming point is determined as follows:
- If there are no objects under the gun, then the aiming point is at a great distance.
- If at the sight there is any object of the scene (ship, asteroid, etc.), then the aiming point is placed on the surface of the object.
- If the object of the scene is not at gunpoint, but near, then the aiming point is placed next to this object.
Shooting
Shooting is carried out by pressing the appropriate button. When shooting, the shot hits not the aiming point, but in some area around it - there is a scatter. The magnitude of the spread is set as the maximum angle of deflection of the shot from the axis of aiming. The probability of hitting a shot at a specific point within the spread region is determined by the normal distribution.
The fire does not consume the energy stored in the capacitor of the ship (except for some unique guns). The firing time is limited by the parameter Overheating, the time from overheating to the possibility of resuming firing is indicated by the parameter Cooling.
List of weapons
Common weapons are available for installation on all ships of the appropriate class and role.
Weapons being unique and for premium ships of the same role (experimental) can only be installed on certain ships purchased for , and on all premium ships of the same role of a suitable rank.
Unique weapons can be installed only on the ship for which they were created.
Weapons by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.
Thermal
Common
Unique and for premium ships of the same role
Unique
Ellydium
Kinetic
Common
Unique and for premium ships of the same role
Unique
Ellydium
Electromagnetic
Common
Unique and for premium ships of the same role
Unique
Ellydium