

Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles.

Damage pulse has no penalty for multiple groups linked to the same computer. In each group, one block is defined as the "output": the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing R. The text which appears while aiming at a block will read ": Make Output (CURRENT)" if that block is the current output for its group, and ": Make Output" otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. The projectile or effect color of any weapon can be altered by linking the primary weapon computer to any light emitting block.įires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.Įvery shot also produces recoil that is exerted on both the shooter and the target. The shooting entity (unless anchored to a Space Station) will have its bow recoil upwards. A target that is hit will be pushed back at the point of impact. The amount of recoil depends greatly on the damage output of the cannon system.įires a relatively fast moving dumb fire missile. Deals Heat damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load. Missiles also can be shot down with cannons. To prevent this missiles have hit points to them. The amount of HP depends on the missile's damage output.įires an instantaneous laser beam that deals damage over time. Deals tremendous EM (Electromagnetic) damage and is great at dropping shields. Its damage potential is based on its range.
STARMADE WARHEAD FULL
#STARMADE DAMAGE BEAM FULL#Īt less than 400m it will deal its full amount of damage to a target. Any range greater than 400m then its damage output begins to drop the further away the target is. The lowest damage output possible is 40%. Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding Right Click.īy placing additional modules adjacent to the Mine Core players can alter the nature of the mines that that system can lay. For instance, placing the Cannon Type Mine-Module will change the mines into projectile firing entities while using the Missile Type Mine-Module makes the mines fire heat seeking missiles. Other mine modules add other properties such as stealth and friendly fire avoidance. Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes. They can also be triggered remotely using Logic Signals or by simply pressing R (unadvised).
