

They can also be triggered remotely using Logic Signals or by simply pressing R (unadvised). Their defining trait is their explosions ignore shields making ideal for ship based torpedoes. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. Other mine modules add other properties such as stealth and friendly fire avoidance. 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. 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. Multiple mines may be laid however each mine layer system can only support one output module. Lays out a customize-able mine into space. The lowest damage output possible is 40%. Any range greater than 400m then its damage output begins to drop the further away the target is.
#STARMADE DAMAGE BEAM FULL#
At less than 400m it will deal its full amount of damage to a target. Its damage potential is based on its range. Deals tremendous EM (Electromagnetic) damage and is great at dropping shields. The amount of HP depends on the missile's damage output.įires an instantaneous laser beam that deals damage over time. To prevent this missiles have hit points to them. Missiles also can be shot down with cannons. The amount of missiles that can be fired depends on the amount of missiles that the entity can load. It also makes use of a replenishing ammo supply. Deals Heat damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. The amount of recoil depends greatly on the damage output of the cannon system.įires a relatively fast moving dumb fire missile. A target that is hit will be pushed back at the point of impact. The shooting entity (unless anchored to a Space Station) will have its bow recoil upwards. 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 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. 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 direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. 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 output of a group can be changed by aiming at the desired block and pressing R. In each group, one block is defined as the "output": the location from which projectiles are emitted. Damage pulse has no penalty for multiple groups linked to the same computer. 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. Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). While Effects only increase their power requirements with each block connected.Each weapon system consists of a computer linked to at least 1 module of the same type ( Cannon Computer with Cannon Barrel, etc.). Both combat and support systems give a unique power multiplier penalty for each new non contiguous array. Players should take into account that every module that is added to a system also increases the energy usage of that system. The firing direction of a system is determined by the orientation of its main computer. The orientation of module block does not effect the firing direction of the system. This will immediately activate the module allowing the desired system to utilize it or gain from its addition. To connect simply place the block down on any entity and select its computer with C and press V on it. Modules are often used to create new arrays or enhance existing arrays by adding to the raw block count of the group. This is a module type block and is designed to be connected to its associated computer.
