Category:Small Weapon

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[edit] Overview

  • There are 10 different kind of Small Weapons you can put in your ships. To be able to build a special kind of Small Weapon you first have to upgrade to the needed Small Weapon Tech.
  • The amount of small weapons you can mount on a ship depends on the Hull and can vary from 0 to 30.
  • Small Weapons can only be shot down by 35mm Vulcan, Flake Cannon and Auto Blaster.
  • All Small Weapons but the Plasma Gun have a 25% chance to be reflected by an enemy ship's Shield and thus to inflict no damage (has been 50% before host 195).
  • Organic Armor takes no damage from Small Weapons fire and prevents any of the small weapon specials (see below) to take effect.
  • All Small Weapons have a mass of 1kt.
  • The attribute Max Charge seen in the ingame Weapon Specs is simply Power Drain * Charge Time


Tech Name Cost Tech Cost Range Accuracy PD Odds Power Drain Ord Usage Charge Time Hardness
10 Plasma Gun 165 1900 200 50 40 10 - 10 100
9 Tachyon Gun 160 1765 950 60 0 5 - 8 90
8 Xenon Beam 150 1020 370 50 10 1 - 30 70
7 Meson Gun 30 550 365 40 35 1 - 10 40
6 Positron 55 300 550 67 35 1 - 10 40
5 Phasor 52 300 495 45 30 1 - 10 40
4 Streak Missiles 50 300 950 70 80 1 1 30 55
3 Disrupter 20 200 290 45 35 1 - 8 76
2 Pulsed Laser 10 120 355 40 40 1 - 3 20
1 Laser 5 100 376 40 40 1 - 4 10

[edit] Damage

  • The following table contains information on the inflicting damage if a Small Weapon has successfully landed a hit on its target.
  • The Shield Drain and Armor Drain values can be improved by Exotic Tech for all Small Weapons except the Laser and Pulsed Laser.
Tech Name Shield Armor Blast
Power
Kill
Power
Damage to Systems
Drain Arc Drain Arc Weapons Engines Hyperdrive Control Life
10 Plasma Gun 10 - 2 100 9 5 5* 5 5 8 1
9 Tachyon Gun 1 10 - 120 5 1 2 2 1 4 1
8 Xenon Beam 2 50 4 20 4 5 8* 2 1 5 1
7 Meson Gun 2 - 2 95 2 2 1 1 1 5 1
6 Positron 1 - 3 - 1 1 1 5 4 1 1
5 Phasor 2 - 1 - 2 1 3* 4 1 1 1
4 Streak Missiles 5 - 1 - 5 2 2 2 1 1 1
3 Disrupter 1 - 1 - 1 3 3* 1 1 1 4
2 Pulsed Laser 2 - 2 - 1 1 2 1 1 1 1
1 Laser 1 1 1 - 1 1 1 1 1 1 1

* A value > 2 gives a chance for a critical hit at a target ship's soft spot and cause an huge additional amount of hull damage.

[edit] Special

Small weapons are much weaker than Large Weapons, however they have additional special effects that can make a difference if used wisely.

Tech Name Special
10 Plasma Gun
  • If an enemy ship's Armor is hit by a Plasma Gun, there is a 80% chance that 200 points are subtracted from its Super Weapon energy.
  • If an enemy ship's Armor is hit by a Plasma Gun, there is a 2% chance that there is a check for each Large Weapon on the target with a 1% chance that its energy is set to 0.
  • Unlike all other Small Weapons, which have a 25% chance of a glancing blow, the Plasma Gun always drains Shield.
9 Tachyon Gun
  • Tachyon Guns ignore the target ship's evasive rating when firing., if the target is not owned by the Solar Federation.
8 Xenon Beam
  • Can temporarily disable Point Defense of an enemy ship in combat by a hit to the armor or hull. (80% of reducing power level of all pd by -10)
7 Meson Gun
  • If an enemy ship's Armor or hull is hit by a Meson Gun, there is a chance that 15 points are substracted from its Large Weapon energy.
    • The chance depends on the amount of Armor present on the enemy ship and is variying from 0% (full Armor) to a max of 25% (no Armor).
    • It is possible to force the target's energy banks to go into a very negative state of charge an thus to keep the Large Weapons from firing at all.
    • Ships without armor are immune to this effect.
    • Ships owned by The Stormer Kingdom and The Solar Federation are immune to this effect.
6 Positron
  • Can temporarily disable Small Weapons in combat by a hit to the armor or hull. (40% of reducing all power levels to -20)
4 Phasor
  • The chance of hitting an enemy ship is increased by +40, if Phasors are used by The Solar Federation
  • Phasors can shoot down enemy Assault Pods much better than other small weapons.
4 Streak Missiles
  • Streak Missiles ignore the target ship's evasive rating when firing, if the target is not owned by the Solar Federation.
  • The 35mm Vulcan Point Defense shoots down Streak Missiles at a rate of 70%.
2 Disrupter
  • If an enemy ship's armor or hull is hit by a Disruptor, there is a chance that 10 crew, 30 troops and 100 colonists are killed.
2 Pulsed Laser
  • Cannot be improved by Exotic Tech
  • Can be temporarily disabled in combat from a Laser hit to the armor or hull.
1 Laser
  • Cannot be improved by Exotic Tech
  • Can temporarily disable enemy Pulsed Lasers in combat by hitting the armor or hull (drops energy level of the Pulsed Lasers to -20).


[edit] Race Specials

[edit] Order of Events

The following pseudocode has been deducted from the actual combat code of Host 208.

[edit] Load Ship Data

See Load Ship Data

[edit] Find Target

See Check_Target page.

[edit] VS Ships

' Set flags for special combinations of attacker and target

' Privateer ship firing at non-privateer ship (has hull plan)
If Ship is owned by Privateer
  Flag Priv1
  If Target is NOT owned by Privateer
    If Ship has Hull Plan of Target
      Flag Priv2

' Darkwing G firing at Cyborg (owned) ship
If Ship is Darkwing G
  If Target is owned by Cyborg or is a Cyborg hull
    Flag BirgG
    ' currently (h208), a bug prevents Darkwing G from ignoring Shields on captured Cyborg hulls
    ' Allegedly fixed in Host 210

[edit] Odds To Hit

rOdds = Small Weapon Accuracy

rOdds reduced by enemy Holo Decoys / 10

Range Modifier = (MaxRange - Range) / MaxRange * 0.4 + 0.6
Minimum Range Modifier of 0.1

If Aczanny ECM Jammer Active
  If Ship is not Aczanny hull
    rOdds reduced by 30

If Weapon is Streak Missiles OR Tachyon Gun
  If Target is NOT owned by Federation
    Evasion Modifier = (100 + Ship Attack) / 100
Else (other Weapon)
    Evasion Modifier = (100 - Target Evasion + Ship Attack) / 100
Minimum Evasion Modifier of 0.2

rOdds = rOdds * Range Modifier * Evasion Modifier

If Weapon is Phasors
  If Ship is owned by Feds
    rOdds increased by 40

If Target Experience > 100
  Experience Modifier = 1 - Target Experience * 0.001
  Minimum Experience Modifier of 0.3
  rOdds = rOdds * Experience Modifier

Minimum rOdds of 1

If RND*100 < rOdds
  Weapon HIT!!
  For each Target PD
    If PD is 35mm Vulcan OR Flake Cannon OR Auto Blaster
      If PD intercept bonus >= -10
        If PD has enough Ord to Fire
          If Weapon is Auto Blaster ' Auto Blaster only uses energy 30% of the time
            If RND < 0.3
              Weapon energy reduced to 0
          Else                      ' 33mm Vulcan or Flake Cannon
            Weapon energy reduced to 0

          PDOdds = Weapon PD Odds + PD intercept bonus

          If Weapon is Streak Missiles and PD is 35mm Vulcan
            If RND < 0.7
              HIT!! Negated

          If Ship Attack > 100
            If (RND * 100 + Ship Attack - 100) < PDOdds
              HIT!! Negated
          ELSE (Ship Attack <= 100)
            If (RND * 100) < PDOdds
              HIT!! Negated

  If HIT!!
    If Ship Skill < 30000
      If RND < 0.03
        Ship Skill increased by 1

[edit] Shield

    ' Shield Drain (25% chance of deflection)
    If (RND < 0.75) OR (Weapon is Plasma Gun)

      If Target is owned by Crystal
        If Target is Diamond Flame Class Battleship (58)
          Shield reduced by 1/2 Weapon Shield Drain
          ' Target absorbs 1/2 Weapon energy
          If Weapon uses Ord
            If Shield < 15000
              Shield increased by 1
            If Armor < 850
              Armor increased by 1
        ELSE (not Diamond Flame)
          If Weapon uses Ord
            Shield reduced by 3x Weapon Shield Drain
          ELSE (non-Ord)
            Shield reduced by 1/2 Weapon Shield Drain
 
      ELSE (not Crystal owned)

        If Target owned by Solorian
          If Weapon used Ord
            Shield reduced by 1/2 Weapon Shield Drain
          Else (non-Ord)
            Shield reduced by 2x Weapon Shield Drain

        ELSE (not Solorian owned)
          If  NOT (Ship is Darkwing G AND Target is owned by Cyborg)
          AND NOT (Ship is Darkwing G AND Target is Cyborg hull)
            Shield reduced by Weapon Shield Drain
            If Flag Priv2 ' Privateer having the Hull Plan of the target
              Shield reduced by 3x Weapon Shield Drain (4x total)
 
      If Ship is owned by Scavenger
        Shield reduced by Weapon Shield Drain (2x total)
      Minimum Shield of 0

    vShield = Target Shield - Weapon Shield Arc

[edit] Armor

    ' Armor Drain
    ' If the target has no shield (left) or a Darkwing G is firing at a Cyborg (owned) ship.
    If (Shield = 0) OR (vShield <= 0) OR Flag BirgG
      If Target does NOT have Organic Armor (520, 521, 524, 525)
        If Target is owned by Lizard and is NOT an alien hull
          ' Lizards have 70% chance to take 1/2 Armor damage
          If RND > 0.3
            Armor reduced by 1/2 Armor Drain
          ELSE (RND <= 0.3)
            Armor reduced by Armor Drain
        ELSE (Target is not owned by Lizards or is an alien hull)
          Armor reduced by Armor Drain
          If Weapon not Laser or Pulsed Laser
            Armor reduced by Small Magnum ET
          If Flag Priv2
            Armor reduced by 3x Armor Drain (4x total)
          If Flag BirdG
            Armor reduced by Armor Drain (2x total)
            ' Privateer owned Darkwing with Plan would be 5x
          If Ship is owned by Scavenger
            Armor reduced by Armor Drain (2x total)
            ' Scavenger owned Darkwing with Plan would be 3x
      Minimum Armor of 0

[edit] Weapon Specials

      ' Note that Shields prevent the following, but Armor does not.

      ' Disrupter kills through armor
      ' Targets with Armor Limit of 0, ie Centaur, are immune
      If Weapon is Disrupter
        If Target is NOT owned by Fed OR Crystal OR Robot OR Stormer
          If Target Armor Limit > 0
            DKillOdds = 0.25 - (Target Armor / Target Armor Limit) * 0.25
            IF RND < DKillOdds
              Crew reduced by 10
              Colonists reduced by 100
              Troops reduced by 30
              Minimum all of 0
      ' Laser disables Pulsed Lasers
      If Weapon is Laser
        For each Small Weapon on Target
          If Target Weapon is Pulsed Laser
            Target Weapon energy set to -20
      ' Positron disables all Small Weapons on Target (40%)
      If Weapon is Positron
        If RND < 0.4
          For each Small Weapon on Target
            Target Weapon energy set to -20
      ' Meson disables all Large Weapons on Target (Armor helps prevent)
      ' Targets with Armor Limit of 0, ie Centaur, are immune
      If Weapon is Meson Gun
        If Target Armor Limit > 0
          MDisableOdds = 0.25 - (Target Armor / Target Armor Limit) * 0.25
          If RND < MDisableOdds
            For each Large Weapon on Target
              If Target is not owned by Stormer or Fed
                If Target Weapon energy > -10,000
                  Target Weapon energy reduced by 15
      ' Xenon disables PD (80%)
      If Weapon is Xenon Beam
        If RND < 0.8
          For each PD on Target
            Target Weapon energy reduced by 10
      ' Plasma disable Super Weapon (80%) / Large Weapons (20%)
      If Weapon is Plasma Gun
        If RND < 0.8
          If Target Super Weapon energy > -10,000
            Target SuperWeapon energy reduced by 200
        If RND < 0.2
          For each Large Weapon on Target
            If RND < 0.1
              Target Weapon energy set to 0

[edit] Damage

      vArmor = Target Armor - Weapon Armor Arc
      If Ship is Darkwing G
        vArmor reduced by 500

      ' Interior Damage
      If (Armor = 0) OR (vArmor <= 0)
        ' Hull Damage
        DHull = ((Weapon Blast * (Target modParts/100)) * (RND*0.2+0.8)) * (500 / (Target Mass + 50)) + 1.1
        Hull Damage increased by DHull
        If Ship is owned by Scavenger
          Hull Damage increased by DHull (2x total)
        Maximum Hull Damage of 5000 
        ' Engine Damage
        If Target has Engines
          DEngine = ((Weapon Engine * 10 * (Target modEngine/100)) * (0.6+RND)) * (100 / (Target Mass + 50)) + .5
          If Ship owned by Scavenger
            DEngine doubled
          Engine Damage increased by DEngine
          Engine Damage maximum of 5000
        ' Hyperdrive Damage
        If Target has Hyperdrive
          DHyper = ((Weapon Hyperdrive * 10 * (Target modHyp/100)) * (0.7+RND)) * (100 / (Target Mass+ 50)) + .5
          If Ship owned by Scavenger
            DHyper doubled
          HyperDrive Damage increased by DHyper
          HyperDrive Damage maximum of 5000
        ' System Damage
        DSystem = ((Weapon System * 10 * (Target modSys/100)) * (1+RND)) * (100 / Target Mass + 50)) + 1.5
        If Ship owned by UEA
          DSystem quadrupled
        If Ship owned by Scavenger
          DSystem doubled
        System Damage increased by DSystem
        System Damage maximum of 5000
        ' Life Damage
        DLife = ((Weapon Life * 10 * (Target modLife/100)) * RND) * (100 / Target Mass + 50)) + 0.5
        If Ship owned by Scavenger
          DLife doubled
        Life Damage increased by DLife
        Life Damage maximum of 5000
        ' Shield and Weapons
        If Target has Shield
          DShield = ((Weapon parts * 10 * (Target modParts/100)) * (0.7+RND)) * (100 / Target Mass + 50)) + .5
          If Ship owned by Scavenger
            DShield doubled
          Shield Damage increased by DShield
          Shield Damage maximum of 5000
        If Target has Weapons
          DWeapon = ((Weapon parts * 10 * (Target modParts/100)) * (1.5+RND)) * (100 / Target Mass + 50)) + 1.5
        ' Soft Spot
        If Weapon Parts > 2
          If RND*100 < Target Soft Spot
            Hull Damage increased by 500 + RND * 2000
            Hull Damage maximum of 5000
        ' Crew Kill
        KCrew = RND * Weapon Kill
        If Ship owned by Scavenger
          KCrew doubled
        If Ship owned by UEA
          KCrew reduced by 50%
        If Ship is Aczanny hull
          KCrew reduced by 50%
        ' UEA owned Aczanny hull would be reduced to 25%
        If Ship is NOT Ill Wind Class Battlecruiser AND NOT Saurian Class Cruiser
          Crew reduced by KCrew
        Minimum Crew of 0

[edit] VS Base

If no Base Shield and Attack Planet ON

  rOdds = Weapon Accuracy * 2

  IF (RND * 100) < rOdds
    Weapon HIT!!
    Base Noise increased by Weapon Blast * RND

    ' I'm not sure what this below does; these 5 lines below are actual code
    IF m2_cob(tid).baseNoise > 100 THEN
      ex = RND * 3 + 1
      AddFExp tid, timef + 1, ex, 0
      m2_cob(tid).baseNoise = 0
    END IF

    BaseIncoming increased by Weapon Blast * RND

    If Base has Ion Cannons
      If RND < 0.1
        Ion Cannons reduced by 1
    If Base has Anti-Aircraft Guns
      If RND < 0.1
        Anti-Aircraft Guns reduced by 1

    If BaseIncoming > BaseMaxIncoming
      Destroy Base

[edit] VS Soft Target

If RND * 100 < Weapon Accuracy
  If Target is Assault Pod
    If (RND * 80) < (Weapon Blast + 3) OR Weapon is Phasor
      Weapon HIT!!
      Destroy Target
  ELSE (not Assault Pod)
    Weapon HIT!!
    Destroy Target

Articles in category "Small Weapon"

There are 12 articles in this category.

D

L

M

P

P cont.

S

S cont.

T

X

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