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[编辑 | 编辑源代码]
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 multiplier: How effective the weapon is against a given type of defense.
Many weapons come in multiple sizes. Larger sizes have lower
Energy weapons[编辑 | 编辑源代码]
Based on
Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require
Anti-Armor[编辑 | 编辑源代码]
Standard energy weapons are effective against armor and ineffective against shields. Lasers, Plasma launchers and Lances belong to this category.
Laser[编辑 | 编辑源代码]
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 Small, Medium and Large slots
- 4.6 day cooldown
- 90% accuracy
- 50% damage against
护盾 - 150% damage against
装甲 - 100% damage against hull
Plasma Launcher[编辑 | 编辑源代码]
Plasma launchers launch balls of highly energized and destructive plasma. They are extremely effective against armor and very effective against hull but highly ineffective against shields.
- Can fit into Small, Medium and Large slots
- 5.1 day cooldown
- 80% accuracy
- 25% damage against
护盾 - 200% damage against
装甲 - 150% damage against hull
Lance[编辑 | 编辑源代码]
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 extremely effective against armor and very effective against hull but are very ineffective against shields.
- Can fit into Extra-Large slots
- 8.0 day cooldown
- 85% accuracy
- 50% damage against
护盾 - 200% damage against
装甲 - 150% damage against hull
Anti-Hull[编辑 | 编辑源代码]
Energy weapons that are specialized in dealing damage to a ship's hull. Mining Lasers, Launchers and Matter Disintegrators belong to this category.
Mining Laser[编辑 | 编辑源代码]
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 highly effective against hull and are somewhat effective against armor but are very ineffective against shields.
- Can fit into Small and Medium slots
- 4.0 day cooldown
- 70%-75% accuracy
- 50% damage against
护盾 - 125% damage against
装甲 - 175% damage against hull
Detailed Table | ||||||||
---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Range |
Accuracy |
Tracking |
/ Average Damage |
Cutting Laser | 13 | 7 | 9-22 (15.5) | 30 | 75% | 40% | 2.90 | |
26 | 13 | 23-55 (39.0) | 60 | 70% | 20% | 6.82 |
Particle Launcher[编辑 | 编辑源代码]
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 highly effective against hull and very effective against armor but are very ineffective against shields.
- Can fit into Large slots
- 16.0 day cooldown
- 90% accuracy
- 50% damage against
护盾 - 150% damage against
装甲 - 175% damage against hull
Matter Disintegrator[编辑 | 编辑源代码]
Salvaged from Extradimensional Invaders, Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planes to create highly powerful energy shots. Like the Null Void Beam, it also possesses one of the longest ranges for its weapon size, all but ensuring they are the first weapons engaged on a target, or allowing smaller variants to complement larger primary weapons. They are extremely effective against hull, very effective against armor but very ineffective against shields.
- Can fit into Small, Medium and Large slots
- 4.5 day cooldown
- 90% accuracy
- 50% damage against
护盾 - 150% damage against
装甲 - 200% damage against hull
Penetrating[编辑 | 编辑源代码]
Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. Disruptors, Cloud Lightning and Arc Emitters belong to this category.
These weapons fire bolts of unstable and chaotic high-energy particles that damage and destroy the molecular bonds holding the target's constituent atoms together. The unstable and chaotic nature of the fired energy bolts allows them to slip right through both shields and armor to wreak havoc directly on the ship's hull and crew but it also causes their damage output to be highly unpredictable.
Disruptor[编辑 | 编辑源代码]
Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull.
- Can fit into Small and Medium slots
- 6.1 day cooldown
- 100% accuracy
- Ignore
护盾 and装甲 - 100% damage against hull
Cloud Lightning[编辑 | 编辑源代码]
Salvaged from Void Clouds, these weapons are essentially scaled-up Disruptors that use a special gas composition together with a specialized conduit to emit powerful lightnings. They ignore both shields and armor and deal base damage directly to the hull.
Detailed Table | ||||||||
---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Range |
Accuracy |
Tracking |
/ Average Damage |
Cloud Lightning | 17 | 40 | 1-136 (68.5) | 60 | 100% | 30% | 11.41 |
Arc Emitter[编辑 | 编辑源代码]
A scaled-up version of the Cloud Lightning, itself a scaled up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. They ignore both shields and armor and deal base damage directly to the hull.
- Can fit into Extra-Large slots
- 8.1 day cooldown
- 100% accuracy
- Ignore
护盾 and装甲 - 100% damage against hull
Anti-Shield[编辑 | 编辑源代码]
Energy weapons that specialize in dealing damage to shields at the expense of their damage output against armor and hull. Related technologies can only be obtained from events or salvages.
Energy Siphon[编辑 | 编辑源代码]
Based on
- Can fit into Small slots
- 4.0 day cooldown
- 75% accuracy
- 200% damage against
护盾 - 25% damage against
装甲 - 100% damage against hull
Detailed Table | ||||||||
---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Range |
Accuracy |
Tracking |
/ Average Damage |
Energy Siphon | 15 | 10 | 10-27 (18.5) | 50 | 75% | 50% | 3.46 |
Null Void Beam[编辑 | 编辑源代码]
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. Like the Matter Disintegrators, it also possesses one of the longest ranges for its weapon size, all but ensuring they are the first weapons engaged on a target, or allowing smaller variants to complement larger primary weapons. It is absurdly effective against shields but highly ineffective against both armor and hull.
- Can fit into Small, Medium and Large slots
- 4.4 day cooldown
- 90% accuracy
- 400% damage against
护盾 - 25% damage against
装甲 - 25% damage against hull
Detailed Table | |||||||
---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Range |
Tracking |
/ Average Damage |
Null Void Beam | 13 | 7 | 6-16 (11.0) | 60 | 60% | 2.25 | |
26 | 13 | 15-40 (27.5) | 90 | 30% | 5.62 | ||
52 | 26 | 36-95 (65.5) | 120 | 5% | 13.39 |
Kinetic weapons[编辑 | 编辑源代码]
Based on 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.
Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require
Mass Driver[编辑 | 编辑源代码]
Mass Drivers are the basic kinetic weapons. These projectile launchers use 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 Small, Medium and Large slots
- 3.45 day cooldown
- 75% accuracy
- 150% damage against
护盾 - 50% damage against
装甲 - 100% damage against hull
Autocannon[编辑 | 编辑源代码]
Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. Their main advantage is their high rate of fire and excellent tracking, but their design limits them to only small slots and they are nigh-useless against armored targets. They are very effective against shields, somewhat effective against hull and highly ineffective against armor.
- Can fit into Small slots
- 2.3 day cooldown
- 85% accuracy
- 150% damage against
护盾 - 25% damage against
装甲 - 125% damage against hull
Kinetic Launcher[编辑 | 编辑源代码]
Kinetic Launchers are a bigger, slower-firing version of the Mass Driver that is capable of launching very big and very powerful solid projectiles over extreme distances with a large degree of accuracy. Their main advantage is their sheer destructive power coupled with an impressive range but their design limits them to large slots. They are extremely effective against shields, somewhat effective against hull and very ineffective against armor.
- Can fit into Large slots
- 6.4 day cooldown
- 75% accuracy
- 200% damage against
护盾 - 50% damage against
装甲 - 125% damage against hull
Mega Cannon[编辑 | 编辑源代码]
Essentially scaled-up Kinetic Launchers, Mega Cannons are enormous mass accelerators that can only be placed in a spinal mount and fires huge, monstrously powerful disc-shaped projectiles over extreme distances. They are very effective against shields, somewhat effective against hull and somewhat ineffective against armor.
- Can fit into Extra-Large slots
- 9.0 day cooldown
- 75% accuracy
- 150% damage against
护盾 - 75% damage against
装甲 - 125% damage against hull
Explosive weapons[编辑 | 编辑源代码]
Based on Engineering technology, explosive weapons fire guided projectiles that carry an explosive payload.
Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes.
They have very long range compared to other
All explosive weapons go in a special Guided slot.
Most advanced explosive weapons require
Missiles[编辑 | 编辑源代码]
Standard explosive weapons. They are somewhat more effective against hull and deal base damage otherwise but are weak at surviving against point-defense weapons.
Normal Missiles[编辑 | 编辑源代码]
Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. They deal moderate damage and have moderate survivability against point defense.
- 6.8 day cooldown
- 100% accuracy
- 18 speed
- 100 retargeting range
- Ignore
护盾 - 100% damage against
装甲 - 125% damage against hull
Scourge Missiles[编辑 | 编辑源代码]
Salvaged from Prethoryn Scourge and based on
NOTE: the name and efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.
- 5.0 day cooldown
- 100% accuracy
- 18 speed
- 120 retargeting range
- Ignore
护盾 - 150% damage against
装甲 - 150% damage against hull
Detailed Table | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Range |
Accuracy |
Tracking |
/ Average Damage |
Hull |
Evasion |
Large Scourge Missile | 65 | 35 | 135-175 (155.0) | 120 | 100% | 5% | 31.00 | 15 | 40% |
Swarmer Missiles[编辑 | 编辑源代码]
These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systems through sheer numbers. Swarmer missiles carry a smaller payload and thus deal low damage, but have high survivability against point-defense.
- 3.8 day cooldown
- 100% accuracy
- 18 speed
- 100 retargeting range
- Ignore
护盾 - 100% damage against
装甲 - 100% damage against hull
Torpedoes[编辑 | 编辑源代码]
Torpedoes are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedoes are slow to fire but carry a bigger payload and thus inflict high damage but have low survivability against point-defense due to their slowness. They are very effective against armor.
- 21.1 day cooldown
- 100% accuracy
- 15 speed
- 100 retargeting range
- Ignore
护盾 - 150% damage against
装甲 - 100% damage against hull
Strike Craft[编辑 | 编辑源代码]
Based on 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 hangar slot. Outside of combat, strike craft regenerate at the rate displayed in game to the hanger capacity, but in combat, they regenerate at 20% of the 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, this number is at best a rough estimation of how much damage they can do, as strike craft are often shot down before they can reach their targets. In addition to this, strike craft continually spawn as mentioned above, leading to potentially much higher DPS during long battles against a fleet without point defense.
Fire rate, Weapon damage, and Strike craft damage modifiers only affect military power of the strike craft themselves.
Regular Strike Craft[编辑 | 编辑源代码]
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
- 2.3 day cooldown
- 100% accuracy
- 10 attack range
- Ignore
护盾 - 150% damage against
装甲 - 100% damage against hull
Amoeba[编辑 | 编辑源代码]
Based on
- 8 units per hangar
- 5.0 day cooldown
- 70% accuracy
- 10 attack range
- Ignore
护盾 - 150% damage against
装甲 - 100% damage against hull
Detailed Table | |||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Tracking |
/ Average Damage |
Hull |
Evasion |
Speed |
Amoeba Flagella | 60 | 30 | 20-30 (25.0) | 50% | 40.00 | 50 | 50% | 500 |
Swarm Strikers[编辑 | 编辑源代码]
Based on
- 10 units per hangar
- 2.0 day cooldown
- 100% accuracy
- 10 attack range
- Ignore
护盾 - Ignore 66%
装甲 - 100% damage against hull
Detailed Table | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Size | Cost | Power |
Damage Per Hit (Average) |
Tracking |
/ Average Damage |
Armor |
Hull |
Evasion |
Speed | |
Swarm Strikers | 100 | 80 | 8-12 (10.0) | 80% | 50.00 | 20 | 80 | 80% | 400 |
Point-defense weapons[编辑 | 编辑源代码]
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 not efficient against full-size warships, however, as they have low damage compared to other weapons. They come in two types: Flak Guns and Point-Defense both of which can attack enemy ships, missiles and strike craft.
All point-defense weapons use Point-Defense slot.
Flak Gun[编辑 | 编辑源代码]
Based on Engineering technologies, these gun batteries fire small-size explosive fragmentation rounds that create shrapnel at close range detonation, allowing them to attack and destroy enemy strike craft.
Point-Defense[编辑 | 编辑源代码]
Based on
Titanic weapons[编辑 | 编辑源代码]
只可用于 Apocalypse DLC 已启用。 |
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.
- 21.75 day cooldown
- 85% accuracy
- 75% damage against
护盾 - 150% damage against
装甲 - 125% damage against hull
World Devastator weapons[编辑 | 编辑源代码]
只可用于 Apocalypse DLC 或者 Nemesis DLC 已启用。 |
See Colossus and Star-Eater.
Although technically mounted on a weapon slot and used by a spaceship, these weapons are not used in ship-to-ship combat. Instead, they affect celestial bodies.
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