Projectile Weapons

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Projectiles have smaller power requirements and are cheaper than comparable Beam and Pulse weapons and also do not rely on Special research for their damage output. The only unlockable abilities for projectile weaponry are different damage types, larger Explosion Radius, and longer Range. Projectiles have seven fields you can manipulate and five material slots. You are also able to change the color of the projectiles to red, yellow, gray, white, or orange.

The Cartridge Size is used to determine the damage of your gun. Increasing the Cartridge Size will affect the overall stats of the gun. The bigger the gun gets, the more hull, power, complexity, and cost it will take to make one. There are certain break points in designing projectiles that cause the numbers to jump up between one number and the next and we will discuss those later on. The third field that can be manipulated is the Pierce Ratio which determines the shape of your projectile and splits the damage between Impact and Pierce. The higher the Pierce Ratio, the more pointed the projectile, which gives it more Piercing damage and less Impact damage. When making an all-purpose projectile, try to keep this at fifty to split the overall damage between the two damage types. An armor that has a high resistance to one may have little or no resistance to the other.

The fourth field is the Rate of Fire, which determines how often the gun will shoot. Right from the start the highest rate of fire for a projectile is one second. Having the lowest Rate of Fire on a weapon means you will do almost continuous damage and have more chances to score critical hits. The lowest rate of fire possible, which is one thousand and ninety-two seconds, means you can do more damage because the weapons production numbers are derived from damage per second. The fifth field is the maximum Range and starting off you will have a maximum of fifty. Range does not change too much on your weapon and it is always nice to have a longer range weapon.

The next two fields work hand in hand, the Payload and Explosion Radius. Projectile weapons can end up with three different damage types on one weapon which makes them really good to have against opponents with resistance armor. The first and only payload type you have in the beginning is the explosive payload which adds flame damage to the gun. Once you have a payload type selected you can change the Explosion Radius field which determines the area of effect and can drastically change the size of your weapon. The Explosion Radius field is grayed out if if no Payload is selected.

There are many different ways to make a projectile and we will go into the basic concepts right now. The first type of projectile is the rapid fire kind. These will usually have the one second Rate of Fire on them so that they will fire as fast as possible. These can be very effective against shielded enemies that have a small recharge interval. Also these guns give you more chances to score critical hits which can be very useful for fighters that are trying to target components.

To give you a basic gun that is fairly small you will pick a projection type and then use six Cartridge Size, fifty Pierce Ratio, one second for Rate of Fire, fifty Range, and an Explosive Payload with zero Explosion Radius. This allows us to split half the damage into flame and a quarter of the remaining damage goes to each Pierce and Impact, giving three damage types. You should end up with a gun that does zero to three flame damage and zero to two for pierce and impact. Another type of projectile is one that has a large explosive radius. These are good for hitting enemies that group up together, but be careful because you will hit your own ships and allies if they are too close to the enemy. These guns are nice to have against fighters since they tend to group up fairly close due to their small hull sizes. Projectiles that have a large Explosion Radius will find it hard to achieve high damage but if you should ever get a gun that has both you will devastate your enemies. First pick your projection type then put in a Cartridge Size of ten, Pierce Ratio of fifty, Rate of Fire of one, Range of fifty, and an Explosive Payload with five Explosion Radius. You should end up with a gun that does ten damage every second to its target as well as anything within the Explosion Radius.

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