Space Naval Combat systems

Ships will have access to a variety of weapons all with their pros and cons, these are divided in several groups:

Offensive - Energy Weapons - Missile Weapons - Ballistic Weapons

Defensive - PDC - Electronic decoys/flares

Certain capital ships have their own selection of weapons, these are mainly designed to destroy other large vessels or take down a base quickly but lack tracking to deal with smaller vessels.

The Titan Class will have access to super weapons of which only one may be fitted, this is a very expensive weapon that can deal extreme damage but will take a while to reload.

Ballistic Weapons

Low power weapons, requires conveyors to setup but doesn't eat up all your ships power in a fight.

Short range & High Damage weapon systems.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT QUAD BARREL AUTOCANNON TBA N/A TBA TBA TBA TBA

Energy Weapons

Energy Weapons are simple to setup however require large amounts of power in order to function. Once their capacitors are drained they can require a long time to recharge.

Medium range & Balanced weapon systems.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT Heavy Dual Pulse Laser Cannon TBA N/A TBA TBA TBA TBA
TT Tachyon Beam Cannon TBA N/A TBA TBA TBA TBA

Fixed gun systems

Fixed gun systems require you to aim manually to land a shot, high risk high reward.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT RAIL GUN TBA N/A TBA TBA TBA TBA

Missile Weapons

Missiles are an expensive system to operate however has the longest range and can inflict the most damage if it makes it to the target.

Long range weapon systems.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT 16 Cell MultiPurpose VLS TBA TBA TBA TBA TBA TBA
TT 32 Cell MULTIPURPOSE VLS TBA TBA TBA TBA TBA TBA
TT 8 CELL Ballistic VLS TBA TBA TBA TBA TBA TBA

PDC

Point defense systems are designed to destroy any incoming missile, they will aid in cqb as well.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TT Phalanx Style PDC TBA N/A TBA TBA TBA TBA

Electronic Decoy / Flares

Electronic Decoys & Flares will attract and confuse missiles rather than destroying them, these can be a more efficient way to deal with large amount of missiles or provide cover while your pdc are reloading.

MOD Name Max Range Radar Points Size Idle Power (MW) Power per shot (MW)
TBA TBA TBA N/A TBA TBA TBA TBA
  • ruless4s/sweapons.txt
  • Last modified: 2024/07/13 13:13
  • by darkxerox