Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -10,43 +10,13 @@ 10 10 11 11 The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing and Upgrading ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles. 12 12 13 -== Weapon types == 14 - 15 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 - 17 -* **Primary guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]]) 18 -* **Secondary launchers** (forward-facing weapons on S and M ships) 19 -* **Gun Turrets** (available on M, L and XL ships) 20 -* **Missile Turrets** (available on L and XL ships) 21 -* **[[Defense Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 22 - 23 -**Primary** and **secondary** weapons are controlled by the player when captaining their ship. Turrets are controlled by Service Personnel, and Defence Drones will deploy automatically to protect their mothership. 24 - 25 -== Weapon heat == 26 - 27 -When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below). 28 - 29 -When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]] lists incorrect sustained MW values//). 30 - 31 -**Minor heat buildup** (short bar is short) 32 - 33 -[[image:attach:DPS_1.JPG]] 34 - 35 -**Heavy Heat buildup** (bar is long, and orange) 36 - 37 -[[image:attach:DPS_2.JPG]] 38 - 39 -**Overheated** (bar is red, and weapons have shutdown) 40 - 41 -[[image:attach:DPS_3.JPG]] 42 - 43 43 == Weapon Aiming - guns == 44 44 45 -The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled primary guns will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position. 15 +The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled (forward-facing) primary guns (present on [[S, M and L ships>>doc:Ships and the playership]]) will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position. 46 46 47 47 == Weapon Aiming - missiles == 48 48 49 -Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. 19 +Player-controlled (forward-facing), secondary launchers (present on (% style="color: rgb(0,102,204);" %)S and M ships[[doc:Ships and the playership]](%%)) (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. 50 50 51 51 == Turret Settings == 52 52
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... ... @@ -1,1 +1,1 @@ 1 -773003 721 +77300358 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/773003 72/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300358/Combat and boarding