Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 21.1
edited by Sparks
on 2018/12/18 01:09
Change comment: There is no comment for this version
To version 23.1
edited by Sparks
on 2018/12/18 14:10
Change comment: There is no comment for this version

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22 22  
23 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 24  
25 +== Weapon Aiming - guns ==
26 +
27 +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.
28 +
29 +== Weapon Aiming - missiles ==
30 +
31 +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. Secondary launchers are fired with the "L" key.
32 +
25 25  == Weapon heat ==
26 26  
27 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 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//).
37 +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 30  
31 -**Minor heat buildup** (short bar is short)
39 +**Minor heat buildup** (short bar is short)
32 32  
33 33  [[image:attach:DPS_1.JPG]]
34 34  
35 -**Heavy Heat buildup** (bar is long, and orange)
43 +**Heavy Heat buildup** (bar is long, and orange)
36 36  
37 37  [[image:attach:DPS_2.JPG]]
38 38  
39 -**Overheated** (bar is red, and weapons have shutdown)
47 +**Overheated** (bar is red, and weapons have shutdown)
40 40  
41 41  [[image:attach:DPS_3.JPG]]
42 42  
43 -== Weapon Aiming - guns ==
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.
46 -
47 -== Weapon Aiming - missiles ==
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.
50 -
51 51  == Turret Settings ==
52 52  
53 -**Turrets on Large and Extra Large ships:**
53 +==== Turrets on Large and Extra Large ships (v.1.32): ====
54 54  
55 -* Depending on model, there may be many (e.g. 15 on an Odysseus)
55 +* Depending on model, there may be many
56 56  * They follow **Defensive** rules of engagement(((
57 57  * They will fire on targets that __hit their ship__
58 -* They will fire on targets that __hit ships in their Wingd__
59 -
60 -* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section)
58 +* __They will fire on targets that hit ships in their Wing__
61 61  )))
62 62  
61 +
62 +
63 +==== Turrets on Large and Extra Large ships (v.1.5 beta 2): ====
64 +
65 +
66 +
67 +* Tests customisable turret controls for L/XL ships:
68 +** The beta turret controls are available via the Ship Menu (click on the shevron in top-centre of screen)
69 +** Each Large Turret or Medium Turret Group (pairs of Mediums) has a setting
70 +** Each setting offers the same options as Medium ship turrets (see below)
71 +** Additionally, there is a setting that to apply an option to all turrets
72 +
63 63  **Turrets on Medium ships:**
64 64  
65 65  * Depending on model, there may be 2-4
Confluence.Code.ConfluencePageClass[0]
id
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1 -77300388
1 +77300508
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300388/Combat and boarding
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300508/Combat and boarding