Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
Summary
-
Page properties (1 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -10,7 +10,7 @@ 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 ==13 +== Weapon types == 14 14 15 15 (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 16 ... ... @@ -18,25 +18,25 @@ 18 18 * **Secondary launchers** (forward-facing weapons on S and M ships) 19 19 * **Gun Turrets** (available on M, L and XL ships) 20 20 * **Missile Turrets** (available on L and XL ships) 21 -* **[[Defen ce Drones>>doc:Drones]]** (deployable from some M, L and XL ships)21 +* **[[Defense Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 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 ==25 +== Weapon Aiming - guns == 26 26 27 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 28 29 -== Weapon Aiming - Missiles ==29 +== Weapon Aiming - missiles == 30 30 31 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 32 33 -== Weapon Heat ==33 +== Weapon heat == 34 34 35 35 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). 36 36 37 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//). 38 38 39 -**Minor heat buildup** ( bar theonright is short)39 +**Minor heat buildup** (short bar is short) 40 40 41 41 [[image:attach:DPS_1.JPG]] 42 42 ... ... @@ -55,11 +55,7 @@ 55 55 * ((( 56 56 Depending on ship model, there may be 2-4 turrets 57 57 ))) 58 -* They are found at the top-middle of the screen and look like this: 59 - 60 -[[image:attach:Turret_info_2.JPG]] 61 - 62 -* Turret rules of engagement for each of those turrets can be customised: 58 +* Their rules of engagement can be customised: 63 63 * 64 64 ** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 65 65 ** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: ... ... @@ -69,31 +69,16 @@ 69 69 *** Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)] 70 70 *** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 71 71 72 -==== Full Controls for AllShips: ====68 +==== Full Controls for all ships: ==== 73 73 74 74 * Customisable turret controls for all ships 75 75 * Available on two places: 76 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):[[image:attach:Turret_info.JPG]] 77 -* **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 78 -[[image:attach:Turret_info_3.JPG]] 72 +** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen) 73 +** **All owned ships**: Ship Info Menu (Turret Behaviour settings are near the bottom) 79 79 * Each Turret, or Turret Group (pairs of Mediums), have settings: 80 80 ** Each setting offers the same options as the HUD Controls above 81 81 ** **Additionally**, there is a setting that to** apply an option to all turrets** 82 82 83 -== Defence Drones == 84 - 85 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 86 - 87 -Summary of capabilities: 88 - 89 -(% style="list-style-type: square;" %) 90 -* Cheap (~~15,000 Cr) 91 -* Equipped with a Pulse Laser Mk1 92 -* Scout-level hull integrity (1,900 MJ) 93 -* Do not have shields 94 -* Auto-repaired by their motherships after docking** 95 -** 96 - 97 97 == Loot == 98 98 99 99 Hacking or destroying ships and station storage modules will cause them to drop a proportion of their cargo for other ships to collect. Collecting wares dropped from a station is considered theft, so the station may turn hostile with any ships that do. NPC ships also have a chance to drop wares for the player inventory dependent on the type and faction of ship killed.
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -777919 791 +77791914 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/777919 79/Combat and Weapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791914/Combat and Weapons