Changes for page Combat And Weapons

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

From version 35.1
edited by Sparks
on 2019/01/04 10:36
Change comment: There is no comment for this version
To version 33.1
edited by Sparks
on 2018/12/31 11:53
Change comment: There is no comment for this version

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14 14  
15 15  (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%):
16 16  
17 -* **Main **weapons**:**
18 -** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]])
19 -** **Secondary Launchers** (forward-facing weapons on S and M ships)
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)
20 20  * **Gun Turrets** (available on M, L and XL ships)
21 21  * **Missile Turrets** (available on L and XL ships)
22 22  * **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships)
23 23  
24 -**Main 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.
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.
25 25  
26 -== Main Weapon Aiming (Guns) ==
25 +== Weapon Aiming - Guns ==
27 27  
28 28  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.
29 29  
30 -== Main Weapon Aiming (Missiles) ==
29 +== Weapon Aiming - Missiles ==
31 31  
32 32  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.
33 33  
34 -== Main Weapon Firegroups ==
33 +== Weapon Heat ==
35 35  
36 -Under Ship Information, "**Weapon Configuration**", Weapon (i.e. S Pulse Laser Mk1), there are 2 sets of 4 boxes. These are labeled Primary and Secondary (see above).
37 -
38 -Those four boxes are where you can setup the main weapon's Primary and Secondary Firegroups. You can put a weapon into all 8 firegroups if you wish.
39 -
40 -The firegroups are toggled using **Hotkeys**: 
41 -
42 -* Change Primary Firegroup: **1**/**2**/**3**/**4**
43 -* Change Secondary Firegroup **5**/**6**/**7**/**8**
44 -
45 -
46 -
47 -== Main Weapon Heat ==
48 -
49 49  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).
50 50  
51 51  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//).
... ... @@ -89,8 +89,8 @@
89 89  * Customisable turret controls for all ships
90 90  * Each Turret, or Turret Group (pairs of Mediums), have settings:
91 91  ** Each setting offers the same options as the HUD Controls above
92 -** Additionally, there is a setting that to** apply an option to all turrets**
93 -* Available on two places via drop-down menus:
78 +** **Additionally**, there is a setting that to** apply an option to all turrets**
79 +* Available on two places:
94 94  ** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):
95 95  [[image:attach:Turret_info.JPG]]
96 96  ** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom):
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123 123  Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their "boss" for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle.
124 124  
125 125  When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation.
126 -
127 -
Confluence.Code.ConfluencePageClass[0]
id
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1 -77792190
1 +77791980
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77792190/Combat and Weapons
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791980/Combat and Weapons