Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
From version 79.1
edited by Daniel Turner
on 2021/11/21 23:47
on 2021/11/21 23:47
Change comment:
There is no comment for this version
To version 78.1
edited by emjaylee
on 2021/04/19 11:24
on 2021/04/19 11:24
Change comment:
Deleted one irrelevant string under the section "Fleet subordinates"
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Daniel1 +xwiki:XWiki.emjaylee - Content
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... ... @@ -1,10 +1,6 @@ 1 1 {{sv-translation language="en"}} 2 -{{info}} 3 -Updated for version 4.10 4 -{{/info}} 5 5 6 6 7 - 8 8 {{toc/}} 9 9 10 10 == Fight == ... ... @@ -24,7 +24,7 @@ 24 24 (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%): 25 25 26 26 * **Main **weapons**:** 27 -** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L[[ships>>doc:Ships]]andsomebattleships(%%))23 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 28 28 ** **Secondary Launchers** (forward-facing weapons on S and M ships) 29 29 * **Gun Turrets** (available on M, L and XL ships) 30 30 * **Missile Turrets** (available on L and XL ships) ... ... @@ -32,15 +32,15 @@ 32 32 33 33 **Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC. 34 34 35 -== =Main Weapon Aiming (Guns) ===31 +== Main Weapon Aiming (Guns) == 36 36 37 37 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. 38 38 39 -== =Main Weapon Aiming (Missiles) ===35 +== Main Weapon Aiming (Missiles) == 40 40 41 41 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. 42 42 43 -== =Main Weapon Firegroups ===39 +== Main Weapon Firegroups == 44 44 45 45 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). 46 46 ... ... @@ -51,7 +51,7 @@ 51 51 * Change Primary Firegroup: **1**/**2**/**3**/**4** 52 52 * Change Secondary Firegroup **5**/**6**/**7**/**8 ** 53 53 54 -== =Main Weapon Heat ===50 +== Main Weapon Heat == 55 55 56 56 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). 57 57
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106 890113/Combat And Weapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106333212/Combat And Weapons