Beam

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Beam Weapons are directed energy modulators which are used during the Ship Battle. Additional weapons from Ships and Stations are Torpedos.

Overview: Beams.xls.

Mountposition.png

Beam Weapon-properties

  • Beamtype (beam type)
Ein Typ 10 Laser kann Ziele angreifen, die 10mal weiter entfernt sind, als es ein Typ 1 Laser könnte. Es wird also die Reichweite erhöht. Am Schaden oder an der Schußfrequenz ändert sich nichts.
  • Number on Shoot (number of beams per shoot)
  • Beamtime (duration of beam)
  • Rechargetime (rechargetime)
  • Bonus from System (not implemented yet)
  • Piercing (ability to pass through shields as if they don't exists)
Beam Weapons with this property passing enemy shields as if they don't exist and doing hulldamage. This don't work against multiphasic shields; these can't be penetrated and must be destroyed the normal way.
  • Modulating (modulating beams)
Beam Weapons with this property modulate their beams permanently in new ways, thats why 50% of the impact always goes directly to the opponents hull.

>>note from Darkness: Even multiphasic shields can't reduce this effect.

  • Max. Angle (Max. Angle)


Beam-Types

Weapon Number Beams
per shot
Beam Duration Rechargetime Damage
of one Beam
Bonus through System max. Fireangle Property Race
Antiproton Cannon 1 15 35 400 5% 90° Zhordanians
Bosean Phase Shifter 1 2 3 30 30% 60° Modulation Bosean
Continuum Ripples 12 15 10 10 200% 360° Modulation Eelen-Guard
Disruptor Array 1 8 12 7 30% 75°
Heraklets
Disruptor Bank 1 5 10 7 15% 60°
Mozwar, Bothasiori, Deshant, Karorr
Disruptor Beam Turret 1 2 3 8 20% 360°
Mozwar, Tarokans, Bothasiori, Andromedans, Heraklets
Disruptor Cannon 2 1 11 12 5% 45°
Xibren, Sevar, Palan, Karorr, Hiro'akks, Andromedans
Disruptor Cannon Turret 4 1 17 14 15% 360° Hiro'akks
Disruptor Emitter 1 3 7 6 10% 45°
Sevar, Palan, Mozwar
Forced Plasma Bank 1 5 10 7 15% 110°
Forced Plasma Emitter 1 3 5 7 10% 70°
Xibren
Heavy Disruptor Cannon 1 1 24 85 10% 90°
Hiro'akks
Heavy Plasma Cannon 1 1 24 85 10% 75°
Heavy Polaron Cannon 1 1 24 90 10% Piercing Brane
Heavy Pulse Disruptor Cannon 3 1 15 26 10% 40° Mozwar, Hazeti
Heavy Pulse Polaron Cannon 3 1 15 26 10% 15° Piercing Brane
Ion Beam 1 4 12 5 20% 180° Isotopospheric Entity
Ion Cluster Beam 5 3 25 40 25% 180° Piercing Blizzard-Plasma Entity
Isokinetic Cannon 10 1 1 1 5% 45° Piercing Vikarmo
Isolytic Cannon 3 1 11 22 5% 35° Vorgor, Storgor
Isolytic Pulse Cannon 2 1 18 39 10% 55° Vorgor, Storgor
Kryonit Suprabeam 1 10 50 100 50% 180° Modulation Kryonit Entity
Laser Array 1 8 12 7 30% 90°
Laser Bank 1 5 10 6 15 80°
Yimandar, Baflides, Tarokytes, Levans, Tarokohe, Chewark
Laser Beam Turret 1 2 3 8 20% 360° Delarians, Azorans
Laser Cannon 2 1 12 16 5% 55° Yimandar, Vulmar
Laser Cannon Turret 4 1 17 5 15% 360° Delarians, Azorans
Laser Emitter 1 3 7 5 10% 55°
Delarians, Levans, Adamans, Tarokytes, Chewark
Magneton Emitter 1 3 7 6 10% 70° Piercing Nundosa
Particle Cannon 2 1 11 36 5% 45° Vawdor
Phased Polaron Array 1 8 12 7 30% 50° Piercing
Brane
Phased Polaron Bank 1 5 10 6 15% 40° Piercing
Drizzi
Phased Polaron Emitter 1 3 7 5 10% 15° Piercing
Drizzi
Plasma Cannon 2 1 11 12 5% 80°
Baflides
Polaron Cannon 2 1 11 12 5% 80° Piercing
Thremdomas
Pulse Disruptor Cannon 3 1 14 13 10% 60°
Mozwar, Hazeti
Pulse Laser Cannon 3 1 14 13 10% 75°
Pulse Laser Gun 4 1 8 9 10% 75° Ankarans
Pulse Particle Cannon 3 1 14 16 10% 60° Vawdor
Pulse Plasma Cannon 3 1 14 13 10% 90°
Zhordanians
Pulse Polaron Cannon 3 1 14 13 10% 30° Piercing
Pulse Proton Cannon 3 1 14 95 10% 30° Thremdomas, Morlock-Raider
Ultraphasic Beam 6 10 35 20 35% 360° Piercing Battlestation

Beam damage and stated values in BotE

(Damage only if beam hits the aim)

Table also avaible as Beam-Calculation.xls

  Beam damage calculation and stated values in BotE
   
2 Number (of beams) at ship
1 Number on shoot
15 Beamtime
100 (seconds - beam damage values in BotE are stated for 100 seconds!!!)
35 Rechargetime
  Bonus from System is not relevant for this calculation
400 Damage of one beam
   
24000 formula is: 2 x 1 x 15 x rounded(100 / (15+35)) x 400
   
  Formula:
   
  At last x damage of one beam (400)
   
  Before: 100 sec. / time. Time = one beamtime + rechargetime
  When beamtime+rechargetime > 50 (would mean, only one shoot is possible in 100 sec.), there is
  a tolerance. From 71 upon damage is reduced in steps (here until 12000 is reached. 12000 is
  minimum for 1 beam out of each of the 2 beam weapons).
  Thanks to Darkness for his explanatory notes
   
  First (of course): Number of beam weapons x shoots x number of shoot in 100 seconds