More actions
mNo edit summary |
m some words to precisely clarify charge and random plasmid concepts |
||
| Line 70: | Line 70: | ||
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a ship is out of range of the weapon, it will turn off. The weapon system uses tracking mechanics and is impacted by tracking modules. The damage type is explosive and thermal. | The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a ship is out of range of the weapon, it will turn off. The weapon system uses tracking mechanics and is impacted by tracking modules. The damage type is explosive and thermal. | ||
The optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The charge up is 5% per cycle up to 50%. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent. | The optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 50%. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent. | ||
==Mutaplasmids== | ==Mutaplasmids== | ||
A new type of component can be found in the Abyssal Deadspace that can be used to mutate existing components into either improved or worse versions. Individual attributes can be improved by up to 40% or reduced by 10%. The types of components that will initially be mutable are: | A new type of component can be found in the Abyssal Deadspace that can be used to mutate existing components into either improved or worse versions. Individual attributes can be randomly improved by up to 40% or reduced by 10%. The types of components that will initially be mutable are: | ||
* Armor Repairers | * Armor Repairers | ||