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pf:unit_capabilities

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Summary

it is really the modules that go on the ships that should be the focus for best strategy.

For instance, cannons shoot particles but can miss. Missiles shoot particles but can hunt them down. Missiles might always be preferred except only cannons can also shoot at struc (the stuff that grows in space) and at mired land (red covered land). But, Emergent (those cubes that move around in space leaving trails) are best controlled by missiles since cannons miss them a lot and a pack of missiles can really keep emergent at bay. Then there are particle beams that slow incoming particles and rebuild plasma (the cloud like stuff in space that slows down particles). So ships with only, or combinations, of cannons, missile launches, and particle beams become more or less useful for certain tasks.

A Marauder ship is sort of a mix of all three of these things. A jack of all trades. But, you'll find that you'd much rather have a wolf (mostly missiles) on the front line when a horde of emergent head your way.

And none of that factors in enemy ships and that missiles can only be shot down by defense lasers ( and slowed by particle beams) but cannon shots can be shot down with other cannon shots

Reactors create a small amount of energy for a ship https://steamcommunity.com/app/422900/discussions/0/350543738454699475/

Friendly Weapon Modules

Laser
Cost 10
Range 10
Range with AmpGem 13
Power ?
Size 1×1
Fire Speed ?
Description Slowly shoots down one particle at a time at close range.
Cannon
Cost 15
Range 39
Range with AmpGem 48
Power ?
Size 2×2
Fire Speed ?
Description Can fire a white shot to hit particles, or a blue shot to hit mire.
Missile Launcher
Cost 20
Range 44
Range with AmpGem 54
Power ?
Size 2×2
Fire Speed ?
Description Shoots a missile that follows particles. The missile has more knockback than the cannon.
Fighter Base
Cost 100
Range 80
Range with AmpGem 80
Power ?
Size 15×3
Fire Speed ?
Description Makes one tiny invincible fighter plane that flies around shooting at stuff.
MK7
Cost 100
Range 60
Range with AmpGem 73
Power ?
Size 5×5
Fire Speed ?
Description Fires three shots at a time in a cluster that pierces through multiple particles.

Friendly utility modules

Command Module
Cost N/A
Size 3×3
Description It's where the ship gets its energy. If this module is outside the range of an energy mine or a port, the ship won't get any energy even if the rest of it is in the radius. Also, if this is destroyed, the ship dies instantly.
Engine
Cost 20
Size 2×3
Power ?
Description Makes the ship move. More engines = faster movement. Ships can still move without an engine, just really slowly.
Lathe
Cost 25
Range 20
Range with AmpGem 23
Power ?
Size 3×3
Fire Speed ?
Description Destroys enemy structures, collects items, and charges up things.
Particle Beam
Cost 15
Range 30
Range with AmpGem 40
Power ?
Size 1×1
Fire Speed ?
Description Fires at one thing at a time, but moves to other things very quickly. Slows particles to a near-stop, removes red plasma, and restores depleted blue plasma. Deals no damage though.
Discharger
Cost 40
Range 55
Range with AmpGem 55
Power ?
Size 3×3
Fire Speed ?
Description Does nothing to particles, but it slowly shrinks Stunners fired from Stunner Spawners until they disappear. Smaller Stunners stun for less time.
Energy Tank
Cost 5
Storage 500
Storage with AmpGem
Size 3×3
Description Stores extra energy for use away from energy sources or if the ship is firing more weapons than it can request energy for.
Port
Cost 30
Range 50
Range with AmpGem 50
Size 3×3
Description Gives the ship's energy to other ships around it.
Guppy
Cost 30
Range
Range with AmpGem
Speed ?
Size 3×3
Description Flies to the nearest energy mine (the guppy has infinite range), grabs some energy, and flies it back to the ship.
Shield
Cost 20
Upkeep/Sec ?
Size 3×3
Description If a particle hits the ship, it deals reduced damage when the shield is up.
Grabber
Cost 40
Range ?
Range with AmpGem ?
Size 3×3
Description Moves benign particles in the direction the ship is pointing.

Enemy Units

Emitter
Health ?
Size 2×3
Description Emits particles.
Stunner Spawner
Health ?
Size 5×5
Description Fires balls of energy called Stunners that stun your ships or your energy mines if it hits them. Stunners follow the ship they're targeting until they stun the ship or the stunner is destroyed. Stunners can only be damaged by Discharger modules.
Doppel Spawner
Health ?
Size 6×6
Description Creates big masses of particles in the shape of your ships. These masses have a core that you can damage by shooting. The doppel will regenerate constantly as long as the core is active.
Ship Spawner
Health ?
Size 9×9
Description Creates enemy ships exactly like yours, but redder. They do everything a normal ship would do if it were allied with the particles - fire at your ships and benign particles, remove blue plasma and restore red plasma, etc.
Progenitor
Health ?
Size 9×9
Description If destroyed, all enemies are also destroyed. Basically an Inhibitor from CW3.
PRPL Core
Health ?
Size 2×3
Description It does whatever you program it to.

Enemy Weapons

Stunner
Health ?
Size ?

Laser

Cannon

Missile Launcher

Fighter Base

Grabber

MK7

Enemy Modules

Command Module
Cost ?
Size 3×3

Engine

Lathe

Discharger

Energy Tank

Shield

Port

Guppy

pf/unit_capabilities.txt · Last modified: 2018/12/18 19:16 by zerostarm