Phase cannon: Difference between revisions

Jump to navigation Jump to search
Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(It does work with biodynamic powerplant. Try it out with a chem cell - you'll get two shots, the first will drain 75% of the cell, the second will drain the remaining 25% and get the rest of its required energy from biodynamic power plant. There is a known bug where it draws from the energy cell first (before the power plant), but that is planned to be resolved in the near future.)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(21 intermediate revisions by 6 users not shown)
Line 10: Line 10:
| featureweightinfo = yes
| featureweightinfo = yes
| commerce = 2000
| commerce = 2000
| weaponskill = {{SkillID to name|Rifle}}
| weaponskill = {{SkillID to name|HeavyWeapons}}
| ammo = energy
| ammo = energy
| ammodamagetypes = Light</br>Laser
| ammodamagetypes = Disintegrate
| energycellrequired = yes
| energycellrequired = yes
| ismissile = yes
| ismissile = yes
| accuracy = 0
| accuracy = 0
| shots = 1
| shots = 1
| ammoperaction = 1
| chargeused = 7500
| chargeused = 7500
| chargefunction = Weapon Power
| chargefunction = Weapon Power
Line 25: Line 26:
| canbuild = yes
| canbuild = yes
| candisassemble = yes
| candisassemble = yes
| colorstr = &amp;c
| colorstr = &amp;m
| tilecolors = cm
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | omniphaseprojectile = yes | energycellrequired = yes | realitydistortionbased = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | omniphaseprojectile = yes | energycellrequired = yes | energyammoloader = yes | realitydistortionbased = yes}}
| inheritingfrom = BaseRifle
| inheritingfrom = BaseHeavyWeapon
| desc = A massive energy cannon.
| dynamictable = {{Dynamic object|Items|Phase Cannon}}
| unidentifiedimage = phase cannon unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = cannon
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods
| desc = Astralgals demarcate the phasic slits along the frustum's length. Noise is sucked out of time in expectancy of cross-plane fusion.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Heavy Weapon
Accuracy: Very High{{)}}}}
Accuracy: Very High
| categories = Rifles
-25 move speed{{)}}}}
| gameversion = 2.0.201.54
| categories = Heavy Weapons
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
The {{name}} is the highest-damage energy weapon in {{gamename}}. It consumes an incredible amount of energy for each shot fired, making it difficult to sustain without having high-tier energy cells on hand, such as {{favilink|antimatter cell|plural}}, or another source of high energy output, such as using a [[jacked|<u>{{qud shader|c|jacked}}</u>]] {{name}} in combination with the [[Electrical Generation]] mutation or a {{favilink|biodynamic power plant}}. These power sources can be used in combination with an energy cell.
The {{name}} is the highest-damage energy weapon in {{gamename}}. It consumes an incredible amount of energy for each shot fired, 7500 charge, making it difficult to sustain without having high-tier energy cells on hand, such as {{favilink|antimatter cell|plural}}, or another source of high energy output, such as using a [[jacked|<u>{{qud shader|c|jacked}}</u>]] {{name}} in combination with the [[Electrical Generation]] mutation or a {{favilink|biodynamic power plant}}. These power sources can be used in combination with an energy cell.


This weapon is also notable for having [[omniphase]] projectiles, allowing its wielder to attack enemies that are in a different phase.
This weapon is also notable for having [[omniphase]] projectiles, allowing its wielder to attack enemies that are in a different phase.
Line 53: Line 61:


{{Missile Weapon Navbox}}
{{Missile Weapon Navbox}}
[[Category:Rifles]]
19,173

edits

Navigation menu