Weapons: Difference between revisions

From Falling Frontier Official Wiki
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=== Mines ===
=== Mines ===
* DPS
* RPM
* Range
* Storage
* Build Costs
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=== Close In Weapon System (CIWS)


* DPS
* DPS

Revision as of 12:50, 26 September 2023

Important: Information is subject to change during development

Weapons of Falling Frontier

Weapons in Falling Frontier are projectile-based; there are no energy weapons whatsoever. Weapons impact the total weight of a ship, which in turn could impact other aspects of operating a ship, such as jump range. All weapons require ammunition and must be resupplied if ammunition is depleted. Weapons can be added to a ship via the ship customization tab, adding variety and special niche ships to the players arsenal.

Weapon Sizes

Cannon

Weapon mount sizes in Falling Frontier are fixed and can only support a limited number of weapons. All Military ships have a number of hard points of a certain Class. Weapon sizes that fit in that slot will be at maximum that class size, or one size below. For example, if a weapon mount is a size 3, it can only support size 3 and size 2 weapons. Weapon sizes are indicated by the "CL" number per weapon.

  • CL1
  • CL2
  • CL3
  • CL4

Weapon Types

Railgun

Due to ongoing balancing weapon values have not been finalized.

Pulse Cannon

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


Railgun

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs
Missile

Missile

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


Multi-missile

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


Vertical Launch System (VLS)

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


Mines

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


=== Close In Weapon System (CIWS)

  • DPS
  • RPM
  • Range
  • Storage
  • Build Costs


Point Defense

Point defense in Falling Frontier consists of cannons mounted to the ship. Point defense is used to defend a ship from incoming missile or large-projectile fire. Flak cannons target incoming fighters and small craft. These weapons take mk1 or mk2 slots.

Mines

Mines can be deployed from ships if they have the correct module. Once placed mines stay in their current position until an enemy ship gets close. Once the ship is close enough they can travel towards the enemy ship.

Multi-missile