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Difference between revisions of "Cruise Disruptor"
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The electromagnetic blast of the disruptor is also able to set off proximity sensors on mines, missiles and torpedoes, instantly detonating them before they reach their target. This can be used to great advantage against enemies relying on ammo based weaponry. | The electromagnetic blast of the disruptor is also able to set off proximity sensors on mines, missiles and torpedoes, instantly detonating them before they reach their target. This can be used to great advantage against enemies relying on ammo based weaponry. | ||
− | Large ships | + | Large ships have an inherent resistance to disruptors when they are hit at the opposite end of the target, since the disruptor blast may not be large enough to reach the engines. It is usually possible to achieve the desired results by shooting the target from the side or from whichever end has the engines. |
==Cruise Disruptor Launchers== | ==Cruise Disruptor Launchers== |
Revision as of 02:02, 15 September 2012
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 15.09.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Projectiles designed to throw ships out of cruise are called cruise disruptors. They come in the form of a very light and agile tracking missile, which generates a very specific electromagnetic field upon detonation, overloading and effectively powering down the standard propulsion systems of any ships in the vicinity. Modern ships automatically reset the engine power supply controls and re-route remaining power to basic engines, forcing the affected ship back into impulse speed in order to retain handling.
This has three major consequences:
- A ship travelling in cruise mode will be automatically thrown out of it and reduced to impulse speed.
- A drifting ship will cease it's drift and return to impulse speed due to the propulsion system reset reactivating it's basic engines. Engine kill will not respond for 5 seconds.
- The affected ship will be unable to power up cruise for approximately five seconds after being hit with the disruptor. The disruption field does not affect thrusters, allowing ships some degree of evasive manueverability after being hit.
The electromagnetic blast of the disruptor is also able to set off proximity sensors on mines, missiles and torpedoes, instantly detonating them before they reach their target. This can be used to great advantage against enemies relying on ammo based weaponry.
Large ships have an inherent resistance to disruptors when they are hit at the opposite end of the target, since the disruptor blast may not be large enough to reach the engines. It is usually possible to achieve the desired results by shooting the target from the side or from whichever end has the engines.
Cruise Disruptor Launchers
Name | H dmg | S dmg | Refire | Range | Speed | Energy | Turn Rate | Expl Range | Launcher Price | Ammo Price |
---|---|---|---|---|---|---|---|---|---|---|
Wasp Cruise Disruptor | 37 | 19 | 1.00 | 2,500 m | 717 m/s | 0 | 8.71 rad/s | 50 m | $1,980 | $50 |
Hornet Cruise Disruptor | 159 | 80 | 1.00 | 3,000 m | 808 m/s | 0 | 8.71 rad/s | 50 m | $82,460 | $500 |
Train Cruise Disruptor | 140 | 70 | 1.00 | 3,000 m | 803 m/s | 0 | 8.71 rad/s | 400 m | $164,000 | $2,000 |
Nomad Heavy Disruptor Bolt | 140 | 70 | 1.00 | 3,000 m | 803 m/s | 0 | 8.71 rad/s | 400 m | $164,000 | $2,000 |
Nomad Disruptor | 155 | 78 | 1.00 | 3,000 m | 938 m/s | 300 | 8.71 rad/s | 400 m | $178,000 | $1,500 |
Mosquito Cruise Disruptor | 255 | 128 | 1.00 | 1,600 m | 522 m/s | 0 | 9.71 rad/s | 250 m | $192,000 | $2,000 |
Reinforced Cruise Disruptor | 210 | 105 | 0.67 | 3,500 m | 976 m/s | 1,500 | 8.71 rad/s | 550 m | $900,000 | $7,000 |
Weaponry: | Light Fighter Guns, Heavy Fighter Guns, Elite Fighter Guns, Light Turrets, Bomber Guns, CODENAMES, Missiles & Torpedoes |
Weaponry: | Transport Turrets, Gunboat Turrets, Cruiser Turrets, Battlecruiser Turrets, Battleship Turrets |
Class: | Guns ~ Class 1, Class 2, Class 3, Class 4, Class 6, Class 8, Class 9
Turrets ~ Class 1, Class 2, Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10 |
Equipment: | Armor, Cargo Pods, Cloaking Devices, Countermeasures, Cruise Disruptors, Engines, IDs, Mines, Scanners, Shields, Thrusters |