Serenitis

DW Weapon Guide

Aug 19th, 2017
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  1. An incredibly subjective guide to the various types of murdertoys in Distant Worlds.
  2.  
  3. Base stats provided - All weapons can be upgraded with appropriate tech except where noted.
  4.  
  5. Blaster / Pulse Laser
  6. The basic "bread & butter" gun of DW, it shoots pulses of energy at a target until it dies.
  7. With no special abilities or weaknesses they make mediocre weapons at first, but can be upgraded to become quite dangerous.
  8. Boring but reliable, compact and energy efficient. Use them, they won't let you down.
  9. Modifiers: Can target fighters
  10.  
  11. Prewarp: Pulse Blaster
  12. Size: 4
  13. Range: 150
  14. Power: 4
  15. Efficiency: Good
  16.  
  17. Basic Tech: Maxos Blaster
  18. Size: 5
  19. Range: 190
  20. Power: 5
  21. Efficiency: Good
  22.  
  23. Mid Tech: Shatterforce Laser (range focus)
  24. Size: 4
  25. Range: 320
  26. Power: 7
  27. Efficiency: Good
  28.  
  29. Mid Tech: Impact Assault Blaster (power focus)
  30. Size: 5
  31. Range: 220
  32. Power: 12
  33. Efficiency: Moderate
  34.  
  35. High Tech: Titan Beam
  36. Size: 6
  37. Range: 390
  38. Power: 20
  39. Efficiency: Moderate
  40.  
  41. PulseWave Cannon
  42. Unique to the Wekkaru, this is a variant of a Pulse Laser which has much better starting stats. Can be slightly awkward compared to standard guns as the upgrades are quite spread out.
  43. Still a very recommended gun.
  44. Modifiers: Can target fighters
  45. Size: 4
  46. Range: 310
  47. Power: 13
  48. Efficiency: Moderate
  49.  
  50. Energy Torpedoes
  51. Fires a bolt of energy which dissipates as it travels.
  52. Has no special abilities or weaknesses, so makes for a very good general purpose weapon.
  53. A reliable source of death, if a little bulky. Recommended.
  54. As they dissipate over range torpedoes are technically not quite as good at bombardment as missiles, but thier much higher damage output more than offsets this.
  55. Modifiers: Can NOT target fighters
  56.  
  57. Prewarp: N/A
  58.  
  59. Basic Tech: Epsilon Torpedo
  60. Size: 15
  61. Range: 300
  62. Power: 11
  63. Speed: 60
  64. Efficiency: Moderate
  65.  
  66. Mid Tech: Velocity Shard (speed and range focus)
  67. Size: 11
  68. Range: 630
  69. Power: 16
  70. Speed: 120
  71. Efficiency: Good
  72.  
  73. Mid Tech: Shockwave Torpedo (power focus)
  74. Size: 12
  75. Range: 430
  76. Power: 24
  77. Speed: 75
  78. Efficiency: Poor
  79.  
  80. High Tech: Plasma Thunderbolt
  81. Size: 12
  82. Range: 690
  83. Power: 36
  84. Speed: 125
  85. Efficiency: Moderate
  86.  
  87. Shaktur FireStorm
  88. Unique to the Boskara, this is a variant of an energy torpedo which has the ability to bombard planets which allows them to invade fortified planets much earlier than most other races.
  89. Again, as a unique weapon it suffers from a long wait between upgrades.
  90. Modifiers: Can NOT target fighters
  91.  
  92. Size: 12
  93. Range: 295
  94. Power: 36
  95. Speed: 65
  96. Efficiency: Moderate
  97.  
  98.  
  99. Missiles
  100. The longest ranged weapon in the game, very energy efficient and bar none the best tool for kiting. They do not lose damage over range, but they suffer from a mediocre level of firepower, suffer a further reduction against armour, and are very vulnerable to ECM systems.
  101. They do however make excellent tools for piracy, as thier poor performance against armour will prevent you from damaging your prize too much.
  102. Very much a situational tool.
  103. The 1st gen missiles are mediocre at best, but the 2nd gen 'assault' missiles are actually v. good.
  104. Modifiers: -50% damage vs armour
  105. Can NOT target fighters
  106.  
  107. Prewarp: Seeking Missile
  108. Size: 8
  109. Range: 400
  110. Power: 5
  111. Speed: 80
  112. Efficiency: Good
  113.  
  114. Basic Tech: Concussion Missile
  115. Size: 10
  116. Range: 520
  117. Power: 6
  118. Speed: 120
  119. Efficiency: Good
  120.  
  121. High Tech: Assault Missile
  122. Size: 14
  123. Range: 740
  124. Power: 20
  125. Speed: 110
  126. Efficiency: Good
  127.  
  128. Rail Guns
  129. Short ranged weapons which can bypass shields. Also the only commonly available weapon which can attack both ships and planets.
  130. Bulky and unwieldy, not really all that good. But you will get annoyed by AIs armed with these as the scratch damage will cause your ships to constantly run home for repairs.
  131. Again, good for pirate ships. Everything else, not so much.
  132. The accuracy penalty coupled with the power drain, pitiful range and extra space required makes guns fairly undesireable overall.
  133. Due to this and the low damage output, 1st gen guns are best avoided entirely. 2nd and 3rd gen guns (heavy & massive) are much less useless.
  134. Modifiers: -50% damage vs armour
  135. -10% accuracy
  136. 50% chance for each shot to penetrate shield
  137. Can target fighters
  138.  
  139. Prewarp: Long Range Gun
  140. Size: 6
  141. Range: 100
  142. Power: 5
  143. Efficiency: Good
  144.  
  145. Basic Tech: Rail Gun
  146. Size: 7
  147. Range: 120
  148. Power: 6
  149. Efficiency: Good
  150.  
  151. Mid Tech: Heavy Rail Gun
  152. Size: 12
  153. Range: 180
  154. Power: 10
  155. Efficiency: Moderate
  156. Extra: Can bombard planets
  157.  
  158. High Tech: Massive Rail Gun
  159. Size: 18
  160. Range: 280
  161. Power: 16
  162. Efficiency: Moderate
  163. Extra: Can bombard planets
  164.  
  165. Phasers
  166. Short ranged beams that can slice up ships and stations, but not much else. Excellent anti-armour weapon, if a little bulky and power hungry.
  167. No low tech options, you must research pulse lasers first.
  168. Phasers are amazingly brutal weapons if you have the power to run them. Thier only real downside is the extra space needed, not only for the guns themselves, but the point defence systems you'll need to equip if you care about not being owned by fighters.
  169. Modifiers: +50% damage vs armour
  170. Hitscan - Instantly hits target
  171. Can NOT target fighters
  172.  
  173. Mid Tech: Phaser Cannon
  174. Size: 7
  175. Range: 200
  176. Power: 9
  177. Efficiency: Moderate
  178.  
  179. High Tech: Phaser Lance
  180. Size: 9
  181. Range: 300
  182. Power: 20
  183. Efficiency: Poor
  184.  
  185. Graviton Beams
  186. Short ranged beams that ignore defences. Very bulky and power hungry, but incredibly annoying to fight.
  187. An acquired taste at best.
  188. Modifiers: Ignores armour
  189. Ignores shields
  190. Hitscan - Instantly hits target
  191. Can NOT target fighters
  192.  
  193. Basic Tech: Graviton Beam
  194. Size: 20
  195. Range: 150
  196. Power: 15
  197. Efficiency: Moderate
  198.  
  199. Mid Tech: Resonant Graviton Beam
  200. Size: 30
  201. Range: 240
  202. Power: 28
  203. Efficiency: Poor
  204.  
  205. High Tech: See Area weapons below
  206.  
  207. Area Guns
  208. An oddity. Shoots a beam at a target which then expands into a damaging shockwave.
  209. Powerful but flawed. Aside from any pressing curiosity, avoid.
  210. *BUG*
  211. The shockwave will NOT spawn if the target is destroyed by the initial beam, which vastly reduces the power and utility of this weapon type.
  212. Back in DW:Legends area guns used to expand in a ring from the ship that fired them, which was far more fun to use.
  213. Modifiers: Hitscan - Instantly hits first target
  214. Hits all adjacent targets therafter
  215. Can hit friendly ships!
  216. Can NOT target fighters
  217.  
  218. Basic Tech: Intimidator Surgewave
  219. Size: 16
  220. Range: 220
  221. Power: 35
  222. Efficiency: Moderate
  223.  
  224. Mid Tech: Derasian Shockwave
  225. Size: 18
  226. Range: 300
  227. Power: 74
  228. Efficiency: Moderate
  229.  
  230. High Tech: Area Graviton Pulse (crossover with graviton weapons)
  231. Size: 40
  232. Range: 360
  233. Power: 40
  234. Efficiency: Poor
  235. Extra: Ignores shields and armour
  236.  
  237. High Tech: Area Transient Singularity (crossover with graviton weapons)
  238. Size: 50
  239. Range: 520
  240. Power: 100
  241. Efficiency: Poor
  242. Extra: Ignores shields and armour, drags targets to centre of pulse.
  243.  
  244. Special Weapons
  245.  
  246. Ion Weapons
  247. Does no damage, but instead disables components on the target ship. The only weapons capable of seriously damaging silvermist. Very Useful.
  248. Modifiers: Can NOT target fighters
  249.  
  250. Ion Cannon - Branch from Pulse Lasers
  251. Size: 12
  252. Range: 260
  253. Power: 20
  254. Efficiency: Good
  255.  
  256. Ion Pulse - Branch from Area Guns (with attendant flaws)
  257. Size: 20
  258. Range: 210
  259. Power: 24
  260. Efficiency: Moderate
  261.  
  262. Tractor Beams
  263. Does no damage, but instead either pushes or pulls the target depending on relative strengths and conditions.
  264. An excellent addition to "unarmed" ships.
  265. No low tech option, must research graviton beams first.
  266. Modifiers: Can NOT target fighters
  267. Hitscan - hits target instantly
  268. Has a "firepower" rating of 0 despite having a power rating thus can be used on 'non-combat' ships
  269.  
  270. Mid Tech: Tractor Beam
  271. Size: 10
  272. Range: 320
  273. Power: 10
  274. Efficiency: Good
  275.  
  276. Mid Tech: High Power Tractor Beam
  277. Size: 10
  278. Range: 400
  279. Power: 16
  280. Efficiency: Good
  281.  
  282. Assault Pods
  283. Does no damage, but can be used to capture enemy ships and stations. Effectiveness is based on the troop strength of your starting race.
  284. Can be upgraded by both pod research and troop research.
  285. *BUG*
  286. If the target is destroyed/jumps away before any launched pods arrive, they will be stuck in space forever, and will NOT regenerate as the computer still reads them as being active and "out".
  287. Can be worked around by refitting the ship to a design without pods, and back again.
  288. Modifiers: Can NOT target fighters
  289.  
  290. Basic Tech: Assault Pod
  291. Size: 8
  292. Range: 140
  293. Power: Troops (Specified by which race you picked)
  294. Efficiency: Good
  295.  
  296. Fighters
  297. Special docking bays which launch a group of fighters each at a target. Very bulky, but very long ranged and flexible.
  298. Comes in 3 flavours. Fighters, Missile Bombers and Torpedo Bombers.
  299. Each bay will try to split between fighters and bombers equally, and will automatically replace any losses.
  300. Torpedo Bombers are best, because they have a much better attack value and no penalty against armour. And also because they are a prereq. for the advanced bays.
  301. Missile Bombers are just pointless as they just don't have the power to kill things with the missile armour penalty. Don't even research them as they take precedence over torpedo bombers when you have both. This is less than great.
  302.  
  303. Fighters are worthless barely distractions in small numbers. But an unstoppable tide of death when massed.
  304. BEST TIP - Put a single fighter bay on your constructors to ward off irritating things. Seriously, do it.
  305. Modifiers: Fighters can target other fighters, bombers, ships and stations
  306. Bombers can only target ships and stations
  307.  
  308. Basic Tech: Standard Fighter Bay
  309. Size: 50
  310. Capacity: 4 fighters
  311. Build Rate: Mediocre
  312.  
  313. Mid Tech: Advanced Fighter Bay
  314. Size: 45
  315. Capacity: 4 fighters
  316. Build Rate: Fast
  317.  
  318. Point Defence
  319. Short range guns that shoot at small hostile craft. No low tech option, must research missiles first.
  320. Disappointingly, they cannot stop missiles or torpedoes.
  321. A ship or station equipped with point defence guns will prefer to attack any hostile fighters with those instead of it's main guns, should they be capable of doing so. This lowers energy drain and allows the ship/station to focus all it's firepower on other targets without it being diluted trying to swat flies.
  322. Absolutely essential if you don't use lasers or railguns on your ships.
  323. Modifiers: Can target fighters
  324. Can target assault pods
  325.  
  326. Mid Tech: Point Defense Cannon
  327. Size: 3
  328. Range: 140
  329. Power: 3
  330. Efficiency: Good
  331.  
  332. High Tech: Terminator AutoCannon
  333. Size: 3
  334. Range: 190
  335. Power: 6
  336. Efficiency: Good
  337.  
  338. Bombard Weapons
  339. Purpose built for killing things on a planet, they can do nothing else.
  340. Most of the time you will never need these as straight invasion always gives a better result, and the space required is better used for more fighting capability.
  341. However, some worlds can be very tough and a little pre-invasion bombardment can soften it up enough to make it less of a bloodbath.
  342. Essential for pirates in order to control nascent empires.
  343. No low tech option, must research missiles first.
  344. Modifiers: Can NOT target fighters
  345. Can NOT target ships or stations
  346. Can ONLY target colonised planets
  347.  
  348. Mid Tech: Nuclear Devastator
  349. Size: 8
  350. Range: 210
  351. Power: 3
  352.  
  353. High Tech: Nuclear Exterminator
  354. Size: 14
  355. Range: 270
  356. Power: 8
  357.  
  358.  
  359. Super Weapons
  360.  
  361. Special suprises that you can not research. You can only get them by being very lucky and finding them in ruins hidden around the galaxy. (Or stealing them from someone who was.)
  362. There are three super weapons, each with it's own quirks. All of them are powerful but demanding, and will be borderline unusable until mid game as you won't have the ability to house or power them properly until then as the firing energy demand exceeds the capacity of your reactors, and you won't be able to fit the weapon and enough reactors to meet that demand into the size limit of your ships.
  363. Modifiers: Can NOT target fighters
  364. Can NOT be researched
  365. Can NOT be upgraded
  366.  
  367. Death Ray
  368. Just a giant gun. The simplest of the three big guns, and the easiest to use.
  369. Type: Pulse Laser
  370. Size: 140
  371. Range: 440
  372. Power: 1800
  373. Special: None
  374.  
  375. Devastator Pulse
  376. This thing would be amazingly brutal if area guns weren't bugged. Can create an amusing situation when attacking pirate bases, as each frame of shockwave counts as it's own separate attack so you can easily get half a dozen "reward" events for offing a pirate base.
  377. Type: Area (complete with bug)
  378. Size: 170
  379. Range: 520
  380. Power: 1200
  381. Special: None
  382.  
  383. Super Laser
  384. To all you Vader haters out there, we'll blow your planet up.
  385. Anything. Anywhere. One. Shot. (30 second recharge time though, so 1 shot is all you might get.)
  386. Type: Pulse Laser
  387. Size: 640
  388. Range: 700
  389. Power: 30000
  390. Special: Turns planets into tumbling lumps of rock
  391. This is also the only super weapon you can get two ways, the second being recovering the "world destroyer" secret
  392. project if you have the original DW story events enabled. Although this gives you a single giant ship with a super laser
  393. on it rather than the ability to make your own.
  394.  
  395.  
  396.  
  397.  
  398. Back to Guide Index: https://pastebin.com/hubsc3ZS
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