Turrets: Difference between revisions

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== Description ==
== Description ==
'''Turrets''' are semi-automated weapons and utility tools found on [[Ships]] (Including NPCs like [[Pirates]] and [[Aliens]]), [[:Category:Planets|Planets]], and [[Starbase|Starbases.]] Below is a list of '''Turrets''' and all of their stats. The stats are kept up-to-date with the game files and should be mostly or completely correct. Lasers deal significant damage against [[Shields]], while Cannons, Flak Cannons, and Railguns are more powerful against [[Hull]]. Gatlings and Light turrets have higher fire rates and generally better accuracy but do less damage. Medium turrets lose some accuracy but are more powerful. Heavy turrets deal high damage but are quite slow and inaccurate. Dual or Triple turrets increase the rate of fire compared to the "single" turret versions but also do a bit less damage.
'''Turrets''' are semi-automated weapons and utility tools found on [[Ships]] (Including NPCs like [[Pirates]] and [[Aliens]]), [[:Category:Planets|Planets]], and [[Starbase|Starbases.]] Below is a list of '''Turrets''' and all of their stats. The stats are kept up-to-date with the game files and should be mostly or completely correct. Lasers deal significant damage against [[Shields]], while Cannons, Flak Cannons, and Railguns are more powerful against [[Hull]]. Gatling and Light turrets have higher fire rates and generally better accuracy but do less damage. Medium turrets lose some accuracy but are more powerful. Heavy turrets deal high damage but are quite slow and inaccurate. Dual or Triple turrets increase the rate of fire compared to the "single" turret versions but also do a bit less damage.
'''Base Accuracy Deviation''' on turrets is defined as the standard deviation in studs(per stud the projectile or Beam travels) from the center of a target, when there is no speed difference between the turret and target. As a general rule for turret accuracy, lower is better. '''Tracking Accuracy''' (also described as SpeedDenominator) defines how well a turret can accurately hit a target when there is a speed difference between the turret and target. The formula for calculating accuracy of a turret against a moving target is described as <code>(Relational difference in velocity between this ship and target) ÷ SpeedDenominator</code> plus the Base Accuracy. So if you're traveling at 50 speed in the same direction as your target, and your target is traveling at 150 speed, and your tracking accuracy is 10000; the difference of speed is 100: 100/10000 = 0.01. If your Base Accuracy was 0.01, it is now 0.02; which will struggle to hit small targets from a distance. It should be noted that relational velocity differences between a ship and target increase if the ship and target are not traveling in the same direction.
 
'''Base Accuracy Deviation''' on turrets is defined as the standard deviation in studs (per stud the projectile or Beam travels) from the center of a target, when there is no speed difference between the turret and target. As a general rule for turret accuracy, lower is better.
 
'''Tracking Accuracy''' (also described as SpeedDenominator) defines how well a turret can accurately hit a target when there is a speed difference between the turret and target.
 
The formula for calculating accuracy of a turret against a moving target is described as <code>(Relational difference in velocity between this ship and target) ÷ SpeedDenominator</code> plus the Base Accuracy. So if you're travelling at 50 speed in the same direction as your target, and your target is travelling at 150 speed, and your tracking accuracy is 10000; the difference of speed is 100: 100/10000 = 0.01. If your Base Accuracy was 0.01, it is now 0.02; which will struggle to hit small targets from a distance. It should be noted that relational velocity differences between a ship and target increase if the ship and target are not travelling in the same direction.


As of version .70, Laser-based weapons deal 30% of their base damage to Hull, while Kinetic/Cannon-based weapons deal 40% of their base damage to Shields. The final damage dealt is also affected by ships' classifications, which each have specific [[Damage Resistance]] values.
As of version .70, Laser-based weapons deal 30% of their base damage to Hull, while Kinetic/Cannon-based weapons deal 40% of their base damage to Shields. The final damage dealt is also affected by ships' classifications, which each have specific [[Damage Resistance]] values.