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Mesons

From Aurora 4x Wiki

This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Description

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Mesons are a type of energy weapon. They only deal 1 damage over their entire range, but compensate by bypassing enemy shields and, sometimes, armor. They have a maximum range of

 Base Range * Range Modifier

Their rate of fire is

 Power Requirement / Capacitor Recharge Rate * 5s

While the theoretical maximum range far exceeds 1.5m km, no Beam Fire Control is able to handle ranges beyond this limit. Higher ranges offer no advantage for meson cannons. Mesons can be mounted in turrets.

Usage

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Despite their outstanding penetration capability, their performance, and usage, is defined by their exceptionally low damage. Close-range fights are strongly discouraged as an equivalent volume of laser cannons, railguns or carronades will likely dismantle the meson combatant before they can do appreciable damage. Having only 1 point of damage across the entire range band also means that there is no drop-off whatsoever; a meson cannon will deal 1 damage at max range just like it does point-blank.

Mesons synergize poorly with other weapons: barring lucky internal damage to the shield generator they don't help other weapons breach enemy defenses at all. While armor damage from other weapons can help mesons do more internal damage, the effect is usually minimal in practice, and the mesons deal much too little damage to enemy armor compared to other weapons.

In PD role mesons perform same as lasers in final defense mode and worse than lasers in area defense mode, due to a meson having half as much range as a laser of equivalent caliber and focusing technology.

Mesons are sometimes used as fighter weapons, since fighters are too small to mount high-damage beam weapons in any case.

Damage Profile

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Mesons bypass shields completely, and have a chance of ignoring armor, based on the Meson Armour Retardation technology. It determines the chance of a meson shot to be stopped by each layer of armor. If the meson is stopped by the armor, it applies damage to it; if not, it deals damage directly to internal systems.

Components

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Meson Focal Size

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Unlike lasers and railguns, the focal size, or caliber, has no bearing on the damage of a meson cannon. Focal size only increases the range, size and power consumption.

Meson Focal Size
Focal Size 10cm 12cm 15cm 20cm 25cm 30cm 35cm 40cm 50cm 60cm 70cm 80cm
Size (HS) 3 4 4 6 8 9 11 12 16 19 22 25
Power requirement 3 4 6 10 16 24 32 40 64 96 128 168
Base Range (kkm) 15 20 30 50 80 120 160 200 320 480 640 840
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Meson Focusing

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Focusing Tech
Range Modifier 1 2 3 4 5 6 7 8 9 10 11 12
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Meson Armour Retardation

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Determines the chance for a meson shot to be stopped by each layer of armor. Lower is better.

Meson Armour Retardation
Armor Hit Chance (per layer) 50 40 32 28 24 20 16 14 12 10 8.5 7
Average Penetration (layers) 2 2.5 3.125 3.57 4.17 5 6.25 7.14 8.33 10 11.76 14.29
RP cost 500 1,000 2,000 4,000 8,000 16,000 32,000 64,000 125,000 250,000 500,000 1,000,000

Capacitor Recharge Rate

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Capacitor Recharge Rate
Recharge Rate 1 2 3 4 5 6 8 10 12 16 20 25
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000


Changes from VB6 version

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In VB6 Aurora, mesons were an extremely potent weapon due to the fact that they ignored both shields and armor, as well as were one of the few weapons that were not stopped by a planetary atmosphere.


List of Components

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Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module