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==Damage Profile==
==Damage Profile==


[[File:Damage gradients.JPG|frameless|Damage templates for different weapon types.]]
{{Template:Damage Profiles}}


Particle beams use the gradient 2 damage profile, making them identical in profile to railguns and middle of the road in terms of penetration.
Particle beams use the gradient 2 damage profile, making them identical in profile to railguns and middle of the road in terms of penetration.
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{{Components}}
{{Components}}
[[Category:Components]]
[[Category:Components]]
[[Category:Designed Systems]]
[[Category:Designed Systems]]
[[Category:Beam Weapons]]

Latest revision as of 16:10, 3 April 2026

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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Particle Beams is an energy weapon, that, unlike Lasers and Plasma Carronades, does not have damage drop-off across the entire range band. As a drawback, it has shorter range than lasers and higher power demand.

Their rate of fire is

 Power Requirement / Capacitor Recharge Rate * 5s

Particle beams cannot be mounted in turrets.

Usage

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Particle Beams are a mid-range anti-ship weapon, and start to suffer when taken outside of that niche. At close ranges, lasers, railguns and carronades will deal much more damage over time, and at long range, lasers and (past a certain point) mesons can handily outrange the particle warship. Within their niche, however, they're second to none, and lack of damage drop-off allows them to deal serious damage in mid-range combat while only receiving minimal damage themselves.

Lances take the one thing they're good at and take it to extreme: against unshielded or poorly shielded targets a single lance volley can cripple or destroy enemy ships with very little problem owing to their supreme armor penetration, but if it doesn't work or the target has strong shielding, the lance warships will be sitting ducks, waiting ages for their weapons to reload for a second salvo.

Particle Beams are terrible PD weapons: with only one shot, inability to be turreted and long reloads, they're ill-suited for anti-missile fighting.

Damage Profile

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Damage templates for different weapon types.

Particle beams use the gradient 2 damage profile, making them identical in profile to railguns and middle of the road in terms of penetration.

Particle Lances meanwhile deal damage in a straight line, penetrating a layer of armor with each point of damage. This makes them very difficult (but not impossible) to stop with just armor. Shields are massively more effective against them - an improved damage profile does nothing against shields.

Components

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Particle Beam Strength

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Particle Beam Strength
Particle Beam Strength 2 3 4 6 9 12 16 20 25 36 50
Size (HS) 6 6 6 6 6 6 6 6 6 6 6
Power Requirement 5 7 10 15 22 30 40 48 64 90 125
RP cost 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Particle Beam Range

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Particle Beam Range
Beam range (kkm) 60 100 150 200 240 320 400 500 640 800 1,000 1,200
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

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

Particle Lance

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Particle Lance is a special beam modification that takes 30,000 RP to research and requires to have Particle Beam Strength 6 and Particle Beam Range 200,000 km to be researched beforehand. This modification affects the Particle Beam in following ways:

  • 2x Damage
  • 2x Size
  • 2x HTK
  • 2x Crew
  • 2.5x Power Requirement
  • 3x Cost
  • 2x Development Cost

The armor penetration also changes from a gradient-2 to a straight line, making the lance the best anti-armor weapon in the game.

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