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  • *****The systems and bullet patterns denote how shots move, what their damage is, speed is, etc, etc, etc. **If a player is touching this ship, how much damage per second does that cause to the player? Default: 10.
    50 KB (8,387 words) - 14:20, 21 May 2018
  • ...mmobile structures. They deal damage to any ship moving over them and self-damage in the process. Both AI and Human players can use them. Properly used, they ...br/>Enemy ships coming too close to these invisible traps will incur heavy damage. The minefield is also damaged, and eventually destroyed, in the process.
    3 KB (448 words) - 14:05, 29 November 2016
  • ** There may have been some bugs in this area previously, but the code was so hard to read it's hard to be sure. If ther ...keep the mobile fleets, and the Battlestation stuff, remotely in the same area as one another. You can't start segmenting your fleets and sending them of
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...a-of-effect weapon, like the Stealth Exo's Welding Laser. This can, again, damage enemies on the other side of the door/wall. * Hit the area you believe the stealthed bots are in with an area-of-effect weapon such as the Siege Exo's Rocket Launcher. Do note that this
    3 KB (448 words) - 02:51, 2 February 2019
  • ...special ammo that does aoe damage, engine damage, and causes extra splash damage to targets under any forcefield it hits. ...n alternate form of human-tech forcefield that relies on reducing incoming damage more than absorbing it.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships. ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...the [[Zenith Mirror]], all attacks that deal damage to this ship have the damage dealt multiplied by the indicated amount. ...e ship's armor as well as the normal damage to the ships health.<br/>Armor Damage slowly regenerates over time on all ships.
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...d-related mythos were looked at and adjusted. Any further feedback on this area is appreciated. ** Immune to ranged attack. Does no damage. Wanders at random at speed 1. All human units from any faction that come
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
    11 KB (1,230 words) - 20:42, 1 March 2012
  • ...er really high-guard-post-containing planets that are near to the player's area. On the higher difficulties, it makes neutering way more important, and al --Engine damage from 0 to 2
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. ...what's going on and what to do about it. Players were confused where the damage was coming from, sometimes.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against melee ships but equally ineffective aga ...ian]]<br/>Enormous gravity distortion effect slows enemy ships over a wide area. Middling firepower specially geared towards starships and other large tar
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...ift end at the hands of monsters, falling into acid water or lava, falling damage, or simply getting stuck in some hole you can't even see to climb out of. ...enchant slot, preventing you from using any other enchants there (such as damage reduction, the ability to breathe underwater, etc). The good news is that,
    11 KB (1,909 words) - 00:36, 19 July 2012
  • ...cluding the Marauders and Dyson Sphere, which are capable of doing massive damage in the Galaxy on your behalf. Counting also the Human Resistance Fighters a ...iddled a fair bit with going back to the bloom that is more cropped to the area of the light emission source, but it just felt flat and fake. The hazier b
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...they'd trigger themselves a second time, thus making them do twice as much damage as they were really suppposed to. This had some pretty dramatic effects th * Majorly toned down the landmines. They now do 4 damage instead of 8 (really instead of 16 because of the above bug), and they also
    26 KB (4,404 words) - 17:25, 2 February 2015
  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 750
    879 bytes (115 words) - 11:11, 17 August 2019
  • | categories = Area-of-Effect Weapons<br>Energy Weapons | damage = 2000
    937 bytes (119 words) - 14:22, 14 October 2013
  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 300
    930 bytes (119 words) - 09:26, 15 October 2013
  • ...and left parts of the hud have now been combined into one new bottom-left area. ...varied, since again those are one of the most common "big swathes of empty area" terrains otherwise.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...u would just get 1. The reality is that you've probably dealt 15 worth of damage if you killed 15 ships, but it's possible that you only dealt, say, 12 ship ...20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks this might be a big difference
    179 KB (30,218 words) - 23:28, 1 January 2020

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