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StarMade Weapons 3.0 Combos & Effects Guide (2024)
由 Lexical 制作
An up to date guide for weapons and weapon combos, and an explanation of how effects work.
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What Are Weapons?
Weapons are your primary way of dealing damage to enemy vessels in StarMade. They can be linked to a Secondary weapons system to modify their behavior and a Tertiary effects system to modify their damage type, as well as to a light emitting block to change their color.

There are currently 3 types of normal weapons, Cannons, Beams, and Missiles. They use Reactor Power to function, which you should learn how to use first before making weapons.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3127087336
Cannons

Cannons are the simplest weapon in StarMade, firing a fast moving solid projectile that has no tracking abilities and cannot be shot down. They also cause a small amount of recoil on firing and knockback on hit. Cannons have the fastest base fire rate of any weapon, and using it as a secondary increases the rate of fire of weapons at the cost of individual damage per shot and range. Cannon's base offensive effect spread is
Kinetic
0.5
Heat
0.1666
EM
0.333

Base Cannon

Cannon
Stats
Damage Per Block
15.5
Base Damage
50
Reload
1000ms
DPS Per Block
15.5
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
6.452e/dps
Range
4.5x Sector Radius
Velocity
90x Server Maximum
Zoom
0.45
Mass Per Block (100% Tertiary)
0.55
DPS per Mass
28.182

Basic cannons are a solid weapon that sports a good range, good rate of fire, and good DPS per block and mass, which is its most standout feature from other cannons.

Cannon/Cannon - "Machine Gun"

Cannon/Cannon
Modifier
Stats
Damage Per Block
÷4.7
3.298
Base Damage
50
Reload
÷10
100ms
DPS Per Block
32.98
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
3.032e/dps
Range
÷1.5
3x Sector Radius
Velocity
90x Server Maximum
Zoom
0.45
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
47.114

Cannon/Cannon has high DPS, but its short range and low damage per shot hold it back in capital ship combat, where low thrust per block causes higher ranged weapons to excel, and heavy armor can greatly reduce the effectiveness of low damage shots. Cannon/Cannon is best used for point defense against missiles, both on turrets and in a manually aimed waffle grid on the main ship. At close range against unarmored, unshielded opponents, this manual point defense grid can shred ships to pieces.

Cannon/Beam - "Artillery Cannon"

Cannon/Beam
Modifier
Stats
Damage Per Block
x8.65
134.075
Base Damage
50
Reload
x10
10000ms
DPS Per Block
13.408
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
7.458e/dps
Range
x1.3333
6x Sector Radius
Velocity
90x Server Maximum
Zoom
Set
0.2
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
19.154

Cannon/Beam has low DPS and rate of fire, but makes up for it with high damage per shot and long range. This is a weapon that can punch through armor, cut through systems, and come back out the armor on the other side. Being outranged and unable to catch up with a Cannon/Beam ship can be a death sentence.

Cannon/Missile - "Charge Cannon"

Cannon/Missile
Modifier
Stats
Damage Per Block
x9.51
147.405
Base Damage
50
Reload
x3
3000ms
DPS Per Block
49.135
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
2.035e/dps
Range
÷3
1.5x Sector Radius
Velocity
90x Server Maximum
Zoom
0.45
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
70.193

Cannon/Missile has incredible damage output, but also has extremely short range. It's very difficult to use this weapon effectively and is likely best used with drone swarms.
Damage Beams - Part 1

Damage Beams fire a hitscan beam which spreads its damage burst out over "ticks." Damage Beams have similar ranges to Cannons, but they suffer from damage falloff at longer ranges, and have the worst base damage of the 3 weapon types. Past their Minimum Effective Range, damage will be reduced until it reaches their Max Effective Range Value at maximum range. Their very high accuracy allows them to keep the pressure on opponents even at high ranges and speeds, however. Damage Beam's base effect spread is
Kinetic
.1666
Heat
.333
EM
.5

Base Damage Beam

Beam
Stats
Damage Per Tick Per Block
1.895
Base Damage
50
Cooldown
10s
Burst Time
5s
Tick Rate
0.0999s
Ticks Per Burst
50
Min Effective Range
<0.5
Max Effective Range Multiplier
0.4x
DPS Per Block (Min Range)
9.475
DPS Per Block (Max Range)
3.79
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS (Min)
10.554e/dps
Power Per DPS (Max)
26.385e/dps
Range
4.5x Sector Radius
Zoom
0.5
Mass Per Block (100% Tertiary)
0.55
DPS per Mass (Min)
17.227
DPS per Mass (Max)
6.891

Base Damage Beam lacks both range and DPS to be effective. It has very poor performance compared to Cannons and Missiles.

Beam/Cannon - "Sustained Beam"

Beam/Cannon
Modifier
Stats
Damage Per Tick Per Block
÷1.31
1.447
Base Damage
50
Cooldown
÷10
1s
Burst Time
÷5
1s
Tick Rate
0.0999s
Ticks Per Burst
10
Min Effective Range
<0.5
Max Effective Range Multiplier
0.4x
DPS Per Block (Min Range)
14.47
DPS Per Block (Max Range)
5.788
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS (Min)
6.911e/dps
Power Per DPS (Max)
17.277e/dps
Range
÷1.5
3x Sector Radius
Zoom
Set
0.3
Mass Per Block (100% Tertiary)
0.7
DPS per Mass (Min)
20.671
DPS per Mass (Max)
8.269

Beam/Cannon is completely outclassed by Cannon/Cannon. At these short ranges, it's easy to land cannon shots, and Cannon/Cannon has much greater DPS and can also shoot down incoming missiles.

Beam/Beam - "Pulse Beam"

Beam/Beam
Modifier
Stats
Damage Per Tick Per Block
x4.62
8.755
Base Damage
50
Cooldown
÷2
5s
Burst Time
÷12.5
0.4s
Tick Rate
0.0999s
Ticks Per Burst
4
Min Effective Range
<0.5
Max Effective Range Multiplier
0.4x
DPS Per Block (Min Range)
7.004
DPS Per Block (Max Range)
2.802
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS (Min)
14.278e/dps
Power Per DPS (Max)
35.689e/dps
Range
x1.33
5.985x Sector Radius
Zoom
Set
0.0
Mass Per Block (100% Tertiary)
0.7
DPS per Mass (Min)
10.006
DPS per Mass (Max)
4.002

Beam/Beam has incredibly poor performance. The range is not worth the extremely poor damage. We will be coming back to this combo later, because it has some hidden potential.
Damage Beams - Part 2
Beam/Missile - "Charge Beam"

Beam/Missile
Modifier
Stats
Damage Per Tick Per Block
x3.17
6.007
Base Damage
Set
100
Cooldown
÷2
5s
Burst Time
÷2
2.5s
Tick Rate
0.0999s
Ticks Per Burst
25
Min Effective Range
<0.5
Max Effective Range Multiplier
0.4x
DPS Per Block (Min Range)
30.035
DPS Per Block (Max Range)
12.014
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS (Min)
3.329e/dps
Power Per DPS (Max)
8.324e/dps
Range
÷3
1.5x Sector Radius
Zoom
Set
0.0
Mass Per Block (100% Tertiary)
0.7
DPS per Mass (Min)
42.907
DPS per Mass (Max)
17.163

Finally a beam with some power! Once one of the most powerful weapons in the game, Beam/Missile has been greatly nerfed. While still strong at close range, its range is very short, and it quickly runs out of steam due to beam falloff.

Secret Combo - Beam/65%Beam - "Sabre Beam"

Beam/65%Beam
Modifier
Stats
Damage Per Tick Per Block
x3.37
6.384
Base Damage
50
Cooldown
÷1.471
6.8s
Burst Time
÷2.5
2s
Tick Rate
0.0999s
Ticks Per Burst
20
Min Effective Range
<0.5
Max Effective Range Multiplier
0.4x
DPS Per Block (Min Range)
18.776
DPS Per Block (Max Range)
7.511
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS (Min)
5.326e/dps
Power Per DPS (Max)
13.314e/dps
Range
x1.214
5.465x Sector Radius
Zoom
Set
0.1
Mass Per Block (100% Tertiary)
0.66
DPS per Mass (Min)
28.448
DPS per Mass (Max)
11.38

Due to the way StarMade calculates partial secondary effects interacts with beams, we can access a "secret" weapon combo with better stats.

This 65% combo, often colloquially referred to as "Sabre Beams," has better DPS and DPS per Mass than every other Beam combo except for Beam/Missile, while also having greater range than everything except Beam/100%Beam. While still outclassed in damage by Cannons and Missiles at long range, this combo can provide effective accurate pinning fire at long ranges to prevent shield regeneration and punch holes in hull.
Missiles

Missiles are heavy hitting weapons that fire slow, potentially tracking, projectiles that explode on impact, but can be shot down by point defense Cannons. Missile HP is based on their damage, so the more damage the more HP. Missiles are the most diverse type of weapon, with every variety functioning differently. Missile's base effect spread is
Kinetic
0.1666
Heat
0.5
EM
0.333

Base Missile

Missile
Stats
Missile Type
Dumbfire
Damage Per Block
82.82
Base Damage
50
Reload
2000ms
DPS Per Block
41.41
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
2.415e/dps
Range
3x Sector Radius
Velocity
10x Server Maximum
Zoom
0.4
Mass Per Block (100% Tertiary)
0.55
DPS per Mass
75.291
Missile HP Per Damage
0.01

Base Missiles have high damage, but they have short range and no lock on. The lack of lock on can be easily fixed by linking a Beam computer with 0 modules. This will give lock on without modifying the stats of the weapon.

Missile/Cannon - "Heat-Seeking Swarm"

Missile/Cannon
Modifier
Stats
Missile Type
Heat Seeker
Projectile Count
x11
11
Damage Per Block
x1.63
134.997
Base Damage
50
Reload
x2.5
5000ms
DPS Per Block
26.999
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
3.704e/dps
Range
1.5x
4.5x Sector Radius
Velocity
10x Server Maximum
Zoom
Set
0.0
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
38.57
Missile HP Per Damage
0.01

Missile/Cannon fires out a heat seeking swarm. These missiles indiscriminately target any other entity in range, including neutral rocks, shops, and your own allies.

Missile/Beam - "Lock On Missile"

Missile/Beam
Modifier
Stats
Missile Type
Smart
Damage Per Block
x1.21
100.212
Base Damage
50
Reload
x2.5
5000ms
DPS Per Block
20.042
Resting Power Consumption
25e/s
Charging Power Consumption
100e/s
Power Per DPS
5e/dps
Range
2x
6x Sector Radius
Velocity
10x Server Maximum
Zoom
Set
0.0
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
28.631
Missile HP Per Damage
0.01

Missile/Beam trades the massive DPS of base Missile for greatly extended range. Missile/Beam still has sizable damage output and does heavy damage to systems. This is the go-to missile combo.

Missile/Missile - "Bomb"

Missile/Missile
Modifier
Stats
Missile Type
Bomb
Damage Per Block
x21
1739.22
Base Damage
50
Reload
x20
40000ms
DPS Per Block
43.481
Resting Power Consumption
25e/s + 0.005% Reactor Recharge
Charging Power Consumption
100e/s + 0.005% Reactor Recharge
Power Per DPS
2.3e/dps
Range
÷6
0.5x Sector Radius
Velocity
Set
Inherited
Zoom
Set
0.5
Mass Per Block (100% Tertiary)
0.7
DPS per Mass
62.116
Missile HP Per Damage
0.01

Missile/Missile fires a shield ignoring bomb that has no inherent velocity and instead inherits it from the ship that launches it. Actually hitting a moving target is nearly impossible due to the low velocity and lack of tracking. AI don't know how to use this weapon either. Due to the additional percentage power cost, it's impossible to have over 20,000 modules in the system, as they would take 100% of the reactor's power output no matter how large the reactor is. The need for at least a 5.0 thrust to mass ratio also encourages using smaller bomber designs. This weapon is most useful for attacking stations, which can't dodge it. Good luck getting in range to even hit anything with this without getting smoked by a turret, though. This is also the only weapon in the game that can deal damage to the ship that launched it.
Missile Capacity
Every Missile output costs 1 Missile from Missile Capacity to fire. Missile Capacity is increased by putting Missile Capacity Modules on the ship, with less and less Missile Capacity added per block. Once the first Missile is fired, Missile Capacity will start to reload, which is 10 seconds + 0.2 seconds per Missile Capacity. Your ship should have enough Missile Capacity to fire without needing to wait for the reload to finish, but having too much will waste mass and power consumption.

Missile Capacity
Stats
Base Reload
10s
Reload Per Capacity
0.2s
Base Capacity
0
Capacity Per Block
n^0.48
Power Consumption per Block
20e/s

Due to the exponential number of blocks needed for higher capacities, missiles are generally not launched in huge volleys. Most common volley counts for Missile/Beam are 4 missiles with 16 capacity or 12 missiles with 48 capacity. It is impractical to have a volley size of 20 or larger, and impossible to have a volley size larger than 24.


16, 48, and 72 Missile Capacity compared.
Effects System Explanation
Screenshots in this section are from the blockBehaviorConfig.xml file in your Starmade\Starmade\data\config folder and are subject to change.

Effects are offensive multipliers for weapons and defensive multipliers for shields, armor, and system blocks. There are 3 types- Kinetic, Heat, and EM.


Offensive Effects
Damage from weapons is fractionally distributed among the 3 types. This is expressed in a decimal, adding up to (roughly) 1. Each weapon type has a different base damage effect distribution, which can be further modified by tertiary effects. When linked as a tertiary to a weapons system, effect modules modify the damage types of the weapon.



If a cannon deals 1000 damage per shot, it will be divided up into 500 Kinetic damage, 166.6 Heat damage, and 333 EM damage.



If we add EM tertiary to our cannon, it will modify our effects values to
Kinetic
0.3334
Heat
0
EM
0.666

This means our 1000 damage cannon will now do 333.4 Kinetic damage, 0 Heat damage, and 666 EM damage.

Defensive Effects
When damage from weapons hits a target, that damage is reduced based on the defensive effect values of what it hits. Shields, Armor, and Systems all have different defensive effect values.


The defensive effect value is a percent reduction of the damage of only that damage type. If we hit the shields of a ship with a regular Cannon, the damage will be reduced as follows.
500 Kinetic Damage
15% Kinetic Defense
425 Kinetic Damage
166.6 Heat Damage
10% Heat Defense
149.94 Heat Damage
333 EM Damage
0% EM Defense
333 EM Damage
Total Damage
907.94 Damage

What if we use the EM Cannon instead?
333.4 Kinetic Damage
15% Kinetic Defense
283.39 Kinetic Damage
0 Heat Damage
10% Heat Defense
0 Heat Damage
666 EM Damage
0% EM Defense
666 EM Damage
Total Damage
949.39 Damage

By using effects based on our target's defenses, we can deal extra damage to them that normally would have been reduced. However, effects have a second useful feature- They weigh much less per block than regular weapons. While regular weapon modules weigh 1 mass per block, effects only weigh 0.1 mass per block. This allows you to make weapons of the same size much lighter.

How do armor chambers work?
If you read my guide on Chambers first, you may be wondering how the +50% [Effect] Armor effect of Armor Chambers works. It simply adds that value to the base defensive effects of armor blocks. So, with level 2 of all 3 armor chambers, armor block's defensive effect stats will be
Kinetic
0.6
Heat
0.5
EM
0.65
This damage reduction is applied after armor thickness bonuses, not before.
6 条留言
Jack BeFlippen 2024 年 3 月 20 日 下午 4:05 
HAH! good, this is needed now that the game is getting more updates again.
Thank you.
Lexical  [作者] 2024 年 1 月 28 日 上午 9:01 
I decided shields actually do have enough complexity and aren't explained well enough in game, so I made a guide on them.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3146216665
Hobbez 2024 年 1 月 16 日 下午 7:05 
Okay, thanks in advance if you decide to make one!
Lexical  [作者] 2024 年 1 月 14 日 下午 4:55 
I've considered it but shields are a pretty easy system with minimal hidden stuff compared to reactors, chambers, and weapons. If people are asking for it though I can definitely make one.
Hobbez 2024 年 1 月 13 日 下午 5:35 
Is there any chance you'll be making one of these guides for shields?
Az14el 2024 年 1 月 9 日 下午 7:17 
fact checked and approved by real sweat lords
so sad beams are still in gay baby jail