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Weapon Types and Damage

“Naw naw naw, by Brewster's stinkin' breath, whadda sam hell do ya think ya doin'? Laddie, you wanna survive da skies and live ta be an old sky dog like me, you gotta know what and what not to put on ya flyboat, ya hear me? And da first thing ya gotta know is, don't put dem guns and rams on da same bleedin' boat, ya dig? Again, don't be a feckin' Brewster, and don't be putting no guns and rams on da same damn ship!” - Captain Nobby “de Chihuahua” Tollon

In Battlestations!, the Weapons that Captains may equip onto their ships come in 4 general Types. Each Weapon Type have their own attributes, which make them suitable for different combat strategies.

3 Main Attributes of Weapons

  • Range - Weapons will only activate when the distance between 2 ships is within its given range. Different types of Weapons have different average ranges.
  • Damage - This is the minimum/maximum damage this Weapon can deal. Stat points in Gun or Navigation gives bonuses to the damage output of every Weapon, depending on the type of Weapon in question.
  • Weight - The amount of Capacity which the Weapon will take up on your Ship when it is equipped. Different types of weapons have different average weight.


The 4 Types of Weapons

  • Cannons- Average Range, Damage and Weight. Gains Damage bonuses from the Gun stat.
  • Subcannons- Same as Cannons, but has lower Weight at the expense of lower Weight. Also gains Damage bonuses from the Gun stat.
  • Missiles- Long-range weaponry. Has the greatest Range of any Weapon at the expense of lower Damage. Gains Damage bonuses from both the Gun and Nav stats.
  • Melee Weapons- Has the lowest Range of any Weapons, and the highest Weight, but offers the greatest Damage potential. Gains Damage bonuses from the Nav stat.



Success in all Battles are largely dependent on choosing the right set of Weapons for your Ship and your Captain's ability point allocation.

Every Weapon has Level Requirements, which denote the Level a Captain must attain before he/she is able to equip and use them. More powerful Weapons have higher Level Requirements in general.

The complete list of Weapons can be found in BS Weapons

Cannon

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“Darling, this ya have to know. A girl's nuthin' without a buncha big guns by her side.” - Pirate Queen Lisa Young, Lisa's Corsairs

The standard Weapon for the majority of Captains, Cannons are average in all respects when it comes to Damage, Range, or Weight. They are best used in Ships with a good balance of all attributes, like the Imperial Corvette and the Battle Royale.

Cannons gain bonuses to their Damage from the Gunnery attribute; the formula for calculating the final damage per volley of a Cannon is as follows:

Base Damage x [0.005(Gun)+1]

Subcannon



“You know what's most important when you're going mano-a-mano, ships so close you can almost touch the other guy? Dakka. More dakka. Even more dakka. Never enuff dakka.” - Randolph Edwards, Chief Admiral of the Covent Death Squad

Scaled-down, and often rapid-firing versions of the standard Cannon, Subcannons are the go-to option for when a Captain needs to save weight on his/her Ship for heavier weapons, and the Pirate class possess Skills specially tailored for their usage. Although Subcannons have lower Weight than Cannons, they also have lower Range, making it imperative for the users of these weapons to be able to close in on their targets.

Like Cannons, Subcannons gain bonuses to their Damage from the Gunnery attribute. The Damage bonus of Subcannons per volley is as follows:

Base Damage x [0.004(Guns)+1]

Missile



“Many's the time I've heard them call me a coward for sniping them from afar, instead of fighting ship-to-ship like a man. Well what I say is, a win's a win, sucker.” - Captain Jack Beetee

Able to hit targets at longer Ranges than any other weapon, Missiles are the best choice for Ships which have high enough Speed to keep a distance from other Ships, and more Weapon Slots than the average Ship to make up for their otherwise low Damage potential. These include the Missile Frigate, and the Interdictor among others

Missiles gain bonuses to their Damage from both the Gunnery and Navigation attributes. This bonus is calculated based on the following two formulae:

Formula #1: (max+min)/2*[ 0.005(Guns)+0.0025(Nav)+1]

Formula #2: (max+min)/2*[ 0.0035(Guns)+0.0035(Nav)+1]

Whichever formulae produces the higher damage result, is used to calculate the damage of Missiles used by the player.

Melee Weapons



“Fire up the engines, rams to the fore! C'mon you apes, you wanna live forever?!” - Captain James “Venom” Phoenix

The most unique Weapon Type of the lot, Rams are the weaponry of choice for melee combat. Possessing the greatest Damage potential of the lot, the high Weight and extremely low Range of Rams makes them most suitable for reasonably fast Ships with the highest possible Capacity. Such ships include the Cargo Dirigible and the Caramusal, among others.

Rams gain bonuses to their Damage from the Navigation attribute. The Damage bonus of Rams per volley is as follows:

(max+min)/2*[ 0.005(Nav)+1]

Rare Weapons



  • Rare Weapons cannot be purchased from the Shop in the game, but they can be bought from the Ocho Shop.
  • Rare Weapons are such, because they can make a big difference in battles. These Rare Weapons generally have superior attributes than common Weapons, such as outright Damage potential, better Damage to Weight ratios, longer Ranges etc.
  • Apart from being able to turn the tide in PvP and Clan Wars, some of these Rare Weapons also have attributes comparable to common Weapons with much higher Level restrictions. This makes them useful for a long time, and thus a very good investment.

Rarity of Weapons

Rarity of weapons is classified as follows:

  • Common
  • Uncommon
  • Rare
  • Epic
  • Legendary
  • Special


Part Types and Functions

There are currently 5 types of Parts in the game of Battlestations! which Captains can equip on their Ships.

Individual Parts have different effects on the Hull Points (HP), Speed, and Capacity on any Ship they are equipped on.

Parts do not add to the Damage output of your ship at all. However, since they have a significant effect on the attributes of your Ship, the choice of Parts is as important as the choice of Weapons for any Build.

Different Ports sell different Parts, and it is up to a Captain to find out which Ports stocks the Parts that he/she requires.

4 Main Attributes of Parts

  • Hull Points (HP) - The amount of Hull Points (HP) which the Part will add to your Ship's base HP.
  • Speed - The amount of Speed which the Part will add to a Ship's base Speed.
  • Weight - The amount of Capacity on your Ship the Part will take up when equipped.
  • Capacity - Instead of having Weight and thus taking up Capacity on your Ship, Parts with this attribute increases your Ship's Capacity instead. These Parts can be very useful, as they allow Weapons or Parts with more Weight to be equipped.

Captains can refer to Weapon Types and Damage for more understanding of the different types of weapon.

The 5 Types of Parts

  • Figurehead- Adds HP, and either increases or decreases the Speed of the Ship.

  • Stabilizer- Increases or greatly decreases the Speed of the Ship. Stabilizers which decreases Speed are called Anchor-type Stabilizers. The Helium Ballast (Level 110), which adds some Capacity, is the sole Capacity-type Stabilizer currently in the game.

  • Sail- Increases the Speed of the Ship. The Light Armor Weave (Level 115), which adds some HP, is the sole HP-type Sail currently in the game.

  • Hull- Comes in 3 different types. The HP-type Hull is the standard Hull in the game, and gives the biggest increases in HP. The Capacity-type Hull increases Capacity, along with some HP. The Speed-type Hull, unlike the other types, increases instead of decreasing Speed, but gives the least increases in HP.

  • Engine- Typically for increasing the Speed of the Ship. A less common kind is the HP-type Engine, which gives minimal increases in Speed, but substantial bonuses to HP.

Captains may choose to equip all parts or omit any part(s) which they do not require.

The complete list of parts can be found in BS Parts

Rare Parts

  • Like Rare Weapons, Rare Parts can also make a big difference in Combat, although in a different way from Rare Weapons. They do so by being the difference between surviving or being Sunk, escaping or failing to escape from the Range of the rival Captain's Weapons etc.
  • Apart from being able to turn the tide in Battle and Clan Wars, some of these Rare Parts also have attributes comparable to common Parts with much higher Level restrictions. This makes them useful for a long time, and thus a very good investment.


Rarity of Parts

Rarity of parts is classified as follows:

  • Common
  • Uncommon
  • Rare
  • Epic
  • Special