Difference between revisions of "Guide to Munitions"

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(Complete overhaul of the munitions page to be compliant with the current update.)
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Welcome to the place where things go boom. Hopefully not boom inside the ship, as boom inside the ship leads to doom from the tip... of the brass...? Uh, guide! Yes, guide. Here is guide.
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Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.
  
==Loading things==
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==Loading the guns==
As a Munitions Technician or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the point defence cannon (PDC), the railgun, and the torpedo tubes. The faster you do this, the better, as it reduces the strain on everyone else, since they don't have to worry about the ship disappearing from underneath them.
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As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the Point Defence Cannons (PDC), the Railgun, the Torpedo tubes, and the Gauss turrets. The faster you can load and prepare these weapons, the faster the bridge can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br>
  
[[File:Hammerhead_Munitions_Bay.png|right|thumb|The munitions bay as it is at the start of the round.]]
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[[File:Hammerhead_Munitions_Bay.png|right|thumb|An example of a munitions bay configuration.]]
  
 
===Point Defense Cannons===
 
===Point Defense Cannons===
The PDC loading racks are located to the north of the munitions bay and are indicated by white squares where you would stand to load them. They require ammo from the PDC ammo crates, which are coloured yellow and red. To load the racks, you simply grab some ammo and stuff it in. There are five of these total racks - three up north near the railgun, and two to the west opposite the entrance to the Munitions Bay. Each magazine contains 100 bullets, and bullets are fired in bursts of 3, meaning you don't need to replace these often. Once you do need to replace them, simply click with a full magazine, and you'll swap it out for the empty one.
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Point defense cannons are the lifeblood of combat, serving as a rapid-fire, semi-inaccurate close-to-midrange weapon that is effective at taking down enemy fighters that other weapons may miss and dealing heavy damage to larger ships at close range when all bullets are able to hit. The Point Defense Cannons do not require any form of maintenance.
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The PDC loading racks are typically located to the north of the munitions bay attached directly to a wall. They require ammo from the PDC ammo crates, which are colored yellow and red. To load the racks, you simply grab some ammo and stuff it in. There may number between 3 to five total PDC racks on any given ship. Each magazine contains several hundred bullets and drains relatively quickly from continuous use. Once you do need to replace them, simply click a rack with a full magazine, and you'll swap it out for the empty one.
  
 
===Railgun===
 
===Railgun===
This is the great big thing that does great big damage. It uses teflon-coated tungsten rounds, which can be found in two grey boxes in the centre of the Munitions Bay. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click "Load Tray", then "Chamber Tray Payload", and finally "Disengage safeties". You'll have to click all of these in reverse order to re-load the weapon.
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The Railgun is a heavy-duty cannon that fires powerful burst rounds. It is the only weapon controlled by the navigation console in the bridge and requires regular maintenance.
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This is the great big thing that does great big damage. It uses Teflon-coated tungsten rounds, which can be found in metal crates round start. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click "Load Tray", then "Chamber Tray Payload", and finally "Disengage safeties". You'll have to click all of these in reverse order to re-load the weapon.
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===Magnetic Accelerator (MAC)===
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The Magnetic Accelerator, otherwise known as the MAC <s> tonight </s>, is the stronger older brother of the Railgun. Instead of firing burst rounds, the MAC fires a single powerful piercing shot but must be reloaded immediately afterward. The MAC requires the most frequent maintenance of any weapon.
  
===Missile Tubes===
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The MAC functions almost identically to the Railgun, accepting the same ammo of Tungsten rounds but must be reloaded often and has a much faster durability decay. To maximize MAC usage, keep Tungsten rounds adjacent to the MAC at all times to load immediately and call out over munitions radio the status of the MAC so that CIC will be aware of when it will be down for maintenance and can plan accordingly.
These are the difficult ones to understand, at least until you understand them. They're really quite simple:<br>
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To move torpedoes around, you need a Munitions trolley (one starts next to the railgun at the top) and some torpedoes. Pull the munitions trolley next to a torpedo, then drag the torpedo onto it. Each trolley can carry up to four torpedoes. To load the tubes, pull the trolley next to one of them and unload a torpedo. Drag that torpedo onto the tube, and then go to the console. Click "Load Tray", "Chamber Tray Payload", and "Disengage safeties", and that tube will be ready to fire. To reload a tube, re-engage safeties and repeat the process.
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===Torpedo Tubes===
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Torpedo tubes, as the name suggests, fire high-velocity torpedoes which detonate immediately upon impact. Torpedo tubes are slow loading, require maintenance, and can be inaccurate due to their travel time but are capable of dealing incredible damage.
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To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage.
  
 
===Gauss Guns===
 
===Gauss Guns===
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Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.
  
Gauss guns can be found exclusively on multi-z maps, and fire 300mm teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console, and are typically manned by Munitions Technicians. To man gauss guns, buckle yourself into the gauss gunner chair and you'll raise into the cockpit above. Gauss guns eat through ammo FAST, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click dragging it to the loading rack, and sending it up for reloading.
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To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. Be aware that there is '''no oxygen in gauss gun cockpits''', so wear your internals to avoid asphyxiating and dying inside a turret. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate. In the event of a deceased individual being stuck in a Gauss gunner seat, use a crowbar to pull the seat back down manually.
  
Ammo stocks run dry? Never fear, each gauss gun emplacement comes equipped with a gauss ammunition dispenser, which will periodically deposit a fresh pile of slugs. (These can be upgraded, so complain at science to do their job and upgrade machines)
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==Acquiring ammunition==
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This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.
  
==We've run out of things==
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===PDC/Railgun/MAC===
That's <s>not</s> normal. Don't worry. Depending on the thing, this is easy or somewhat difficult.
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These are the easiest ammunition types to acquire. PDC ammo can be acquired from cargo in crates containing several sheets of ammo. Do not overestimate the amount within these crates, however - order multiple as PDC fire will go through all of this ammo quickly. Railgun and MAC rounds are shared and can be acquired the same way but do not require as many orders to remain stocked.
 
 
===PDC/Railgun/Flak===
 
This is easy! Just ask for them from cargo. If there is no cargo or they're being idiots, just send yourself directly to cargo via conveyor.
 
  
 
===Torpedoes===
 
===Torpedoes===
This is less easy. You need multiple things from cargo - components, casings, and warheads (four types - lightweight, standard, armour piercing, and decoy. You cannot get more nuclear warheads, boo hoo.). Once you have all of these, a mechanical toolbox, a cable coil, and a welding helmet, we can start <s>a revolution</s>.
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Torpedoes, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads (four types - lightweight, standard, armor piercing, and decoy. You cannot get more nuclear warheads, save 'em!.). Once you have all of these, aquire a set of tools, a cable coil, and a welding helmet from a welding locker if possible, then it's time to slap it together!
  
 
# Get casing
 
# Get casing
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==Weapon maintenance==
 
==Weapon maintenance==
The torpedo tubes and railguns require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br>
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The Torpedo Tubes, Railgun, and MAC require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br>
 
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions.  
 
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions.  
  
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# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place
 
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place
  
==ok cool what else do i do==
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==You're ready==
Uh, you repair the [[Guide_to_Fighters|fighters]] after they inevitably break and load them with torpedoes, too. You <s>serve the Fighter Pilots</s> order things from cargo, I guess?<br>
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It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.
There's also the Gauss Guns (Enterprise only) if you're bored, just northeast of the fighter bay, which allows you to swap between firing PDCs and firing super-cannons with like 2 bullets apiece.
 
 
 
You'll be kept busy with supplying things for everyone anwyay. Have fun, don't drop the nuclear missiles.
 
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 01:34, 15 July 2020

Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.

Loading the guns

As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply the various weapons on the ship with the ammo they need to continue firing. This includes the Point Defence Cannons (PDC), the Railgun, the Torpedo tubes, and the Gauss turrets. The faster you can load and prepare these weapons, the faster the bridge can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.

An example of a munitions bay configuration.

Point Defense Cannons

Point defense cannons are the lifeblood of combat, serving as a rapid-fire, semi-inaccurate close-to-midrange weapon that is effective at taking down enemy fighters that other weapons may miss and dealing heavy damage to larger ships at close range when all bullets are able to hit. The Point Defense Cannons do not require any form of maintenance.

The PDC loading racks are typically located to the north of the munitions bay attached directly to a wall. They require ammo from the PDC ammo crates, which are colored yellow and red. To load the racks, you simply grab some ammo and stuff it in. There may number between 3 to five total PDC racks on any given ship. Each magazine contains several hundred bullets and drains relatively quickly from continuous use. Once you do need to replace them, simply click a rack with a full magazine, and you'll swap it out for the empty one.

Railgun

The Railgun is a heavy-duty cannon that fires powerful burst rounds. It is the only weapon controlled by the navigation console in the bridge and requires regular maintenance.

This is the great big thing that does great big damage. It uses Teflon-coated tungsten rounds, which can be found in metal crates round start. You can load up to four of these at once before the railgun is full - once it's loaded, go to the console in front of the railgun, click "Load Tray", then "Chamber Tray Payload", and finally "Disengage safeties". You'll have to click all of these in reverse order to re-load the weapon.

Magnetic Accelerator (MAC)

The Magnetic Accelerator, otherwise known as the MAC tonight , is the stronger older brother of the Railgun. Instead of firing burst rounds, the MAC fires a single powerful piercing shot but must be reloaded immediately afterward. The MAC requires the most frequent maintenance of any weapon.

The MAC functions almost identically to the Railgun, accepting the same ammo of Tungsten rounds but must be reloaded often and has a much faster durability decay. To maximize MAC usage, keep Tungsten rounds adjacent to the MAC at all times to load immediately and call out over munitions radio the status of the MAC so that CIC will be aware of when it will be down for maintenance and can plan accordingly.

Torpedo Tubes

Torpedo tubes, as the name suggests, fire high-velocity torpedoes which detonate immediately upon impact. Torpedo tubes are slow loading, require maintenance, and can be inaccurate due to their travel time but are capable of dealing incredible damage.

To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage.

Gauss Guns

Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by Bridge Staff using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.

To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. Be aware that there is no oxygen in gauss gun cockpits, so wear your internals to avoid asphyxiating and dying inside a turret. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate. In the event of a deceased individual being stuck in a Gauss gunner seat, use a crowbar to pull the seat back down manually.

Acquiring ammunition

This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat you're fucked , communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.

PDC/Railgun/MAC

These are the easiest ammunition types to acquire. PDC ammo can be acquired from cargo in crates containing several sheets of ammo. Do not overestimate the amount within these crates, however - order multiple as PDC fire will go through all of this ammo quickly. Railgun and MAC rounds are shared and can be acquired the same way but do not require as many orders to remain stocked.

Torpedoes

Torpedoes, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads (four types - lightweight, standard, armor piercing, and decoy. You cannot get more nuclear warheads, save 'em!.). Once you have all of these, aquire a set of tools, a cable coil, and a welding helmet from a welding locker if possible, then it's time to slap it together!

  1. Get casing
  2. Add propulsion system.
  3. Wrench propulsion into place.
  4. Add guidance system.
  5. Screwdrive.
  6. Add IFF card.
  7. Screwdrive.
  8. Add warhead.
  9. Wrench again.
  10. Wire it.
  11. Wrench once more.
  12. Weld it.

Weapon maintenance

The Torpedo Tubes, Railgun, and MAC require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions.

  1. Unscrew the maintenance hatch on the primary external casing
  2. Unbolt (wrench) the internal maintenance panel
  3. Use a crowbar to carefully lever out the internal panel
  4. Apply 10 units of Oil to the exposed internal machinery, repeat as needed
  5. Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place

You're ready

It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.