Difference between revisions of "RawData:Gear Attachment LaserPulseModule"

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|Bonuses=WeaponAttachmentTargets: Standard and ER IS Lasers,WeaponAttachmentModifiesModes,WeaponAttachmentHeat: +6,WeaponAttachmentPipsIgnored: +2,WeaponAttachmentJam: 5%,WeaponBoom: 15
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|Bonuses=WeaponAttachmentTargets: Standard and ER IS Lasers,WeaponAttachmentModifiesModes,WeaponAttachmentHeat: +6,WeaponAttachmentPipsIgnored: +3,WeaponAttachmentJam: 5%,WeaponBoom: 15
 
|CustomCategories=WeaponAttachment
 
|CustomCategories=WeaponAttachment
 
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Latest revision as of 02:15, 18 August 2023

Upgrade
UINameLaser Pulse Module
BonusesWeaponAttachmentTargets: Standard and ER IS Lasers,WeaponAttachmentModifiesModes,WeaponAttachmentHeat: +6,WeaponAttachmentPipsIgnored: +3,WeaponAttachmentJam: 5%,WeaponBoom: 15
InventorySize1
ComponentSubTypeNotSet
Tonnage1
ManufacturerNAIS
IconWeaponAttachment
Rarity1
ComponentTypeUpgrade
DetailsOriginally theorized by the Star League as a possible enhancement to laser technology, the Laser Pulse Module would not become a reality for centuries, until the New Avalon Institute of Science developed a working version during the Clan Invasion as a possible rapid response option against the Clan technological edge. In brief terms, the Laser Pulse Module essentially turns the attached laser weapon into a pulse version. However, it comes at the cost of the attachment's bulk as well as increasing the heat cost on the weapon by a significant amount. Additionally, the software that the module uses to modulate the laser's emissions is prone to glitches and can freeze up during combat, effectively jamming the weapon for a brief period.
CustomCategoriesWeaponAttachment
NameLaser Pulse Module
ModelPulse Module
Cost250000
Purchasablefalse
IdGear_Attachment_LaserPulseModule
BattleValue0