THE FREESPACE 2 BEAM REFERENCE

by Clay "ZylonBane" Halliwell
clay.h@att.net
last updated: August 25, 2000

This FAQ is intended to answer any questions you could possibly have regarding the proper (and improper) use of beam weaponry in Volition Inc.'s FreeSpace 2. It is not intended as a guide for table-hacking to create your own beam weapons.

If you spot any errors or omissions in this FAQ, please drop me a line. And thanks for supporting the FS2 community!

-- ZylonBane



TABLE OF CONTENTS

FREQUENTLY ASKED QUESTIONS


THE BIG BEAM REFERENCE TABLE (EXPURGATED VERSION)

Deep within Freespace 2 is a text file (referred to as a "table") named "weapons.tbl". It contains vast arrays of numbers describing every detail of every weapon in the game, including the beam weapons. For the typical FS2 mission designer, 90% of these numbers are 100% irrelevant. So I've distilled them down to the essentials presented here, plus some extra stuff that's not even in the tables.

ABOUT BEAM DAMAGE
The total damage dealt by a beam cycle is actually the value in the Damage column, multiplied by the Life value, multiplied by 5.5. This "ideal damage" assumes the beam is in contact with the target for the entire duration of the cycle.

The value 5.5 is an interval multiplier, representing how many times per second the Damage value is applied to the target. Unfortunately this value is only approximate, since in repeated controlled tests I observed that the damage a full beam cycle applies to a target will randomly vary by 1-2% under otherwise identical circumstances. So bear this in mind if the plot of your mission absolutely requires a given ship to be destroyed by beam fire.

Also, note that the threat potential of a beam is greatly affected by both its Life and Delay rankings. The SRed vs the Green Beam is a great example. Both beams do 200 damage per "tick", but the SRed fire cycle is almost twice that of the Green Beam, so the SRed does much more damage per shot. However, the Green Beam has a Delay less than half that of the SRed, so over time it will do more damage. This is the principle behind the Dmg/Min ranking.

BEAM ATTRIBUTES
Damage Points of damage per "tick" the beam is active
Dmg/Cyc   Maximum possible damage per fire cycle (Damage*Life*5.5)
Dmg/Min Theoretical damage per minute (60/(Delay+Life)*Dmg/Cyc)
Delay Minimum time between shots, in seconds (excluding event-initiated shots)
Life Duration of the beam, also in seconds
Range Maximum distance at which the turret AI will target and fire
Type See "BEAM TYPES"

BEAM TYPES
These numbers appear in the weapons.tbl entry for each beam.
0    anti-cap (only targets capital ships)
1 anti-cap slash (also only targets capital ships)
2 targetting laser (not used in the game; only fighter-mountable beam; no damage)
3 anti-fighter (fires three short bursts at fighters, or single long burst at caps if no fighters around)
4 fixed (only fires straight forward)

STANDARD BEAM WEAPONS (DAMAGE VALUES)

  Damage   Dmg/Cyc   Dmg/Min   Delay   Life   Range   Type  
BFRed 2100 80850 285353 10.0 7.0 7400 anti-cap
BFGreen 1900 41800 64308 35.0 4.0 4000 anti-cap
LRBGreen 1900 41800 64308 35.0 4.0 8000 anti-cap
BGreen 1200 26400 46588 30.0 4.0 4000 anti-cap
BVas 1100 22385 48487 24.0 3.7 4000 anti-cap
MjolnirBeam 750 16500 90000 7.0 4.0 4000 fixed
VSlash 750 8250 41250 10.0 2.0 4000 anti-cap slash  
LRed 600 23100 81529 10.0 7.0 4000 anti-cap
MjolnirB.#home  400 8800 48000 7.0 4.0 4000 anti-cap
TerSlash 350 3850 19250 10.0 2.0 4000 anti-cap slash
SVas 350 4813 12833 20.0 2.5 4000 anti-cap
SGreen 210 2888 3647 45.0 2.5 4000 anti-cap
SRed 200 4180 8708 25.0 3.8 4000 anti-cap
Green Beam 200 2200 11000 10.0 2.0 4000 anti-cap slash
LTerSlash 150 1815 8926 10.0 2.2 3500 anti-cap slash
ULTRA AAA 30 413 5266 2.2 2.5 4000 anti-fighter
AAAf 14 193 1444 5.5 2.5 1500 anti-fighter
AAAh 14 193 1444 5.5 2.5 1500 anti-fighter
SAAA 9 173 1223 5.0 3.5 1500 anti-fighter
S-AAA-Weak 5 83 619 5.0 3.0 1500 anti-fighter

STANDARD BEAM WEAPONS (DETAIL, BY SPECIES)

  Damage  Delay  Life  Range  Type  Notes 
TERRAN
BFGreen 1900 35.0 4.0 4000 anti-cap Big F**king Green
LRBGreen 1900 35.0 4.0 8000 anti-cap Long Range Big Green
BGreen 1200 30.0 4.0 4000 anti-cap Big Green
MjolnirBeam 750 7.0 4.0 4000 fixed Mjolnir default
MjolnirB.#home  400 7.0 4.0 4000 anti-cap Mjolnir aimable
TerSlash 350 10.0 2.0 4000 anti-cap slash   Terran Slash
SGreen 210 45.0 2.5 4000 anti-cap Small Green
Green Beam 200 10.0 2.0 4000 anti-cap slash Green Beam, 'natch
LTerSlash 150 10.0 2.2 3500 anti-cap slash Light Terran Slash
VASUDAN
BVas 1100 24.0 3.7 4000 anti-cap Big Vasudan
VSlash 750 10.0 2.0 4000 anti-cap slash Vasudan Slash
SVas 350 20.0 2.5 4000 anti-cap Small Vasudan
TERRAN/VASUDAN
ULTRA AAA 30 2.2 2.5 4000 anti-fighter normally used with TAGs 
AAAf 14 5.5 2.5 1500 anti-fighter high accuracy
AAAh 14 5.5 2.5 1500 anti-fighter low accuracy
SHIVAN
BFRed 2100 10.0 7.0 7400 anti-cap Big F**king Red
LRed 600 10.0 7.0 4000 anti-cap Large Red
SRed 200 25.0 3.8 4000 anti-cap Small Red
SAAA 9 5.0 3.5 1500 anti-fighter Shivan AAA
S-AAA-Weak 5 5.0 3.0 1500 anti-fighter Shivan weak AAA


BEAM RECORD BOOK (ANTI-CAP ONLY)

Here it all is in a nutshell... the fastest, strongest, deadliest, and most worthless...

Most Damage per Cycle BFRed
Most Damage per Minute BFRed
Least Damage per Cycle LTerSlash
Least Damage per Minute     SGreen
Longest Shot Life BFRed
Shortest Shot Life VSlash/TerSlash/Green Beam (tie)
Longest Delay SGreen
Shortest Delay MjolnirBeam/MjolnirBeam#home (tie)
Longest Range LRBGreen
Shortest Range LTerSlash

-- end of the fs2 beam reference --