Vehicle Weapon Appendix

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Machine Guns

  • Prerequisite: Research required to unlock
  • Cost: Amount of resources needed
  • Damage: Damage per hit, damage caused by bio effects are listed after
  • Minimum Damage: Minimum Damage the shot can deal after falloff is applied, damage caused by bio effects are listed after
  • Weight: weight of the weapon
  • RoF: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
  • Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
  • Rounds/Clips: The first number is the number of rounds in each clip, the second number is the number of clips
  • Heat/To Target: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
  • Spread: Projectile spread/accuracy. Lower is better.
  • FalloffStart/FalloffEnd/Minimal Damage: FalloffStart is the distance a projectile can travel before its damage will start reducing towards the Minimal Damage value. The weapon will always deal the Minimal Damage value if it hits within 10000 units (maximum bullet trace distance. FalloffEnd controls the distance that bullets hit Minimal Damage. (Damage is reduced using smoothstep functions between FalloffStart and FalloffEnd.)

Page last updated 2021/08/02

See Template:MG_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Minimum Damage Weight RoF (sec) Reload Time (sec) Rounds/ Clips Heat Self/To Target Spread Falloff Start/ Falloff End
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 40 17 13 30 0.1 4 60/4 0.8/0 0.015 0/3000
Bio Machine Gun A medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. Biological Projectile 60 8 6 40 0.43 4 30/5 1.5/0 0.022 5000/10000
.50 Caliber Medium MG A medium machine gun firing devastating anti-infantry rounds. High Caliber Rounds 70 20 16 45 0.06 7 80/5 0.6/0 0.01 0/5500
.50 Caliber HMG The .50 Caliber Heavy Machine Gun is an APC machine gun firing devastating anti-infantry rounds. High Caliber Rounds 90 20 19 60 0.045 9 120/6 0.9/0 0.008 0/5500
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Depleted Uranium Rounds 60 4 3 40 0.1 3 80/6 0.4/0 0.015 4000/8000
Depleted Uranium HMG This machine gun fires ammunition which can damage vehicle armor. This APC variant is more damaging than the standard version. Disabled 90 7 6 60 0.121 4.5 120/6 0.7/0 0.014 5000/10000
Chain Gun This machine gun fires at a very fast rate. None 60 13 11 40 0.06 6 100/4 0.7/0 0.03 0/1250
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the small version's. None 60 17 12 50 0.045 6 150/5 0.7/0 0.0275 0/1250
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat and immobilise the target vehicle. Disabled 70 10 8 40 0.3 4.5 35/7 1.5/2 0.015 5000/10000
High Energy Plasma MG This APC-designated heavy machine gun fires superheated rounds which are intended to overheat the target vehicle. Plasma Tipped Rounds 110 10 10 55 0.28 5 40/7 2/3 0.013 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 70 8 7 40 0.4 4 25/6 1.5/0 0.022 5000/10000
High Explosive HMG This APC-designated machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. Disabled 100 11 10 55 0.4 4 25/6 2.5/0 0.021 5000/10000

Cannons

  • Speed: Speed of the projectile. Only affects cannons and missiles. Used with the "Speed To Damage Modifier" value on armor. The speed of a weapon not only influences the "speed to damage modifier" but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 "speed" that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons' case the gravity effect on the projectile but will not make the object actually travel "faster" in-game. Against common belief, it is not used for the tracer effects from machine guns.
  • Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.

See Template:Cannon_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Standard Cannon A small caliber cannon that fires tank shells. None 50 50 50 ShellKinetic 40/0 1.4 8/0 3300 0.5
Ranged Cannon A medium caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Extended Range Cannon 80 60 70 ShellKinetic 40/0 1.5 9/0 3600 0.1
Heavy-Duty Ranged Cn. A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Disabled 135 67 75 ShellKinetic 40/0 1.5 8.5/0 3650 0.08
High Explosive Cannon This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 70 75 70 ShellExplosive 30/0 2 14/0 3000 0.4
Thermobaric Cannon This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. Disabled 130 85 70 ShellExplosive 30/0 2 13/0 3000 0.4
Plasma Cannon Prot. This medium caliber cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. Disabled 80 72 70 ShellPlasma 30/0 2 13.5/7 3000 0.4125
Plasma Cannon This heavy tank cannon fires a superheated shell able to transfer a very large amount of heat to the target and put it into an overheated shutdown. Plasma Cannon 110 84 80 ShellPlasma 30/0 2 15/10 3100 0.35
Railgun This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. Disabled 110 100 60 ShellKinetic 30/0 2.4 15/0 3700 0.06
Railgun This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. Railgun 120 120 80 ShellKinetic 30/0 2.6 18/0 3800 0.04
Biological Cannon This medium caliber cannon launches shells housing a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Disabled 80 65 70 ShellBiological 30/0 2.25 13/0 3000 0.4
Virulent Cannon This large caliber cannon launches shells housing a very large concentration of a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Biological Cannon 100 70 80 ShellBiological 30/0 2.25 15/0 3000 0.35

Artillery Cannon

See Template:Arty_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Small Artillery Cannon An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. None 60 100 60 6 Artillery 10/3 2 10/0 2000 0.55
Medium Artillery Cannon An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. None 80 175 75 8 Artillery 10/3 3 20/0 1900 0.57
High Explosive Artillery An artillery cannon with the largest explosion radius, medium damage and medium range. High Explosive Artillery Shells 90 200 100 7 Artillery 10/3 3.5 25/0 1800 0.4
Ranged Artillery Cannon An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. Extended Range Artillery Cannon 100 150 100 8 Artillery 10/3 2.5 20/0 2800 0.6

Missiles

  • RoF: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation
  • Targeting Type
    • Dumb: flies forward until it hits something.
    • Guided: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance.
    • Homing: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.
  • Range: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  • Lock Time: time it takes for a homing missile to lock onto the target under the player crosshairs
  • Lock Radius: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range
  • Lock Time/Range Mod: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)
  • Turning Ability: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all

See Template:Missile_Table for instructions on how to edit this table.

Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Targeting Type Range Lock Time Lock Radius Lock Time/Range Mod Turning Ability
Standard ML A small dumb fire missile launcher with no homing capabilities. None 40 40 40 3 Missile 4/6 1.1 6/0 2300 Dumb Missile 0 0 0 0 0
Upgraded ML A medium dumb fire missile launcher with no homing capabilities but greater speed, damage, and area of effect than the standard version. Upgraded Missile Warhead 70 62 70 3.8 Missile 7/7 1 6.5/0 2800 Dumb Missile 0 0 0 0 0
Heavy-Duty ML A heavy dumb fire missile launcher with no homing capabilities but much greater speed, damage and area of effect than the standard version. Disabled 110 68 80 4 Missile 7/7 1.05 8.5/0 3000 Dumb Missile 0 0 0 0 0
Biological Warhead A dumb fire missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will continuously take damage for a few seconds after being hit. Biological Warhead 75 50 70 6 Missile 5/3 3 12/0 2400 Dumb Missile 0 0 0 0 0
Virulent Warhead A dumb fire heavy missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will take a large amount of damage for a few seconds after being hit. Disabled 125 53 80 6 Missile 4/4 3 8/0 2500 Dumb Missile 0 0 0 0 0
Nuclear Missile Nukes are hot, slow and heavy, but powerful against buildings and fortifications. Nuclear Warhead 200 300 150 0 MissileExplosive 10/0 10 75/10 1100 Dumb Missile 0 0 0 0 0
Salvo ML This medium missile launcher has no homing capabilities but it can fire its payload of four missiles in one quick burst. Salvo Missile Launcher 75 35 60 3 Missile 5/10 -0.14 4/0 2100 Dumb Missile 0 0 0 0 0
Advanced Salvo ML A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. Disabled 135 34 80 2.85 Missile 6/10 -0.13 3.75/0 2200 Dumb Missile 0 0 0 0 0
Guided ML A missile launcher which fires missiles that follow the crosshairs after launch. Guided Missiles 85 66 70 5 Missile 4/8 1.25 9/0 2000 Guided Missile 5500 0 0 0 1.8
TOW Guided ML A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is stronger and more maneuverable than the basic variant. Disabled 135 70 80 5.5 Missile 5/8 1.3 8.5/0 2100 Guided Missile 6500 0 0 0 1.85
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Disabled 80 52 70 5 Missile 7/6 1.1 10/0 2500 Homing Missile 5000 0.4 0.4 0.0003 3
Improved Homing ML This upgraded missile launcher is designed for heavy tanks. It offers slightly higher damage and better missile turning than the basic variant. Homing Missiles 100 60 80 5 Missile 8/6 1.1 9/0 2500 Homing Missile 8000 0.3 0.42 0.0002 3.15
Salvo Homing ML A missile launcher that fires a quick burst of four missiles which home in on the locked on target. Disabled 105 40 100 3.75 Missile 4/8 -0.14 4/0 2300 Homing Missile 5000 0.6 0.35 0.0004 3