Vehicle Weapon Appendix: Difference between revisions
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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}} | {{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}} | ||
=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 [https://en.wikipedia.org/wiki/Smoothstep smoothstep] functions between FalloffStart and FalloffEnd.) | |||
Page last updated 2021/08/02 | |||
See [[Template:MG_Table]] for instructions on how to edit this table. | |||
{| class="wikitable sortable" id="machine_gun_table" | |||
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! 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 | |||
{{MG Table | image=mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | cost=40 | damage=17 | minimaldamage=13 | weight=30 | cycle=0.1 | reload=4 | ammo=60/4 | heat=0.8/0 | spread=0.015 | falloff=0/3000}} | |||
{{MG Table | image=mg_bio_med.png | name=Bio Machine Gun | desc=A medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. | research=Biological Projectile | cost=60 | damage=8 | minimaldamage=6 | weight=40 | cycle=0.43 | reload=4 | ammo=30/5 | heat=1.5/0 | spread=0.022 | falloff=5000/10000}} | |||
{{MG Table | image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing devastating anti-infantry rounds. | research=High Caliber Rounds | cost=70 | damage=20 | minimaldamage=16 | weight=45 | cycle=0.06 | reload=7 | ammo=80/5 | heat=0.6/0 | spread=0.01 | falloff=0/5500}} | |||
{{MG Table | image=mg_50cal_hvy.png | name=.50 Caliber HMG | desc=The .50 Caliber Heavy Machine Gun is an APC machine gun firing devastating anti-infantry rounds. | research=High Caliber Rounds | cost=90 | damage=20 | minimaldamage=19 | weight=60 | cycle=0.045 | reload=9 | ammo=120/6 | heat=0.9/0 | spread=0.008 | falloff=0/5500}} | |||
{{MG Table | image=mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Depleted Uranium Rounds | cost=60 | damage=4 | minimaldamage=3 | weight=40 | cycle=0.1 | reload=3 | ammo=80/6 | heat=0.4/0 | spread=0.015 | falloff=4000/8000}} | |||
{{MG Table | image=mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor. This APC variant is more damaging than the standard version. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=90 | damage=7 | minimaldamage=6 | weight=60 | cycle=0.121 | reload=4.5 | ammo=120/6 | heat=0.7/0 | spread=0.014 | falloff=5000/10000}} | |||
{| | {{MG Table | image=mg_chain_sml.png | name=Chain Gun | desc=This machine gun fires at a very fast rate. | research=None | cost=60 | damage=13 | minimaldamage=11 | weight=40 | cycle=0.06 | reload=6 | ammo=100/4 | heat=0.7/0 | spread=0.03 | falloff=0/1250}} | ||
| | {{MG Table | image=mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the small version's. | research=None | cost=60 | damage=17 | minimaldamage=12 | weight=50 | cycle=0.045 | reload=6 | ammo=150/5 | heat=0.7/0 | spread=0.0275 | falloff=0/1250}} | ||
| | {{MG Table | image=mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat and immobilise the target vehicle. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=70 | damage=10 | minimaldamage=8 | weight=40 | cycle=0.3 | reload=4.5 | ammo=35/7 | heat=1.5/2 | spread=0.015 | falloff=5000/10000}} | ||
| | {{MG Table | image=mg_plasma_hvy.png | name=High Energy Plasma MG | desc=This APC-designated heavy machine gun fires superheated rounds which are intended to overheat the target vehicle. | research=Plasma Tipped Rounds | cost=110 | damage=10 | minimaldamage=10 | weight=55 | cycle=0.28 | reload=5 | ammo=40/7 | heat=2/3 | spread=0.013 | falloff=5000/10000}} | ||
| | {{MG Table | image=mg_he_med.png | name=High Explosive MG | desc=This machine gun fires rounds which explode upon impact. It is very effective against vehicles. | research=Explosive Tipped Bullets | cost=70 | damage=8 | minimaldamage=7 | weight=40 | cycle=0.4 | reload=4 | ammo=25/6 | heat=1.5/0 | spread=0.022 | falloff=5000/10000}} | ||
| | {{MG Table | image=mg_he_hvy.png | name=High Explosive HMG | desc=This APC-designated machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=100 | damage=11 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=2.5/0 | spread=0.021 | falloff=5000/10000}} | ||
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=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. | ||
{| class="wikitable sortable" id="cannon_table" | |||
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! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Gravity | |||
''' | {{Cannon Table | image=cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | cost=50 | damage=50 | weight=50 | damtype=ShellKinetic | ammo=40/0 | cycle=1.4 | heat=8/0 | speed=3300 | gravity=0.5 }} | ||
{{Cannon Table | image=cn_ranged_med.png | name=Ranged Cannon | desc=A medium caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. | research=Extended Range Cannon | cost=80 | damage=60 | weight=70 | damtype=ShellKinetic | ammo=40/0 | cycle=1.5 | heat=9/0 | speed=3600 | gravity=0.1 }} | |||
{{Cannon Table | image=cn_ranged_hvy.png | name=Heavy-Duty Ranged Cn. | desc=A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=67 | weight=75 | damtype=ShellKinetic | ammo=40/0 | cycle=1.5 | heat=8.5/0 | speed=3650 | gravity=0.08 }} | |||
{{Cannon Table | image=cn_he_med.png | name=High Explosive Cannon | desc=This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. | research=High Explosive Shells | cost=70 | damage=75 | weight=70 | damtype=ShellExplosive | ammo=30/0 | cycle=2 | heat=14/0 | speed=3000 | gravity=0.4 }} | |||
{{Cannon Table | image=cn_he_hvy.png | name=Thermobaric Cannon | desc=This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=130 | damage=85 | weight=70 | damtype=ShellExplosive | ammo=30/0 | cycle=2 | heat=13/0 | speed=3000 | gravity=0.4 }} | |||
{{Cannon Table | image=cn_plasma_med.png | name=Plasma Cannon Prot. | desc=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. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=72 | weight=70 | damtype=ShellPlasma | ammo=30/0 | cycle=2 | heat=13.5/7 | speed=3000 | gravity=0.4125 }} | |||
{| | {{Cannon Table | image=cn_plasma_hvy.png | name=Plasma Cannon | desc=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. | research=Plasma Cannon | cost=110 | damage=84 | weight=80 | damtype=ShellPlasma | ammo=30/0 | cycle=2 | heat=15/10 | speed=3100 | gravity=0.35 }} | ||
| | {{Cannon Table | image=cn_rail_med.png | name=Railgun | desc=This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=110 | damage=100 | weight=60 | damtype=ShellKinetic | ammo=30/0 | cycle=2.4 | heat=15/0 | speed=3700 | gravity=0.06 }} | ||
| | {{Cannon Table | image=cn_rail_hvy.png | name=Railgun | desc=This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. | research=Railgun | cost=120 | damage=120 | weight=80 | damtype=ShellKinetic | ammo=30/0 | cycle=2.6 | heat=18/0 | speed=3800 | gravity=0.04 }} | ||
| | {{Cannon Table | image=cn_bio_med.png | name=Biological Cannon | desc=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. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=65 | weight=70 | damtype=ShellBiological | ammo=30/0 | cycle=2.25 | heat=13/0 | speed=3000 | gravity=0.4 }} | ||
| | {{Cannon Table | image=cn_bio_hvy.png | name=Virulent Cannon | desc=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. | research=Biological Cannon | cost=100 | damage=70 | weight=80 | damtype=ShellBiological | ammo=30/0 | cycle=2.25 | heat=15/0 | speed=3000 | gravity=0.35 }} | ||
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=Artillery Cannon= | |||
[[ | See [[Template:Arty_Table]] for instructions on how to edit this table. | ||
{| class="wikitable sortable" id="arty_cannon_table" | |||
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! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Reload Time (sec) !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Gravity | |||
{{Arty Table | image=ac_std_med.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. | research=None | cost=60 | damage=100 | weight=60 | reload=6 | damtype=Artillery | ammo=10/3 | cycle=2 | heat=10/0 | speed=2000 | gravity=0.55 }} | |||
{{Arty Table | image=ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. | research=None | cost=80 | damage=175 | weight=75 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=3 | heat=20/0 | speed=1900 | gravity=0.57 }} | |||
{{Arty Table | image=ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with the largest explosion radius, medium damage and medium range. | research=High Explosive Artillery Shells | cost=90 | damage=200 | weight=100 | reload=7 | damtype=Artillery | ammo=10/3 | cycle=3.5 | heat=25/0 | speed=1800 | gravity=0.4 }} | |||
{{Arty Table | image=ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. | research=Extended Range Artillery Cannon | cost=100 | damage=150 | weight=100 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=2.5 | heat=20/0 | speed=2800 | gravity=0.6 }} | |||
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=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. | ||
{| class="wikitable sortable" id="missile_table" | |||
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! 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 | |||
''' | {{Missile Table | image=ml_std_sml.png | name=Standard ML | desc=A small dumb fire missile launcher with no homing capabilities. | research=None | cost=40 | damage=40 | weight=40 | reload=3 | damtype=Missile | ammo=4/6 | cycle=1.1 | heat=6/0 | speed=2300 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{Missile Table | image=ml_upgraded_med.png | name=Upgraded ML | desc=A medium dumb fire missile launcher with no homing capabilities but greater speed, damage, and area of effect than the standard version. | research=Upgraded Missile Warhead | cost=70 | damage=62 | weight=70 | reload=3.8 | damtype=Missile | ammo=7/7 | cycle=1 | heat=6.5/0 | speed=2800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | |||
{{Missile Table | image=ml_upgraded_hvy.png | name=Heavy-Duty ML | desc=A heavy dumb fire missile launcher with no homing capabilities but much greater speed, damage and area of effect than the standard version. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=110 | damage=68 | weight=80 | reload=4 | damtype=Missile | ammo=7/7 | cycle=1.05 | heat=8.5/0 | speed=3000 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | |||
{{Missile Table | image=ml_bio_med.png | name=Biological Warhead | desc=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. | research=Biological Warhead | cost=75 | damage=50 | weight=70 | reload=6 | damtype=Missile | ammo=5/3 | cycle=3 | heat=12/0 | speed=2400 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | |||
{{Missile Table | image=ml_bio_hvy.png | name=Virulent Warhead | desc=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. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=125 | damage=53 | weight=80 | reload=6 | damtype=Missile | ammo=4/4 | cycle=3 | heat=8/0 | speed=2500 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | |||
{{Missile Table | image=ml_nuke_hvy.png | name=Nuclear Missile | desc=Nukes are hot, slow and heavy, but powerful against buildings and fortifications. | research=Nuclear Warhead | cost=200 | damage=300 | weight=150 | reload=0 | damtype=MissileExplosive | ammo=10/0 | cycle=10 | heat=75/10 | speed=1100 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | |||
{| | {{Missile Table | image=ml_salvo_med.png | name=Salvo ML | desc=This medium missile launcher has no homing capabilities but it can fire its payload of four missiles in one quick burst. | research=Salvo Missile Launcher | cost=75 | damage=35 | weight=60 | reload=3 | damtype=Missile | ammo=5/10 | cycle=-0.14 | heat=4/0 | speed=2100 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
| | {{Missile Table | image=ml_salvo_hvy.png | name=Advanced Salvo ML | desc=A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=34 | weight=80 | reload=2.85 | damtype=Missile | ammo=6/10 | cycle=-0.13 | heat=3.75/0 | speed=2200 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
|- | {{Missile Table | image=ml_guided_med.png | name=Guided ML | desc=A missile launcher which fires missiles that follow the crosshairs after launch. | research=Guided Missiles | cost=85 | damage=66 | weight=70 | reload=5 | damtype=Missile | ammo=4/8 | cycle=1.25 | heat=9/0 | speed=2000 | targetingType=Guided Missile | range=5500 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 }} | ||
| | {{Missile Table | image=ml_guided_hvy.png | name=TOW Guided ML | desc=A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is stronger and more maneuverable than the basic variant. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=70 | weight=80 | reload=5.5 | damtype=Missile | ammo=5/8 | cycle=1.3 | heat=8.5/0 | speed=2100 | targetingType=Guided Missile | range=6500 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.85 }} | ||
| | {{Missile Table | image=ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=52 | weight=70 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1.1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=5000 | lockTime=0.4 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3 }} | ||
| | {{Missile Table | image=ml_homing_hvy.png | name=Improved Homing ML | desc=This upgraded missile launcher is designed for heavy tanks. It offers slightly higher damage and better missile turning than the basic variant. | research=Homing Missiles | cost=100 | damage=60 | weight=80 | reload=5 | damtype=Missile | ammo=8/6 | cycle=1.1 | heat=9/0 | speed=2500 | targetingType=Homing Missile | range=8000 | lockTime=0.3 | lockRadius=0.42 | lockTimeRangeMod=0.0002 | turningAbility=3.15 }} | ||
| | {{Missile Table | image=ml_salvo_homing_hvy.png | name=Salvo Homing ML | desc=A missile launcher that fires a quick burst of four missiles which home in on the locked on target. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=105 | damage=40 | weight=100 | reload=3.75 | damtype=Missile | ammo=4/8 | cycle=-0.14 | heat=4/0 | speed=2300 | targetingType=Homing Missile | range=5000 | lockTime=0.6 | lockRadius=0.35 | lockTimeRangeMod=0.0004 | turningAbility=3 }} | ||
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Latest revision as of 03:06, 14 September 2021
Home > Vehicle Weapon Appendix
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.
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.
Artillery Cannon
See Template:Arty_Table for instructions on how to edit this table.
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.