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Vehicle Weapon Appendix: Difference between revisions

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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{tocright}}
{{Note|The current data is for version '''2.5'''. If this needs to be updated with future patches, refer to the '''vehicle_weapons.txt''' in the '''Steam\SteamApps\common\Empires\empires\scripts''' folder.}}
=Machine Guns=
=Machine Guns=
* '''Damage Type''': Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type.
* '''Prerequisite''': Research required to unlock
* '''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
* '''Weight''': weight of the weapon
* '''Damage''': Damage per hit, damage caused by bio effects are listed after
* '''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
* '''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
* '''Rounds/Clips''': The first number is the number of rounds in each clip, the second number is the number of clips
* '''RoF''': Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
* '''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.
* '''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.
* '''Spread''': Projectile spread/accuracy. Lower is better.
* '''Falloff/Falloffbase/Minimal Damage''': Falloff is the maximum distance a projectile can travel before its damage is reduced to the "falloffbase" percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the "minimal damage", which for the Standard Machine Gun is 15. Only affects machine guns.
* '''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.)
* '''Cost''': Amount of resources needed
 
Page last updated 2025/11/30


See [[Template:MG_Table]] for instructions on how to edit this table.
See [[Template:MG_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
{| class="wikitable sortable" id="machine_gun_table"
|-
|-
|+ (Hold SHIFT to sort multiple rows)
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost
! 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 | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=50}}
{{MG Table | image=mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | cost=30 | 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_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}
{{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=4 | minimaldamage=3 | weight=40 | cycle=0.12 | reload=4 | ammo=60/5 | heat=0.5/0 | spread=0.02 | falloff=5000/10000}}
{{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 smaller version. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}
{{MG Table | image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing high caliber anti-infantry rounds. | research=High Caliber Rounds | cost=70 | damage=20 | minimaldamage=16 | weight=45 | cycle=0.06 | reload=7 | ammo=120/5 | heat=0.6/0 | spread=0.01 | falloff=0/5500}}
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=70 | damage=35 | effectiveVS=Infantry | reload=8 | ammo=75/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/30 | cost=60}}
{{MG Table | image=mg_50cal_hvy.png | name=.50 Caliber HMG | desc=A large machine gun firing high caliber anti-infantry rounds. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | 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_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=90 | damage=43 | effectiveVS=Infantry | reload=10 | ammo=125/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/40 | cost=75}}
{{MG Table | image=mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires dense metal ammunition which capable of damaging armored vehicle. | research=Depleted Uranium Rounds | cost=50 | damage=4 | minimaldamage=3 | weight=40 | cycle=0.09 | reload=3 | ammo=80/6 | heat=0.4/0 | spread=0.015 | falloff=4000/8000}}
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=50 | damage=6 | effectiveVS=Vehicles | reload=6 | ammo=140/3 | cycle=0.15 | heat=2/0 | spread=0.04 | falloff=2500/0.6/5 | cost=60}}
{{MG Table | image=mg_du_hvy.png | name=Depleted Uranium HMG | desc=This large machine gun fires dense metal ammunition which capable of damaging armored vehicle. | 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_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=80 | damage=8 | effectiveVS=Vehicles | reload=10 | ammo=180/3 | cycle=0.12 | heat=2.3/0 | spread=0.035 | falloff=2500/0.6/6 | cost=60}}
{{MG Table |  image=mg_chain_sml.png | name=Chain Gun | desc=This small machine gun fires ant-infantry rounds at a very fast rate. | research=None | cost=45 | 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_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=50 | damage=5 | effectiveVS=Vehicles | reload=10 | ammo=30/3 | cycle=0.2 | heat=2.25/0 | spread=0.03 | falloff=2500/0.8/4| cost=60}}
{{MG Table | image=mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires ant-infantry rounds at a very fast rate. | 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 the target vehicle. | research=Plasma Bullet Projectile | weight=70 | damage=1 | effectiveVS=Vehicles | reload=8 | ammo=200/3 | cycle=0.24 | heat=4/5 | spread=0.03 | falloff=0| cost=50}}
{{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 vehicles. | 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_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=60 | damage=24 | effectiveVS=Vehicles | reload=10 | ammo=40/4 | cycle=0.5 | heat=5/0.1 | spread=0.01 | falloff=0| cost=75}}
{{MG Table | image=mg_plasma_hvy.png | name=High Energy Plasma MG | desc=This large machine gun fires superheated rounds which are designed to overheat and immobilise vehicles. | research=Plasma Tipped Rounds | cost=120 | damage=5 | minimaldamage=4 | weight=60 | cycle=0.1 | reload=5 | ammo=100/7 | heat=0.6/1 | 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 damaging buildings, vehicles and infantry. | research=Explosive Tipped Bullets | cost=60 | damage=3 | minimaldamage=3 | weight=40 | cycle=0.135 | reload=4 | ammo=50/6 | heat=0.6/0 | spread=0.022 | falloff=5000/10000}}
{{MG Table |  image=mg_he_hvy.png | name=High Explosive HMG | desc=This large machine gun fires rounds which explode upon impact damaging buildings, vehicles and infantry. | 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}}
|}
|}


=Canons=
=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.
* '''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.
* '''Gravity''': effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.


See [[Template:Canon_Table]] for instructions on how to edit this table.
See [[Template:Cannon_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
{| class="wikitable sortable"  id="cannon_table"
|-
|-
|+ (Hold SHIFT to sort multiple rows)
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost
! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Gravity
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}
 
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}
{{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 }}
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}
{{Cannon Table |  image=cn_ranged_med.png | name=Ranged Cannon | desc=This medium caliber cannon fires shells at a higher speed, it is most effective in long range battles. | research=Extended Range Cannon | cost=80 | damage=60 | weight=70 | damtype=ShellKinetic | ammo=40/0 | cycle=1.5 | heat=9/0 | speed=3600 | gravity=0.15 }}
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}
{{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 }}
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}
{{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=90 | damage=70 | 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 vehicles and immobilise them. | 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 large caliber cannon fires a superheated shell able to transfer a large amount of heat into vehicles and immobilise them. | research=Plasma Cannon | cost=140 | damage=60 | weight=90 | damtype=ShellPlasma | ammo=40/0 | cycle=2 | heat=15/12 | speed=3300 | gravity=0.3 }}
{{Cannon Table |  image=cn_rail_med.png | name=Railgun | desc=This large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. | 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 large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. | research=Railgun | cost=150 | damage=130 | weight=90 | damtype=ShellKinetic | ammo=40/0 | cycle=2.6 | heat=18/0 | speed=3800 | gravity=0.05 }}
{{Cannon Table |  image=cn_bio_med.png | name=Biological Cannon | desc=This medium caliber cannon launches shells housing a biological agent. Infantry and vehicles by the explosion will continuously take damage for a short period of time after being hit. | 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=Biological Cannon | desc=This cannon launches large caliber shells coated with a corrosive agent which deals additionnal damage upon contact with infantry and vehicles. | research=Biological Cannon | cost=180 | damage=90 | weight=100 | damtype=ShellBiological | ammo=40/0 | cycle=2.25 | heat=20/0 | speed=3100 | gravity=0.325 }}
|}
|}


=Artillery Cannon=
=Artillery Cannon=
See [[Template:Arty_Table]] for instructions on how to edit this table.
See [[Template:Arty_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
{| class="wikitable sortable" id="arty_cannon_table"
|-
|-
|+ (Hold SHIFT to sort multiple rows)
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost
! 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_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}
 
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}
{{Arty Table | image=ac_std_med.png | name=Small Artillery Cannon | desc=This artillery cannon has reduced damage and range but faster firing rate. | research=None | cost=90 | damage=150 | weight=75 | reload=6 | damtype=Artillery | ammo=10/3 | cycle=2.5 | heat=16/0 | speed=2200 | gravity=0.8 }}
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}
{{Arty Table | image=ac_std_med.png | name=Medium Artillery Cannon | desc=This standard artillery cannon has a medium range. | research=None | cost=110 | damage=175 | weight=90 | reload=7 | damtype=Artillery | ammo=10/3 | cycle=3 | heat=21/0 | speed=2400 | gravity=0.7 }}
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}
{{Arty Table | image=ac_he_med.png | name=High Explosive Artillery | desc=This artillery cannon has the largest explosion radius at the cost of a decreased range and fire rate. | research=High Explosive Artillery Shells | cost=170 | damage=225 | weight=93 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=4 | heat=32/0 | speed=2600 | gravity=0.7 }}
{{Arty Table | image=ac_ranged_med.png | name=Ranged Artillery Cannon | desc=This artillery cannon has increased range at the cost of a smaller explosion radius. | research=Extended Range Artillery Cannon | cost=170 | damage=200 | weight=100 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=3.5 | heat=27/0 | speed=2800 | gravity=0.6 }}
|}
|}


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See [[Template:Missile_Table]] for instructions on how to edit this table.
See [[Template:Missile_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
{| class="wikitable sortable" id="missile_table"
|-
|-
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost
! 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 dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}
 
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{Missile Table | image=ml_std_sml.png | name=Standard ML | desc=This standard missile launcher fires a small missile. | 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_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{Missile Table |  image=ml_upgraded_med.png | name=Upgraded ML | desc=This medium missile launcher fires a missile with greater speed and damage. | research=Upgraded Missile Warhead | cost=80 | damage=62 | weight=60 | reload=3.8 | damtype=Missile | ammo=7/7 | cycle=1 | heat=6/0 | speed=2800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{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_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{Missile Table | image=ml_bio_med.png | name=Biological Warhead | desc=This medium missile launcher fires a missile which contains a biological agent in its warhead. Infantry and vehicles hit by the explosion will continuously take damage for a short period of time after being hit. | research=Biological Warhead | cost=75 | damage=60 | weight=60 | reload=6 | damtype=Missile | ammo=5/5 | cycle=2 | heat=10/0 | speed=2400 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}
{{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_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=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}
{{Missile Table | image=ml_nuke_hvy.png | name=Nuclear Missile | desc=This large missile launcher fires a missile with a nuclear payload, slow and heavy, but creates a massive explosion which is powerful against infantry and buildings. | research=Nuclear Warhead | cost=300 | damage=300 | weight=180 | reload=0 | damtype=MissileExplosive | ammo=10/0 | cycle=10 | heat=100/10 | 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 fires four small missiles in one quick succession. | research=Salvo Missile Launcher | cost=75 | damage=35 | weight=55 | 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=This medium missile launcher fires a guided missile that follow the crosshairs after launch. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=85 | damage=66 | weight=60 | reload=4 | damtype=Missile | ammo=6/8 | cycle=1.25 | heat=8/0 | speed=2000 | targetingType=Guided Missile | range=8000 | 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=TOW Guided Missiles | cost=150 | damage=70 | weight=80 | reload=5.5 | damtype=Missile | ammo=6/8 | cycle=1.25 | heat=8.5/0 | speed=2300 | targetingType=Guided Missile | range=8000 | 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=Homing Missiles | cost=95 | damage=52 | weight=60 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1.1 | heat=8/0 | speed=2300 | targetingType=Homing Missile | range=5000 | lockTime=0.4 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3 }}
{{Missile Table |  image=ml_homing_hvy.png | name=Homing Missile Launcher | desc=This large missile launcher is capable of locking on to enemy vehicles and firing a missile which automatically guides itself to the locked target. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=150 | damage=60 | weight=80 | reload=8 | damtype=Missile | ammo=8/6 | cycle=1.1 | heat=9/0 | speed=2500 | targetingType=Homing Missile | range=8000 | lockTime=0.5 | lockRadius=0.2 | lockTimeRangeMod=0.0001875 | turningAbility=3 }}
{{Missile Table |  image=ml_salvo_homing_hvy.png | name=Salvo Homing ML | desc=A missile launcher that fires a quick burst of ten missiles which home in on the locked target. | research=Salvo Homing Missiles | cost=150 | damage=28 | weight=80 | reload=8 | damtype=Missile | ammo=10/8 | cycle=0.14 | heat=4/0 | speed=2300 | targetingType=Homing Missile | range=8000 | lockTime=0.5 | lockRadius=0.2 | lockTimeRangeMod=0.00025 | turningAbility=3 }}
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Latest revision as of 08:36, 30 November 2025

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 2025/11/30

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 30 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 4 3 40 0.12 4 60/5 0.5/0 0.02 5000/10000
.50 Caliber Medium MG A medium machine gun firing high caliber anti-infantry rounds. High Caliber Rounds 70 20 16 45 0.06 7 120/5 0.6/0 0.01 0/5500
.50 Caliber HMG A large machine gun firing high caliber anti-infantry rounds. Disabled 90 20 19 60 0.045 9 120/6 0.9/0 0.008 0/5500
Depleted Uranium MG This machine gun fires dense metal ammunition which capable of damaging armored vehicle. Depleted Uranium Rounds 50 4 3 40 0.09 3 80/6 0.4/0 0.015 4000/8000
Depleted Uranium HMG This large machine gun fires dense metal ammunition which capable of damaging armored vehicle. Disabled 90 7 6 60 0.121 4.5 120/6 0.7/0 0.014 5000/10000
Chain Gun This small machine gun fires ant-infantry rounds at a very fast rate. None 45 13 11 40 0.06 6 100/4 0.7/0 0.03 0/1250
Medium Chain Gun This machine gun fires ant-infantry rounds at a very fast rate. 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 vehicles. Disabled 70 10 8 40 0.3 4.5 35/7 1.5/2 0.015 5000/10000
High Energy Plasma MG This large machine gun fires superheated rounds which are designed to overheat and immobilise vehicles. Plasma Tipped Rounds 120 5 4 60 0.1 5 100/7 0.6/1 0.013 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact damaging buildings, vehicles and infantry. Explosive Tipped Bullets 60 3 3 40 0.135 4 50/6 0.6/0 0.022 5000/10000
High Explosive HMG This large machine gun fires rounds which explode upon impact damaging buildings, vehicles and infantry. 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 This medium caliber cannon fires shells at a higher speed, it is most effective in long range battles. Extended Range Cannon 80 60 70 ShellKinetic 40/0 1.5 9/0 3600 0.15
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 90 70 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 vehicles and immobilise them. Disabled 80 72 70 ShellPlasma 30/0 2 13.5/7 3000 0.4125
Plasma Cannon This large caliber cannon fires a superheated shell able to transfer a large amount of heat into vehicles and immobilise them. Plasma Cannon 140 60 90 ShellPlasma 40/0 2 15/12 3300 0.3
Railgun This large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. Disabled 110 100 60 ShellKinetic 30/0 2.4 15/0 3700 0.06
Railgun This large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. Railgun 150 130 90 ShellKinetic 40/0 2.6 18/0 3800 0.05
Biological Cannon This medium caliber cannon launches shells housing a biological agent. Infantry and vehicles by the explosion will continuously take damage for a short period of time after being hit. Disabled 80 65 70 ShellBiological 30/0 2.25 13/0 3000 0.4
Biological Cannon This cannon launches large caliber shells coated with a corrosive agent which deals additionnal damage upon contact with infantry and vehicles. Biological Cannon 180 90 100 ShellBiological 40/0 2.25 20/0 3100 0.325

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 This artillery cannon has reduced damage and range but faster firing rate. None 90 150 75 6 Artillery 10/3 2.5 16/0 2200 0.8
Medium Artillery Cannon This standard artillery cannon has a medium range. None 110 175 90 7 Artillery 10/3 3 21/0 2400 0.7
High Explosive Artillery This artillery cannon has the largest explosion radius at the cost of a decreased range and fire rate. High Explosive Artillery Shells 170 225 93 8 Artillery 10/3 4 32/0 2600 0.7
Ranged Artillery Cannon This artillery cannon has increased range at the cost of a smaller explosion radius. Extended Range Artillery Cannon 170 200 100 8 Artillery 10/3 3.5 27/0 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 This standard missile launcher fires a small missile. None 40 40 40 3 Missile 4/6 1.1 6/0 2300 Dumb Missile 0 0 0 0 0
Upgraded ML This medium missile launcher fires a missile with greater speed and damage. Upgraded Missile Warhead 80 62 60 3.8 Missile 7/7 1 6/0 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 This medium missile launcher fires a missile which contains a biological agent in its warhead. Infantry and vehicles hit by the explosion will continuously take damage for a short period of time after being hit. Biological Warhead 75 60 60 6 Missile 5/5 2 10/0 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 This large missile launcher fires a missile with a nuclear payload, slow and heavy, but creates a massive explosion which is powerful against infantry and buildings. Nuclear Warhead 300 300 180 0 MissileExplosive 10/0 10 100/10 1100 Dumb Missile 0 0 0 0 0
Salvo ML This medium missile launcher fires four small missiles in one quick succession. Salvo Missile Launcher 75 35 55 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 This medium missile launcher fires a guided missile that follow the crosshairs after launch. Disabled 85 66 60 4 Missile 6/8 1.25 8/0 2000 Guided Missile 8000 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. TOW Guided Missiles 150 70 80 5.5 Missile 6/8 1.25 8.5/0 2300 Guided Missile 8000 0 0 0 1.85
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 95 52 60 5 Missile 7/6 1.1 8/0 2300 Homing Missile 5000 0.4 0.4 0.0003 3
Homing Missile Launcher This large missile launcher is capable of locking on to enemy vehicles and firing a missile which automatically guides itself to the locked target. Disabled 150 60 80 8 Missile 8/6 1.1 9/0 2500 Homing Missile 8000 0.5 0.2 0.0001875 3
Salvo Homing ML A missile launcher that fires a quick burst of ten missiles which home in on the locked target. Salvo Homing Missiles 150 28 80 8 Missile 10/8 0.14 4/0 2300 Homing Missile 8000 0.5 0.2 0.00025 3