Vehicle Weapon Appendix: Difference between revisions
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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}} | {{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}} | ||
{{Note|Out of date for Empires 2.41}} | |||
Following is an index of all the weapons that can be used to equipped during vehicle customization. | Following is an index of all the weapons that can be used to equipped during vehicle customization. | ||
Revision as of 08:41, 8 September 2013
Home > Vehicle Weapon Appendix
Following is an index of all the weapons that can be used to equipped during vehicle customization.
Vehicle Weapons (for Steam release)
Currently, vehicles have unlimited clips. Any values regarding number of clips is the value if unlimited clips is turned off.
Name: Name of the weapon and description of the weapon
- Size: Number of slots the weapon takes
- Cost: Cost per weapon
- Research: Research tree required to unlock.
- Damage: Damage per hit, damage caused by bio effects are listed after
- 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.
- Heat: Heat added per shot fired
- Weight: weight of the weapon
- Cycle Time: time between shots
- Clip Size: ammo loaded per reloads
- Total Ammo Clips: max ammo clips carried (0 is the same as not using clips)
- Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
- Projectile Spread: Accuracy. Notes in the script fire indicate this value only affects machine guns, however in game behavior seems to suggest that this also affects missiles.
- Heat To Target: Heat added to target per hit
- Falloff
- Falloff: ?
- Falloffbase: ?
- Minimal Damage: ?
Dumb Missile/Homing Missile/Guided Missile: type of missile
Missile 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 On Time: time it takes for a homing missile to lock onto the target under the player crosshairs
Lock On 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 Range Modifier: 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)
Countermeasure Effectiveness: Not yet implemented but included in info. A percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is in between it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
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
Armor Weapon Table (for version 2.24):
To see which weapon is best against which armor have a look to the table below. But keep in mind, that this table only compares pure damage.
Machine Guns
Standard Machine Gun A small machine gun that fires bullets with common properties.
- Research None
- Cost 50
- Damage 30, Bullet
- Heat 1
- Weight 30
- Cycle Time 0.1
- Clip Size 50
- Total Ammo Clips 3
- Reload Time 2.0
- Projectile Spread 0.02
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.8
- Minimal Damage 25
Chain Gun This machine gun fires ammo at a very fast rate.
- Research None
- Cost 50
- Damage 24, Bullet
- Heat 0.35
- Weight 60
- Cycle Time 0.025
- Clip Size 200
- Total Ammo Clips 4
- Reload Time 6.0
- Projectile Spread 0.03
- Heat To Target 0
- Falloff 1500
- Falloffbase 0.7
- Minimal Damage 10
Medium Chain Gun This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
- Research None
- Cost 55
- Damage 35, Bullet
- Heat 0.6
- Weight 70
- Cycle Time 0.04
- Clip Size 150
- Total Ammo Clips 4
- Reload Time 8.0
- Projectile Spread 0.02
- Heat To Target 0
- Falloff 1800
- Falloffbase 0.7
- Minimal Damage 15
Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target.
- Research Biology -> Biological Weaponry -> Biological Projectile
- Cost 60
- Damage 5, additional 75 damage from bio effect, APBullet
- Heat 1.5
- Weight 50
- Cycle Time 0.2
- Clip Size 50
- Total Ammo Clips 4
- Reload Time 2.0
- Projectile Spread 0.03
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.8
- Minimal Damage 4
- Falloff 2500
- Falloffbase 0.8
- Minimal Damage 4
- Total Damage = (Damage)* seconds (Interval)*duration of effect(Time) all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- Player Bio Damage
- 5 //Damage inflicted to players every interval
- Player Bio Time
- 15 //total time to inflict Damage to players
- Player Bio Interval
- 1 //time inbetween each infliction of Damage to players
- Vehicle Bio Damage
- 5 //Damage inflicted to vehicles every interval
- Vehicle Bio Time
- 15 //total time to inflict Damage to vehicles
- Vehicle Bio Interval
- 1 //time inbetween each infliction of Damage to vehicles
High Explosive MG This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
- Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
- Cost 75
- Damage 20, BulletExplosive
- Heat 3.5
- Weight 60
- Cycle Time 0.5
- Clip Size 30
- Total Ammo Clips 6
- Reload Time 10
- Projectile Spread 0.015
- Heat To Target 0.1
- Explosion Radius 120
- Explosion Force 50
Plasma Machine Gun This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
- Research Physics -> SuperHeated Material Physics -> Plasma Bullet Projectile
- Cost 50
- Damage 1
- Heat 4
- Weight 70
- Cycle Time 0.24
- Clip Size 200
- Total Ammo Clips 4
- Reload Time 8.0
- Projectile Spread 0.03
- Heat To Target 5
- Explosion Radius 10
- Explosion Force 10
.50 Cal Medium MG A .50 caliber firing medium machine gun.
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Cost 60
- Damage 40, Bullet
- Heat 0.8
- Weight 70
- Cycle Time 0.06
- Clip Size 75
- Total Ammo Clips 5
- Reload Time 5.0
- Projectile Spread 0.01
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.9
- Minimal Damage 45
- Falloff 2500
- Falloffbase 0.9
- Minimal Damage 30
.50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun.
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Cost 75
- Damage 50, Bullet
- Heat 0.8
- Weight 90
- Cycle Time 0.06
- Clip Size 125
- Total Ammo Clips 6
- Reload Time 6.0
- Projectile Spread 0.01
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.9
- Minimal Damage 40
Depleted Uranium MG This machine gun fires ammo that can damage vehicle armor.
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Cost 60
- Damage 8, APBullet
- Heat 1.5
- Weight 50
- Cycle Time 0.2
- Clip Size 140
- Total Ammo Clips 5
- Reload Time 6.0
- Projectile Spread 0.04
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.6
- Minimal Damage 5
- Explosion Radius 50
- Explosion Force 30
Depleted Uranium HMG This machine gun fires ammo that can damage vehicle armor. It is more damaging than the standard version.
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Cost 75
- Damage 10, APBullet
- Heat 1.7
- Weight 80
- Cycle Time 0.18
- Clip Size 180
- Total Ammo Clips 5
- Reload Time 8.0
- Projectile Spread 0.035
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.6
- Minimal Damage 6
- Explosion Radius 50
- Explosion Force 30
Cannons
Standard Cannon A small caliber cannon that fires tank shells.
- Research None
- Cost 50
- Damage 40
- Speed 3000
- Gravity 0.5
- Heat 10
- Weight 50
- Cycle Time 1.4
- Clip Size 30
- Reload Time 1.0
- Projectile Spread 1
- Inertia 2
- Heat To Target 0.1
- Explosion Radius 300
- Explosion Force 100
Ranged Cannon A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
- Research Physics -> Projectile Physics -> Extended Range Cannon
- Cost 60
- Damage 60
- Speed 3300
- Gravity 0.1
- Heat 10
- Weight 70
- Cycle Time 1.5
- Clip Size 40
- Reload Time 1.5
- Projectile Spread 0
- Inertia 1
- Heat To Target 0.1
- Explosion Radius 150
- Explosion Force 100
High Explosive Cannon This cannon has its explosive compound upgraded for a stronger explosion upon impact.
- Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
- Cost 75
- Damage 75
- Speed 3000
- Gravity 0.4125
- Heat 13
- Weight 70
- Cycle Time 2.5
- Clip Size 24
- Reload Time 2.0
- Projectile Spread 1
- Inertia 2.5
- Heat To Target 0.1
- Explosion Radius 400
- Explosion Force 200
Plasma Cannon This cannon fires a super:Heated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
- Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
- Cost 60
- Damage 55
- Speed 2700
- Gravity 0.4250
- Heat 20
- Weight 70
- Cycle Time 1.5
- Clip Size 30
- Reload Time 2.0
- Projectile Spread 1.5
- Inertia 1
- Heat To Target 10
- Explosion Radius 300
- Explosion Force 100
Rail Gun This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
- Research Electrical Engineering -> Advanced Magnet Research -> Rail Gun
- Cost 80
- Damage 50
- Speed 3600
- Gravity 0.3
- Heat 6
- Weight 100
- Cycle Time 0.8
- Clip Size 20
- Reload Time 7.0
- Projectile Spread 0.1
- Inertia 0
- Heat To Target 0
- Explosion Radius 100
- Explosion Force 50
Artillery
Small Artillery Cannon An artillery cannon with high damage but low reload Times. It has the shortest range but fastest reload.
- Research None
- Cost 50
- Damage 115
- Speed 1700
- Gravity 0.8
- Heat 10
- Weight 60
- Cycle Time 1
- Clip Size 10
- Total Ammo Clips 6
- Reload Time 4.0
- Projectile Spread 0.001
- Inertia 1
- Heat To Target 0.5
- Explosion Radius 550
- Explosion Force 500
Medium Artillery Cannon 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
- Cost 60
- Damage 140
- Speed 1500
- Gravity 0.6
- Heat 10
- Weight 100
- Cycle Time 1.6
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 5.0
- Projectile Spread 0.001
- Inertia 1
- Heat To Target 0.5
- Explosion Radius 700
- Explosion Force 600
High Explosive Artillery An artillery cannon with the greatest damage.
- Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
- Cost 75
- Damage 160
- Speed 1800
- Gravity 0.4
- Heat 15
- Weight 100
- Cycle Time 2
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 7.0
- Projectile Spread 0.001
- Inertia 1
- Heat To Target 1
- Explosion Radius 900
- Explosion Force 700
Ranged Artillery Cannon An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
- Research Physics -> Projectile Physics -> Extended Range Cannon
- Cost 60
- Damage 120
- Speed 2800
- Gravity 0.6
- Heat 20
- Weight 100
- Cycle Time 2
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 5.0
- Projectile Spread 0.001
- Inertia 1
- Heat To Target 1
- Explosion Radius 1000
- Explosion Force 500
Missiles
Standard ML A dumb fire missile launcher with no homing capabilities.
- Research None
- Cost 50
- Damage 40
- Speed 1600
- Heat 6
- Weight 30
- Cycle Time 1.2
- Clip Size 4
- Total Ammo Clips 5
- Reload Time 3.0
- Projectile Spread 1.5
- Inertia 1
- Heat To Target 0.1
- Explosion Radius 100
- Explosion Force 50
Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
- Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
- Cost 60
- Damage 75
- Speed 1800
- Heat 6
- Weight 70
- Cycle Time 1.0
- Clip Size 6
- Total Ammo Clips 6
- Reload Time 3.8
- Projectile Spread 0.5
- Heat To Target 0.2
- Explosion Radius 100
- Explosion Force 50
Salvo Missile Launcher 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
- Cost 55
- Damage 35 per missile
- Speed 1800
- Heat 3
- Weight 50
- Cycle Time -0.14 : 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 still determine time between actual shot creation
- Clip Size 4
- Total Ammo Clips 8
- Reload Time 3.0
- Projectile Spread 2
- Heat To Target 0.1
- Explosion Radius 100
- Explosion Force 20
Biological Warhead 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 Biology -> Biological Weaponry -> Biological Warhead
- Cost 60
- Damage 50, additional 300 damage from bio effect over 60 seconds
- Speed 1800
- Heat 6
- Weight 70
- Cycle Time 3.0
- Clip Size 3
- Total Ammo Clips 3
- Reload Time 6.0
- Projectile Spread 0.5
- Heat To Target 0.1
- Explosion Radius 300
- Explosion Force 50
Player Bio Damage
- 10 //Damage inflicted to players every interval
Player Bio Time
- 60 //total time to inflict Damage to players
Player Bio Interval
- 2 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
- 10 //Damage inflicted to vehicles every interval
Vehicle Bio Time
- 60 //total time to inflict Damage to vehicles
Vehicle Bio Interval
- 2 //time inbetween each infliction of Damage to vehicles
HIT Missile (Nukes) 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 Physics -> Nuclear Fission -> HIT Warhead
- Cost 85
- Damage 200
- Speed 1000
- Heat 75
- Weight 150
- Cycle Time 10.0
- Clip Size 6
- Total Ammo Clips 1
- Reload Time 12.0
- Projectile Spread 1.25
- Heat To Target 30
- Explosion Radius 1550
- Explosion Force 100000
Guided Missile Launcher A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.
- Research Electrical Engineering -> Tracking Systems -> Guided Missiles
- Cost 75
- Damage 50
- Speed 1200
- Heat 8
- Weight 70
- Cycle Time 1.0
- Clip Size 5
- Total Ammo Clips 4
- Reload Time 6.0
- Heat To Target 0.2
- Explosion Radius 110
- Explosion Force 40
Guided Missile 1 Missile Range 4000 Turning Ability 1.8
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target.
- Research Electrical Engineering -> Tracking Systems -> Homing Missiles
- Cost 65
- Damage 40
- Speed 2500
- Heat 10
- Weight 70
- Cycle Time 1.0
- Clip Size 6
- Total Ammo Clips 6
- Reload Time 6.0
- Heat To Target 0.2
- Explosion Radius 100
- Explosion Force 40
Homing Missile 1 Missile Range 8000 Lock On Time 1 Lock On Radius 0.4 Lock Range Modifier 0.000300 Countermeasure Effectiveness 0.5 Turning Ability 6
Salvo Homing ML A missile launcher that fires four missiles at once which home in on the locked on target. 3 slot weapon
- Research Electrical Engineering -> Tracking Systems -> Homing Missiles
- Cost 70
- Damage 43
- Speed 1200
- Gravity 0
- Heat 4
- Weight 70
- Cycle Time -0.14
- Clip Size 4
- Total Ammo Clips 6
- Reload Time 4
- Heat To Target 0.2
- Explosion Radius 80
- Explosion Force 30
Homing Missile 1 Missile Range 6000 Lock On Time 0.5 Lock On Radius 0.3 Lock Range Modifier 0.000400 Countermeasure Effectiveness 0.9 Turning Ability 6
Grenade Launchers
Grenade Launcher A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
- Research None
- Cost 50
- Damage 80
- Speed 800
- Gravity 1.0
- Heat 8
- Weight 50
- Cycle Time 3.0
- Clip Size 8
- Total Ammo Clips 2
- Reload Time 10.0
- Projectile Spread .001
- Inertia 1
- Heat To Target 0.4
- Explosion Radius 250
- Explosion Force 100
Upgraded Grenade Launcher A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and longer range.
- Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
- Cost 60
- Damage 110
- Speed 900
- Gravity 0.9
- Heat 8
- Weight 50
- Cycle Time 1.5
- Clip Size 12
- Total Ammo Clips 3
- Reload Time 12.0
- Projectile Spread 0.001
- Inertia 1
- Heat To Target 0.3
- Explosion Radius 400
- Explosion Force 150