Vehicle Weapon Appendix: Difference between revisions

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{{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=40 | damage=8 | effectiveVS=Vehicles | reload=3.50 | ammo=30/3 | cycle=0.42 | heat=1/0 | spread=0.03 | falloff=2500/0.8/4| cost=75}}
{{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=40 | damage=8 | effectiveVS=Vehicles | reload=3.50 | ammo=30/3 | cycle=0.42 | heat=1/0 | spread=0.03 | falloff=2500/0.8/4| cost=75}}
{{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=40 | damage=5 | effectiveVS=Vehicles | reload=4 | ammo=30/7 | cycle=0.36 | heat=1/5 | spread=0.03 | falloff=0| cost=70}}
{{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=40 | damage=5 | effectiveVS=Vehicles | reload=4 | ammo=30/7 | cycle=0.36 | heat=1/5 | spread=0.03 | falloff=0| cost=70}}
{{MG Table | image=HE_Plasma_MG.png | name=HE Plasma Machine Gun | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=55 | damage=6 | effectiveVS=Vehicles | reload=3.50 | ammo=30/7 | cycle=0.29 | heat=1/5 | spread=0.03 | falloff=0| cost=100}}
{{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=40 | damage=10 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=1/0.1 | spread=0.01 | falloff=0| cost=80}}
{{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=40 | damage=10 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=1/0.1 | spread=0.01 | falloff=0| cost=80}}
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}

Revision as of 15:25, 29 January 2017

Home > Vehicle Weapon Appendix
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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

  • 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
  • Weight: weight of the weapon
  • Damage: Damage per hit, damage caused by bio effects are listed after
  • 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
  • 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.
  • 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.
  • Cost: Amount of resources needed

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

(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
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 40 30 {{{minimaldamage}}} 30 0.1 3.5 60/4 1/0 0.015 2000/0.8/15
Chain Gun This chain gun fires at a very fast rate. None 55==50 22 {{{minimaldamage}}} 50 0.05 6 125/3 0/0 0.02 1800/0.7/15
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the smaller version. None 70 28 {{{minimaldamage}}} 65 0.04 6 175/3 0/0 0.02 1800/0.7/15
.50 Cal Medium MG A heavier .50 caliber firing medium machine gun. Heavy Caliber Machine Gun 70 35 {{{minimaldamage}}} 50 0.07 7.5 70/3 0/0 0.01 2500/0.9/30
.50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun. Heavy Caliber Machine Gun 95 43 {{{minimaldamage}}} 60 0.07 9.60 120/3 0/0 0.01 2500/0.9/40
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Heavy Caliber Machine Gun 70 5 {{{minimaldamage}}} 40 0.10 2.00 80/6 0/0 0.04 2500/0.6/5
Depleted Uranium HMG This machine gun fires ammunition which can damage vehicle armor. It is more damaging than the standard version. Heavy Caliber Machine Gun 95 8 {{{minimaldamage}}} 60 0.10 3.00 120/6 0/0 0.035 2500/0.6/6
Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target. Biological Projectile 75 8 {{{minimaldamage}}} 40 0.42 3.50 30/3 1/0 0.03 2500/0.8/4
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 70 5 {{{minimaldamage}}} 40 0.36 4 30/7 1/5 0.03 0
HE Plasma Machine Gun This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 100 6 {{{minimaldamage}}} 55 0.29 3.50 30/7 1/5 0.03 0
HE MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 80 10 {{{minimaldamage}}} 40 0.4 4 25/6 1/0.1 0.01 0
HE HMG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 125 13 {{{minimaldamage}}} 55 0.4 4 25/6 3/0.1 0.01 0

Canons

  • 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:Canon_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Weight Damage Damage Type Rounds/ Clips RoF Heat/To Target Speed Gravity Cost

Template:Canon Table Template:Canon Table Template:Canon Table Template:Canon Table Template:Canon Table

Artillery Cannon

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

(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
Small Artillery Cannon An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload. None 50 115 60 5 ExplosiveArt 10/4 1 10/0.5 1700 0.8
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. None 60 140 100 8 ExplosiveArt 10/3 1.6 10/0.5 1500 0.6
High Explosive Artillery An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. Explosive Shells 75 160 100 7 ExplosiveArt 10/3 2 15/1 1800 0.4
Ranged Artillery Cannon An artillery cannon with the greatest damage. Extended Range Cannon 60 120 100 8 KineticArt 10/3 2 20/1 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 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
Standard ML A dumb fire missile launcher with no homing capabilities. None 50 40 30 3 Missile 4/5 1.2 6/0.1 1600 Dumb 0 0 0 0 0
Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. Upgraded Missile Warhead 60 60 70 3.8 Missile 7/7 1.0 8/0.2 2500 Dumb 0 0 0 0 0
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. Biological Warhead 60 50 70 6 Missile 5/3 3 6/0.1 1800 Dumb 0 0 0 0 0
HIT Missile 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. HIT Warhead 85 300 150 12 Missile 3/3 10 75/30 1000 Dumb 0 0 0 0 0
Salvo Missile Launcher A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. Upgraded Missile Warhead 85 35 50 3 Missile 5/10 -0.14 4/0.1 1800 Dumb 0 0 0 0 0
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. Guided Missiles 75 70 70 6 Missile 5/4 1.0 7/0.2 1200 Guided 4000 0 0 0 1.8
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 65 45 70 6 Missile 6/6 1.0 10/0.2 2500 Homing 5000 0.3 0.4 0.0003 3.0