Vehicle Weapon Appendix: Difference between revisions
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* '''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.) | * '''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 | Page last updated 22/02/2020 | ||
See [[Template:MG_Table]] for instructions on how to edit this table. | See [[Template:MG_Table]] for instructions on how to edit this table. | ||
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{{MG Table | image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing devastating anti-infantry rounds. | research=Heavy Caliber Machine Gun | cost=70 | damage=20 | minimaldamage=16 | weight=40 | cycle=0.06 | reload=6.8 | ammo=70/4 | heat=0.8/0 | spread=0.013 | falloff=0/5500}} | {{MG Table | image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing devastating anti-infantry rounds. | research=Heavy Caliber Machine Gun | cost=70 | damage=20 | minimaldamage=16 | weight=40 | cycle=0.06 | reload=6.8 | ammo=70/4 | heat=0.8/0 | spread=0.013 | 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=Heavy Caliber Machine Gun | cost=95 | damage=23 | minimaldamage=19 | weight=50 | cycle=0.06 | reload=7.5 | ammo=110/4 | heat=0.9/0 | spread=0.013 | 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=Heavy Caliber Machine Gun | cost=95 | damage=23 | minimaldamage=19 | weight=50 | cycle=0.06 | reload=7.5 | ammo=110/4 | heat=0.9/0 | spread=0.013 | 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=Heavy Caliber Machine Gun | cost=70 | damage= | {{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 | cost=70 | damage=4.7 | minimaldamage=3.5 | weight=40 | cycle=0.1 | reload=2 | ammo=80/6 | heat=0.5/0 | spread=0.018 | falloff=0/7000}} | ||
{{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=Heavy Caliber Machine Gun | cost=200 | damage=8 | minimaldamage=6 | weight=60 | cycle=0.1 | reload=3 | ammo=120/6 | heat=0.5/0 | spread=0.018 | falloff=0/7000}} | {{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=Heavy Caliber Machine Gun | cost=200 | damage=8 | minimaldamage=6 | weight=60 | cycle=0.1 | reload=3 | ammo=120/6 | heat=0.5/0 | spread=0.018 | falloff=0/7000}} | ||
{{MG Table | image=mg_chain_sml.png | name=Chain Gun | desc=This machine gun fires at a very fast rate. | research=None | cost=50 | damage=14 | minimaldamage=11 | weight=50 | cycle=0.04 | reload=6 | ammo=125/3 | heat=0.35/0 | spread=0.03 | falloff=0/1250}} | {{MG Table | image=mg_chain_sml.png | name=Chain Gun | desc=This machine gun fires at a very fast rate. | research=None | cost=50 | damage=14 | minimaldamage=11 | weight=50 | cycle=0.04 | reload=6 | ammo=125/3 | heat=0.35/0 | 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=70 | damage=17 | minimaldamage=12 | weight=60 | cycle=0.035 | reload=6 | ammo=175/3 | heat=0.45/0 | 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=70 | damage=17 | minimaldamage=12 | weight=60 | cycle=0.035 | reload=6 | ammo=175/3 | heat=0.45/0 | spread=0.03 | 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=Plasma Bullet Projectile | cost=70 | damage= | {{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=Plasma Bullet Projectile | cost=70 | damage=7.5 | minimaldamage=4 | weight=40 | cycle=0.35 | reload=4 | ammo=30/7 | heat=1/2 | spread=0.02 | falloff=0/7000}} | ||
{{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 Bullet Projectile | cost=100 | damage=10 | minimaldamage=5 | weight=55 | cycle=0.28 | reload=2.5 | ammo=35/7 | heat=2.2/2.5 | spread=0.015 | falloff=0/7000}} | {{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 Bullet Projectile | cost=100 | damage=10 | minimaldamage=5 | weight=55 | cycle=0.28 | reload=2.5 | ammo=35/7 | heat=2.2/2.5 | spread=0.015 | falloff=0/7000}} | ||
{{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=100 | damage= | {{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=100 | damage=9.2 | minimaldamage=7 | weight=40 | cycle=0.4 | reload=4 | ammo=25/6 | heat=1.5/0 | spread=0.025 | falloff=0/5000}} | ||
{{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=Explosive Tipped Bullets | cost=240 | damage=13 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=3/0 | spread=0.025 | falloff=0/5000}} | {{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=Explosive Tipped Bullets | cost=240 | damage=13 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=3/0 | spread=0.025 | falloff=0/5000}} | ||
|} | |} |
Revision as of 14:48, 22 February 2020
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 22/02/2020
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.