Vehicle Weapon Appendix: Difference between revisions
(→Tank Cannons: Updated using vehicle_weapons.txt) |
(→Artillery Cannons: Updated with vehicle_weapons.txt) |
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'''Research Required:''' Physics > Projectile Physics > Extended Range Cannon | '''Research Required:''' Physics > Projectile Physics > Extended Range Cannon | ||
* Cost: | * Cost: 45 | ||
* Damage: 100 | * Damage: 100 | ||
* Clip Size: 10 (8 Clips) | * Clip Size: 10 (8 Clips) | ||
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* Heat: 20 | * Heat: 20 | ||
* Explosion Radius / Force: 1100 / 500 | * Explosion Radius / Force: 1100 / 500 | ||
== Missile Launchers == | == Missile Launchers == |
Revision as of 21:53, 10 December 2007
Home > Vehicle Weapon Appendix
Following is an index of all the weapons that can be used to equipped during vehicle customization.
Vehicle Weapons
Machine Guns
Standard Machine Gun - A small machine gun that fires bullets with common properties.
Research Required: None
- Cost: 10
- Weight: 10
- Clip Size: 50 (3 Clips)
- Damage: 30
- Cycle Time: 0.16
Infantry Damage: | (187.5) |
Armor Damage: | |
Structure Damage: | |
Accuracy: | (0.01) |
Heat: | (0.6) |
Biological Machine Gun - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)
Research Required: Biology > Biological Weaponry > Biological Projectile
- Cost: 35
- Weight: 70
- Clip Size: 50 (4 Clips)
- Damage: 5
- Cycle Time: 0.2
Infantry Damage: | (25) |
Armor Damage: | (25) |
Structure Damage: | |
Accuracy: | (0.03) |
Heat: | (2.5) |
.50 Cal Medium Machine Gun - .50 caliber firing medium machine gun.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 30
- Weight: 70
- Clip Size: 50 (5 Clips)
- Damage: 50
- Cycle Time: 0.09
Infantry Damage: | (555.6) |
Armor Damage: | |
Structure Damage: | |
Accuracy: | (0.01) |
Heat: | (5.6) |
.50 Cal Heavy Machine Gun - .50 caliber firing heavy machine gun.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 40
- Weight: 120
- Clip Size: 75 (6 Clips)
- Damage: 60
- Cycle Time: 0.06
Infantry Damage: | (1000) |
Armor Damage: | |
Structure Damage: | |
Accuracy: | (0.01) |
Heat: | (3.3) |
Depleted Uranium Machine Gun - This machine gun fires armor penetrating rounds that can damage vehicle armor.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 30
- Weight: 70
- Clip Size: 40 (4 Clips)
- Damage: 4
- Cycle Time: 0.1
Infantry Damage: | (40) |
Armor Damage: | (40) |
Structure Damage: | |
Accuracy: | (0.08) |
Heat: | (5.0) |
Depleted Uranium Heavy Machine Gun - This machine gun fires armor penetrating rounds that can damage vehicle armor.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 50
- Weight: 120
- Clip Size: 80 (4 Clips)
- Damage: 5
- Cycle Time: 0.09
Infantry Damage: | (55.6) |
Armor Damage: | (55.6) |
Structure Damage: | |
Accuracy: | (0.06) |
Heat: | (8.3) |
Chain Gun - This machine gun fires ammo at a very fast rate.
Research Required: None
- Cost: 20
- Weight: 70
- Clip Size: 200 (4 Clips)
- Damage: 24
- Cycle Time: 0.025
Infantry Damage: | (600) |
Armor Damage: | |
Structure Damage: | |
Accuracy: | (0.04) |
Heat: | (20.0) |
Medium Chain Gun - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
Research Required: None
- Cost: 30
- Weight: 70
- Clip Size: 200 (4 Clips)
- Damage: 32
- Cycle Time: 0.04
Infantry Damage: | (800) |
Armor Damage: | |
Structure Damage: | |
Accuracy: | (0.04) |
Heat: | (12.5) |
Plasma Machine Gun - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.
Research Required: Physics > Superheated Material Physics > Plasma Bullet Projectile
- Cost: 40
- Weight: 70
- Clip Size: 200 (4 Clips)
- Damage: 1
- Cycle Time: 0.3
Infantry Damage: | (3.3) |
Armor Damage: | (3.3) |
Structure Damage: | |
Accuracy: | (0.03) |
Heat: | (13.3) |
High Explosive Machine Gun - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
Research Required: Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
- Cost: 40
- Weight: 70
- Clip Size: 50 (4 Clips)
- Damage: 12
- Cycle Time: 0.5
- Explosion Radius / Force: 100 / 50
Infantry Damage: | (24) |
Armor Damage: | (24) |
Structure Damage: | (24) |
Accuracy: | (0.01) |
Heat: | (2.0) |
Tank Cannons
Standard Cannon - A small caliber cannon that fires tank shells.
Research Required: None
- Cost: 20
- Damage: 40
- Clip Size: 30
- Cycle Time: 1.4
- Weight: 50
- Heat: 10
- Speed: 3000
- Explosion Radius / Force: 300 / 100
Ranged Cannon - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.
Research Required: Physics > Projectile Physics > Extended Range Cannon
- Cost: 20
- Damage: 60
- Clip Size: 40
- Cycle Time: 1.5
- Weight: 70
- Heat: 14
- Speed: 3000
- Explosion Radius / Force: 300 / 100
High Explosive Cannon - This cannon has its explosive compound upgraded for a stronger explosion upon impact.
Research Required: Chemistry > Improved Detonation Compounds > Explosive Shells
- Cost: 25
- Damage: 75
- Clip Size: 24
- Cycle Time: 2.0
- Weight: 70
- Heat: 16
- Speed: 3200
- Explosion Radius / Force: 400 / 200
Plasma Cannon - 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 Required: Physics > Superheated Material Physics > Plasma Cannon Projectile
- Cost: 25
- Damage: 45
- Clip Size: 30
- Cycle Time: 2.0
- Weight: 70
- Heat: 16
- Speed: 3100
- Explosion Radius / Force: 300 / 100
Railgun - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
Research Required: Electrical Engineering > Advanced Magnet Research > Rail Gun
- Cost: 35
- Damage: 50
- Clip Size: 40
- Cycle Time: 0.8
- Weight: 80
- Heat: 6
- Speed: 3500
- Explosion Radius / Force: 100 / 50
Artillery Cannons
Small Artillery Cannon - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.
Research Required: None
- Cost: 30
- Damage: 100
- Clip Size: 10 (6 Clips)
- Cycle Time: 2.0
- Reload Time: 9.0
- Weight: 100
- Heat: 10
- Explosion Radius / Force: 550 / 500
Medium Artillery Cannon - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.
Research Required: None
- Cost: 35
- Damage: 120
- Clip Size: 10 (8 Clips)
- Cycle Time: 3.6
- Reload Time: 8.0
- Weight: 100
- Heat: 10
- Explosion Radius / Force: 700 / 600
High Explosive Artillery Cannon - An artillery cannon with the greatest damage.
Research Required: Chemistry > Improved Detonation Compounds > Explosive Shells
- Cost: 30
- Damage: 150
- Clip Size: 10 (8 Clips)
- Cycle Time: 3.0
- Reload Time: 10.0
- Weight: 100
- Heat: 15
- Explosion Radius / Force: 900 / 700
Ranged Artillery Cannon - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.
Research Required: Physics > Projectile Physics > Extended Range Cannon
- Cost: 45
- Damage: 100
- Clip Size: 10 (8 Clips)
- Cycle Time: 4.0
- Reload Time: 6.0
- Weight: 100
- Heat: 20
- Explosion Radius / Force: 1100 / 500
Missile Launchers
Standard Missile Launcher - A dumb fire missile launcher with no homing capabilities.
Research Required: None
- Cost: 20
- Damage: 40
- Speed: 1600
- Clip Size: 4 (5 Clips)
- Cycle Time: 1.0
- Reload Time: 3.0
- Weight: 50
- Heat: 4
- Explosion Radius / Force: 100 / 50
Upgraded Missile Launcher - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
Research Required: Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
- Cost: 30
- Damage: 70
- Speed: 1800
- Clip Size: 6 (5 Clips)
- Cycle Time: 0.8
- Reload Time: 3.8
- Weight: 70
- Heat: 6
- Explosion Radius / Force: 100 / 50
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. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)
Research Required: Biology > Biological Weaponry > Biological Warhead
- Cost: 40
- Damage: 50
- Speed: 1800
- Clip Size: 3 (3 Clips)
- Cycle Time: 3.0
- Reload Time: 6.0
- Weight: 70
- Heat: 6
- Explosion Radius / Force: 300 / 50
Nuclear Tipped Missile Launcher - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.
Research Required: Physics > Nuclear Fission > Nuclear Warhead
- Cost: 150
- Damage: 200
- Speed: 100
- Clip Size: 6 (1 Clip)
- Cycle Time: 10.0
- Reload Time: 12.0
- Weight: 200
- Heat: 70
- Explosion Radius / Force: 2000 / 1000
Salvo Missile Launcher - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.
Research Required: Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
- Cost: 30
- Damage: 35
- Speed: 1800
- Clip Size: 4 (6 Clips)
- Reload Time: 6.0
- Weight: 70
- Heat: 10
- Explosion Radius / Force: 100 / 20
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 Required: Electrical Engineering > Tracking Systems > Guided Missiles
- Cost: 30
- Damage: 50
- Speed: 1000
- Clip Size: 4 (4 Clips)
- Cycle Time: 1.0
- Reload Time: 3.0
- Weight: 70
- Heat: 10
- Explosion Radius / Force: 110 / 40
Upgraded Guided Missile Launcher - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.
Research Required: Electrical Engineering > Tracking Systems > Guided Missiles
- Cost: 35
- Damage: 70
- Speed: 1500
- Clip Size: 4 (4 Clips)
- Cycle Time: 2.0
- Reload Time: 5.0
- Weight: 70
- Heat: 15
- Explosion Radius / Force: 130 / 60
Homing Missile Launcher - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 30
- Damage: 60
- Speed: 1000
- Clip Size: 4 (6 Clips)
- Cycle Time: 2.0
- Reload Time: 8.0
- Weight: 70
- Heat: 12
- Explosion Radius / Force: 100 / 40
Upgraded Homing Missile Launcher - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 35
- Damage: 80
- Speed: 1100
- Clip Size: 4 (6 Clips)
- Cycle Time: 3.0
- Reload Time: 9.0
- Weight: 70
- Heat: 16
- Explosion Radius / Force: 100 / 60
Salvo Homing Missile Launcher - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 35
- Damage: 40
- Speed: 1000
- Clip Size: 4 (6 Clips)
- Reload Time: 10.0
- Weight: 70
- Heat: 15
- Explosion Radius / Force: 80 / 30
Grenade Launchers
Grenade Launcher - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
Research Required: None
- Cost: 10
- Damage: 80
- Clip Size: 10 (2 Clips)
- Cycle Time: 2.0
- Weight: 30
- Heat: 5
- Explosion Radius / Force: 200 / 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 farther range.
Research Required: Chemistry > Improved Detionation Compounds > Upgraded Grenades
- Cost: 20
- Damage: 110
- Clip Size: 10 (2 Clips)
- Cycle Time: 3.0
- Weight: 50
- Heat: 8
- Explosion Radius / Force: 300 / 150