Vehicle Weapon Appendix: Difference between revisions
Appearance
No edit summary |
|||
Line 20: | Line 20: | ||
{{MG Table | image=mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | cost=40 | damage=17 | minimaldamage=13 | weight=30 | cycle=0.1 | reload=3.5 | ammo=60/4 | heat=1/0 | spread=0.015 | falloff=0/3000}} | {{MG Table | image=mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | cost=40 | damage=17 | minimaldamage=13 | weight=30 | cycle=0.1 | reload=3.5 | ammo=60/4 | heat=1/0 | spread=0.015 | falloff=0/3000}} | ||
{{MG Table | image=mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing | {{MG Table | image=mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. | research=Biological Projectile | cost=75 | damage=8 | minimaldamage=4 | weight=40 | cycle=0.43 | reload=4 | ammo=30/5 | heat=1/0 | spread=0.025 | falloff=0/8000}} | ||
{{MG Table | image=mg_50cal_med.png | name=.50 | {{MG Table | image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing heavier .50 caliber rounds. | research=Heavy Caliber Machine Gun | cost=70 | damage=20 | minimaldamage=16 | weight=50 | 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 | {{MG Table | image=mg_50cal_hvy.png | name=.50 Caliber Heavy Machine Gun | desc=A heavy machine gun firing heavier .50 caliber rounds. | research=Heavy Caliber Machine Gun | cost=95 | damage=23 | minimaldamage=19 | weight=60 | 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=5 | minimaldamage=3 | weight=40 | cycle=0.1 | reload=2 | ammo=80/6 | heat=0.5/0 | spread=0.018 | falloff=0/6500}} | {{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=5 | minimaldamage=3 | weight=40 | cycle=0.1 | reload=2 | ammo=80/6 | heat=0.5/0 | spread=0.018 | falloff=0/6500}} | ||
{{MG Table | image=mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor. | {{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 | cost=95 | damage=8 | minimaldamage=5 | weight=60 | cycle=0.1 | reload=3 | ammo=120/6 | heat=0.5/0 | spread=0.018 | falloff=0/6500}} | ||
{{MG Table | image=mg_chain_sml.png | name=Chain Gun | desc=This chain 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 chain 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. | {{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 | cost=70 | damage=17 | minimaldamage=12 | weight=65 | 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 | {{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=5 | minimaldamage=3 | weight=40 | cycle=0.35 | reload=4 | ammo=30/7 | heat=1/2 | spread=0.02 | falloff=5000/10000}} | ||
{{MG Table | image=mg_plasma_hvy.png | name=High Energy Plasma MG | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | cost=100 | damage=6 | minimaldamage=4 | weight=55 | cycle=0.28 | reload=3.5 | ammo=30/7 | heat=1.4/2.3 | spread=0.015 | falloff=5000/10000}} | {{MG Table | image=mg_plasma_hvy.png | name=High Energy Plasma MG | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | cost=100 | damage=6 | minimaldamage=4 | weight=55 | cycle=0.28 | reload=3.5 | ammo=30/7 | heat=1.4/2.3 | spread=0.015 | falloff=5000/10000}} | ||
{{MG Table | image=mg_he_med.png | name=High Explosive MG | desc=This machine gun fires rounds which explode upon impact. | {{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=80 | damage=10 | minimaldamage=8 | weight=40 | cycle=0.4 | reload=4 | ammo=25/6 | heat=1.5/0 | spread=0.025 | falloff=5000/10000}} | ||
{{MG Table | image=mg_he_hvy.png | name= | {{MG Table | image=mg_he_hvy.png | name=HE 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=125 | damage=13 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=3/0 | spread=0.025 | falloff=5000/10000}} | ||
|} | |} | ||
Line 44: | Line 44: | ||
{{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=Kinetic | ammo=40/0 | cycle=1.4 | heat=10/0 | speed=3300 | gravity=0.5 }} | {{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=Kinetic | ammo=40/0 | cycle=1.4 | heat=10/0 | speed=3300 | gravity=0.5 }} | ||
{{Cannon Table | image=cn_ranged_med.png | name=Ranged Cannon | desc=A medium caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | cost=85 | damage= | {{Cannon Table | image=cn_ranged_med.png | name=Ranged Cannon | desc=A medium caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | cost=85 | damage=61 | weight=70 | damtype=Kinetic | ammo=40/0 | cycle=1.5 | heat=8/0 | speed=3600 | gravity=0.1 }} | ||
{{Cannon Table | image=cn_ranged_hvy.png | name=Heavy- | {{Cannon Table | image=cn_ranged_hvy.png | name=Heavy-Duty Ranged Cn. | desc=A large caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Heavy-Duty Ranged Cannon | cost=135 | damage=68 | weight=75 | damtype=Kinetic | ammo=40/0 | cycle=1.5 | heat=8.5/0 | speed=3650 | gravity=0.08 }} | ||
{{Cannon Table | image=cn_he_med.png | name=High | {{Cannon 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=High Explosive Shells | cost=80 | damage=71 | weight=60 | damtype=Explosive | ammo=30/0 | cycle=2 | heat=12/0 | speed=3000 | gravity=0.4 }} | ||
{{Cannon Table | image=cn_he_hvy.png | name=Thermobaric Cannon | desc=This cannon utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. | research=Thermobaric Cannon | cost=130 | damage= | {{Cannon Table | image=cn_he_hvy.png | name=Thermobaric Cannon | desc=This heavy tank cannon utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. | research=Thermobaric Cannon | cost=130 | damage=79 | weight=70 | damtype=Explosive | ammo=30/0 | cycle=2 | heat=13/0 | speed=3100 | gravity=0.37 }} | ||
{{Cannon Table | image=cn_plasma_med.png | name=Plasma Cannon Prot. | 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 | cost=80 | damage= | {{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 the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | cost=80 | damage=73 | weight=70 | damtype=GeneralPhysics | ammo=30/0 | cycle=2 | heat=13.5/7 | speed=3000 | gravity=0.4 }} | ||
{{Cannon Table | image=cn_plasma_hvy.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=Dedicated Plasma Cannon | cost=130 | damage= | {{Cannon Table | image=cn_plasma_hvy.png | name=Plasma Cannon | desc=This heavy tank cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Dedicated Plasma Cannon | cost=130 | damage=86 | weight=80 | damtype=GeneralPhysics | ammo=30/0 | cycle=2 | heat=15/8 | speed=3100 | gravity=0.37 }} | ||
{{Cannon Table | image=cn_rail_med.png | name= | {{Cannon Table | image=cn_rail_med.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. | research=Experimental_Rail_Gun | cost=110 | damage=102 | weight=60 | damtype=Kinetic | ammo=30/0 | cycle=2.5 | heat=15/0 | speed=3700 | gravity=0.2 }} | ||
{{Cannon Table | image=cn_rail_hvy.png | name=Overcharged Railgun | desc=This version of a rail gun uses improved magnetic coils to accelerate the shell. | {{Cannon Table | image=cn_rail_hvy.png | name=Overcharged Railgun | desc=This version of a rail gun uses improved magnetic coils to accelerate the shell. It produces higher damage and travels faster. | research=Overcharged Railgun | cost=160 | damage=122 | weight=80 | damtype=Kinetic | ammo=30/0 | cycle=2.85 | heat=18/0 | speed=3800 | gravity=0.18 }} | ||
{{Cannon Table | image=cn_bio_med.png | name=Biological Cannon | desc=This cannon | {{Cannon Table | image=cn_bio_med.png | name=Biological Cannon | desc=This medium caliber cannon launches shells with a biological agent. Infantry and vehicles hit by the explosion will suffer from continuous damage for a short period of time. | research=Biological Cannon | cost=80 | damage=66 | weight=70 | damtype=BioArt | ammo=30/0 | cycle=2.25 | heat=13/0 | speed=3000 | gravity=0.4 }} | ||
{{Cannon Table | image=cn_bio_hvy.png | name=Virulent Cannon | desc=This cannon | {{Cannon Table | image=cn_bio_hvy.png | name=Virulent Cannon | desc=This large caliber cannon launches shells with a very large concentration of a biological agent. Players and vehicles hit by the explosion will suffer from continuous damage for a short period of time. | research=Virulent Shells | cost=130 | damage=71 | weight=80 | damtype=BioArt | ammo=30/0 | cycle=2.25 | heat=15/0 | speed=3100 | gravity=0.37 }} | ||
|} | |} | ||
Line 86: | Line 86: | ||
! 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 | ! 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 | cost=40 | damage=40 | weight=30 | reload=3 | damtype=Missile | ammo=4/6 | cycle=1.2 | heat=6/0 | speed=1600 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | {{Missile Table | image=ml_std_sml.png | name=Standard ML | desc=A small dumb fire missile launcher with no homing capabilities. | research=None | cost=40 | damage=40 | weight=30 | reload=3 | damtype=Missile | ammo=4/6 | cycle=1.2 | heat=6/0 | speed=1600 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{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 the standard version. | research=Upgraded Missile Warhead | cost= | {{Missile Table | image=ml_upgraded_med.png | name=Upgraded ML | desc=A medium dumb fire missile launcher with no homing capabilities but greater speed and damage than the standard version. | research=Upgraded Missile Warhead | cost=80 | damage=66 | weight=70 | reload=5 | damtype=Missile | ammo=6/7 | cycle=1 | heat=9.5/0 | speed=2650 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{Missile Table | image=ml_upgraded_hvy.png | name=Heavy- | {{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 and damage than standard version. | research=Heavy-duty Missile Warhead | cost=125 | damage=72 | weight=80 | reload=5.5 | damtype=Missile | ammo=7/7 | cycle=1.05 | heat=9.75/0 | speed=2800 | 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. | {{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 for a few seconds after being hit. | research=Biological Warhead | cost=75 | damage=51 | weight=70 | reload=6 | damtype=Missile | ammo=5/3 | cycle=3 | heat=6/0 | speed=1800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{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. Players and vehicles hit by the explosion will suffer large amount of damage for a few seconds after being hit. | research=Virulent Warhead | cost=125 | damage= | {{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. Players and vehicles hit by the explosion will suffer large amount of damage for a few seconds after being hit. | research=Virulent Warhead | cost=125 | damage=54 | weight=80 | reload=6 | damtype=Missile | ammo=4/4 | cycle=3 | heat=8/0 | speed=1850 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{Missile Table | image=ml_nuke_hvy.png | name=Nuclear Missile | desc=Nukes are hot, slow | {{Missile Table | image=ml_nuke_hvy.png | name=Nuclear Missile | desc=Nukes are hot, slow and heavy, but powerful against buildings and fortifications. | research=HIT Warhead | cost=140 | damage=300 | weight=150 | reload=0 | damtype=MissileExplosive | ammo=10/0 | cycle=10 | heat=75/0 | speed=1000 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{Missile Table | image=ml_salvo_med.png | name=Salvo ML | desc= | {{Missile Table | image=ml_salvo_med.png | name=Salvo ML | desc=This medium missile launcher has no homing capabilities but it can fire its payload of five missiles in one quick burst. | research=Upgraded Missile Warhead | cost=75 | damage=46 | weight=60 | reload=3 | damtype=Missile | ammo=4/10 | cycle=-0.14 | heat=4/0 | speed=1800 | 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=Heavy-duty Missile Warhead | cost=135 | damage= | {{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=Heavy-duty Missile Warhead | cost=135 | damage=42 | weight=80 | reload=2.85 | damtype=Missile | ammo=5/10 | cycle=-0.13 | heat=3.75/0 | speed=1800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }} | ||
{{Missile Table | image=ml_guided_med.png | name=Guided ML | desc=A missile launcher which fires missiles that follow the crosshairs after launch. | research=Guided Missiles | cost=85 | damage= | {{Missile Table | image=ml_guided_med.png | name=Guided ML | desc=A missile launcher which fires missiles that follow the crosshairs after launch. | research=Guided Missiles | cost=85 | damage=71 | weight=70 | reload=5 | damtype=Missile | ammo=4/6 | cycle=1.25 | heat=8/0 | speed=1400 | targetingType=Guided Missile | range=5000 | 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. | {{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=135 | damage=77 | weight=80 | reload=5.5 | damtype=Missile | ammo=5/6 | cycle=1.3 | heat=9/0 | speed=1550 | targetingType=Guided Missile | range=5500 | 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=80 | damage= | {{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=80 | damage=53 | weight=70 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=5000 | lockTime=0.55 | lockRadius=0.4 | lockTimeRangeMod=0.0005 | turningAbility=3 }} | ||
{{Missile Table | image=ml_homing_hvy.png | name=Improved Homing ML | desc=This upgraded missile launcher is designed for heavy tanks. It | {{Missile Table | image=ml_homing_hvy.png | name=Improved Homing ML | desc=This upgraded missile launcher is designed for heavy tanks. It offers slightly higher damage and better missile turning than the basic variant. | research=Upgraded Homing Missiles | cost=140 | damage=56 | weight=80 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=6000 | lockTime=0.3 | lockRadius=0.42 | lockTimeRangeMod=0.00045 | turningAbility=3.15 }} | ||
{{Missile Table | image=ml_salvo_homing_hvy.png | name=Salvo Homing ML | desc=A missile launcher that fires a | {{Missile Table | image=ml_salvo_homing_hvy.png | name=Salvo Homing ML | desc=A missile launcher that fires a quick burst of four missiles which home in on the locked on target. | research=Upgraded Homing Missiles | cost=135 | damage=41 | weight=100 | reload=3.75 | damtype=Missile | ammo=4/8 | cycle=-0.18 | heat=7/0 | speed=1400 | targetingType=Homing Missile | range=5000 | lockTime=1.1 | lockRadius=0.3 | lockTimeRangeMod=0.0005 | turningAbility=3 }} | ||
|} | |} |
Revision as of 06:30, 24 October 2019
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.)
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.