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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}


{{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.
{| class="wikitable sortable"
|-
|+ (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
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=50}}
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}
{{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 | weight=70 | damage=33 | effectiveVS=Infantry | reload=8 | ammo=150/3 | cycle=0.04 | heat=0.6/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55}}
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=70 | damage=35 | effectiveVS=Infantry | reload=8 | ammo=75/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/30 | cost=60}}
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=90 | damage=43 | effectiveVS=Infantry | reload=10 | ammo=125/3 | cycle=0.06 | heat=0.8/0 | spread=0.01 | falloff=2500/0.9/40 | cost=75}}
{{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 | weight=50 | damage=6 | effectiveVS=Vehicles | reload=6 | ammo=140/3 | cycle=0.15 | heat=2/0 | spread=0.04 | falloff=2500/0.6/5 | cost=60}}
{{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 | weight=80 | damage=8 | effectiveVS=Vehicles | reload=10 | ammo=180/3 | cycle=0.12 | heat=2.3/0 | spread=0.035 | falloff=2500/0.6/6 | cost=60}}
{{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=50 | damage=5 | effectiveVS=Vehicles | reload=10 | ammo=30/3 | cycle=0.2 | heat=2.25/0 | spread=0.03 | falloff=2500/0.8/4| cost=60}}
{{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=70 | damage=1 | effectiveVS=Vehicles | reload=8 | ammo=200/3 | cycle=0.24 | heat=4/5 | spread=0.03 | falloff=0| cost=50}}
{{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=60 | damage=24 | effectiveVS=Vehicles | reload=10 | ammo=40/4 | cycle=0.5 | heat=5/0.1 | spread=0.01 | falloff=0| cost=75}}
|}
=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.
{| class="wikitable sortable"
|-
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}
{{Canon 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=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}
{{Canon Table | image=Cn_plasma_med.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=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}
|}
=Artillery Cannon=
See [[Template:Arty_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
|-
|+ (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
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=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 | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}
|}
=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.
{| class="wikitable sortable"
|-
! 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
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}
{{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 standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{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 which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=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=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=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 | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}
{{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 | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}
|}

Latest revision as of 00:32, 23 September 2016