Vehicle Weapon Appendix: Difference between revisions

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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{Sitenav|[[Vehicles]] > Vehicle Payload 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=
=Machine Guns=
* '''Prerequisite''': Research required to unlock
* '''Prerequisite''': Research required to unlock

Revision as of 09:21, 18 September 2017

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.
  • 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.

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Minimum Damage Weight RoF (sec) Reload Time (sec) Rounds/ Clips Heat Self/To Target Spread Falloff Start/ Falloff End
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 40 17 13 30 0.1 3.5 60/4 1/0 0.015 0/3000
Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target. Biological Projectile 75 8 4 40 0.43 4 30/5 1/0 0.025 0/8000
.50 Cal Medium MG A heavier .50 caliber firing medium machine gun. Heavy Caliber Machine Gun 70 20 16 50 0.06 6.8 70/4 0.8/0 0.013 0/5500
.50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun. Heavy Caliber Machine Gun 95 23 19 60 0.06 7.5 110/4 0.9/0 0.013 0/5500
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Heavy Caliber Machine Gun 70 5 3 40 0.1 2 80/6 0.5/0 0.018 0/6500
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 5 60 0.1 3 120/6 0.5/0 0.018 0/6500
Chain Gun This chain gun fires at a very fast rate. None 50 14 11 50 0.04 6 125/3 0.35/0 0.03 0/1250
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the smaller version. None 70 17 12 65 0.035 6 175/3 0.45/0 0.03 0/1250
Plasma MG This machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 70 5 3 40 0.35 4 30/7 1/2 0.02 5000/10000
High Energy Plasma MG This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 100 6 4 55 0.28 3.5 30/7 1.4/2.3 0.015 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 80 10 8 40 0.4 4 25/6 1.5/0 0.025 5000/10000
High Explosive HMG This machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 125 13 10 55 0.4 4 25/6 3/0 0.025 5000/10000

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.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Standard Cannon A small caliber cannon that fires tank shells. None 50 50 50 Kinetic 40/0 1.4 10/0 3300 0.5
Ranged Cannon A medium caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. Extended Range Cannon 85 60 70 Kinetic 40/0 1.5 8/0 3600 0.1
Heavy-duty Ranged Cn. A large caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. Heavy-Duty Ranged Cannon 135 67 75 Kinetic 40/0 1.5 8.5/0 3650 0.08
High-Explosive Cannon This cannon has its explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 80 70 60 Explosive 30/0 2 12/0 3000 0.4125
Thermobaric Cannon This cannon utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. Thermobaric Cannon 130 77 70 Explosive 30/0 2 13/0 3000 0.4
Plasma Cannon Prot. This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. Plasma Cannon Projectile 80 72 70 GeneralPhysics 30/0 2 13.5/7 3000 0.4125
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. Dedicated Plasma Cannon 130 84 80 GeneralPhysics 30/0 2 15/8 3100 0.4
Railgun This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. Experimental Railgun 80 45 60 Kinetic 35/0 1 6/0 3700 0.32
Overcharged Railgun This version of a rail gun uses improved magnetic coils to accelerate the shell. It produces higher damage and travels faster. Overcharged Railgun 120 53 80 Kinetic 35/0 1 7/0 3800 0.3
Biological Cannon This cannon contains a biological agent. Infantry and vehicles hit by the explosion will suffer from continuous damage for a short period of time. Biological Cannon 80 65 70 BioArt 30/0 2.25 13/0 3000 0.4
Virulent Cannon This cannon contains a very large biological agent. Players and vehicles hit by the explosion will suffer from continuous damage for a short period of time. Virulent Shells 130 70 80 BioArt 30/0 2.25 15/0 3000 0.37

Artillery Cannon

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
180mm Artillery Cannon An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. None 60 265 60 4.5 ExplosiveArt 10/4 2.5 15/0 2000 0.55
203mm Artillery Cannon An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. None 80 375 75 8 ExplosiveArt 10/3 4.75 25/0 1900 0.57
High Explosive Artillery An artillery cannon with the largest explosion radius, medium damage and medium range. High Explosive Shells 90 200 100 7 ExplosiveArt 10/3 3.5 15/0 1800 0.4
Ranged Artillery Cannon An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. Extended Range Cannon 100 150 100 8 KineticArt 10/3 2.5 20/0 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 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
Standard ML A dumb fire missile launcher with no homing capabilities. None 40 40 30 3 Missile 4/6 1.2 6/0 1600 Dumb Missile 0 0 0 0 0
Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than the standard version. Upgraded Missile Warhead 70 60 70 3.8 Missile 7/7 1 8/0 2500 Dumb Missile 0 0 0 0 0
Heavy-duty ML A Heavy-duty dumb fire missile launcher with no homing capabilities but much greater speed and damage than standard version. Heavy-duty Missile Warhead 110 66 80 4 Missile 7/7 1.05 8.5/0 2650 Dumb Missile 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 for a few seconds after being hit. Biological Warhead 75 50 70 6 Missile 5/3 3 6/0 1800 Dumb Missile 0 0 0 0 0
Virulent Warhead 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. Virulent Warhead 125 53 80 6 Missile 4/4 3 8/0 1850 Dumb Missile 0 0 0 0 0
Nuclear Missile Nukes are hot, slow & heavy, but powerful against buildings. HIT Warhead 140 300 150 0 MissileExplosive 10/0 10 75/0 1000 Dumb Missile 0 0 0 0 0
Salvo ML A missile launcher with no homing capabilities but it can fire its payload of four missiles in one quick burst. Upgraded Missile Warhead 75 35 60 3 Missile 5/10 -0.14 4/0 1800 Dumb Missile 0 0 0 0 0
Advanced Salvo ML A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. Heavy-duty Missile Warhead 135 34 80 2.85 Missile 6/10 -0.13 3.75/0 1800 Dumb Missile 0 0 0 0 0
Guided ML A missile launcher which fires missiles that follow the crosshairs after launch. Guided Missiles 85 70 70 5 Missile 4/6 1.25 7.5/0 1400 Guided Missile 5500 0 0 0 1.8
TOW Guided ML A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is more maneuverable and damaging than the basic variant. TOW Guided Missiles 135 75 80 5.5 Missile 5/6 1.3 8.5/0 1550 Guided Missile 6500 0 0 0 1.85
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 80 52 70 5 Missile 7/6 1 10/0 2500 Homing Missile 5000 0.55 0.4 0.0003 3
Improved Homing ML This upgraded missile launcher is designed for heavy tanks. It offer slightly higher damage and better missile turning than the basic variant. Upgraded Homing Missiles 140 55 80 5 Missile 7/6 1 10/0 2500 Homing Missile 6000 0.3 0.42 0.00029 3.15
Salvo Homing ML A missile launcher that fires a salvo of missiles at once which home in on the locked on target. Upgraded Homing Missiles 105 40 100 3.75 Missile 4/8 -0.14 4/0 1400 Homing Missile 5000 1.1 0.3 0.0004 3