Vehicle Weapon Appendix: Difference between revisions

From Empires Wiki
Jump to navigation Jump to search
m (out of date)
mNo edit summary
 
(14 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{Sitenav|[[Vehicles]] > Vehicle Payload 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 [https://en.wikipedia.org/wiki/Smoothstep smoothstep] functions between FalloffStart and FalloffEnd.)


{{Note|Out of date for Empires 2.41}}
Page last updated 2021/08/02
Following is an index of all the weapons that can be used to equipped during vehicle customization.


= Vehicle Weapons (for Steam release) =
See [[Template:MG_Table]] for instructions on how to edit this table.
Currently, vehicles have unlimited clips. Any values regarding number of clips is the value if unlimited clips is turned off.
{| class="wikitable sortable" id="machine_gun_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


{{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=4 | ammo=60/4 | heat=0.8/0 | spread=0.015 | falloff=0/3000}}
{{MG Table |  image=mg_bio_med.png | name=Bio Machine Gun | desc=A medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. | research=Biological Projectile | cost=60 | damage=8 | minimaldamage=6 | weight=40 | cycle=0.43 | reload=4 | ammo=30/5 | heat=1.5/0 | spread=0.022 | falloff=5000/10000}}
{{MG Table |  image=mg_50cal_med.png | name=.50 Caliber Medium MG | desc=A medium machine gun firing devastating anti-infantry rounds. | research=High Caliber Rounds | cost=70 | damage=20 | minimaldamage=16 | weight=45 | cycle=0.06 | reload=7 | ammo=80/5 | heat=0.6/0 | spread=0.01 | 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=High Caliber Rounds | cost=90 | damage=20 | minimaldamage=19 | weight=60 | cycle=0.045 | reload=9 | ammo=120/6 | heat=0.9/0 | spread=0.008 | 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=Depleted Uranium Rounds | cost=60 | damage=4 | minimaldamage=3 | weight=40 | cycle=0.1 | reload=3 | ammo=80/6 | heat=0.4/0 | spread=0.015 | falloff=4000/8000}}
{{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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=90 | damage=7 | minimaldamage=6 | weight=60 | cycle=0.121 | reload=4.5 | ammo=120/6 | heat=0.7/0 | spread=0.014 | falloff=5000/10000}}
{{MG Table |  image=mg_chain_sml.png | name=Chain Gun | desc=This machine gun fires at a very fast rate. | research=None | cost=60 | damage=13 | minimaldamage=11 | weight=40 | cycle=0.06 | reload=6 | ammo=100/4 | heat=0.7/0 | 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=60 | damage=17 | minimaldamage=12 | weight=50 | cycle=0.045 | reload=6 | ammo=150/5 | heat=0.7/0 | spread=0.0275 | 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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=70 | damage=10 | minimaldamage=8 | weight=40 | cycle=0.3 | reload=4.5 | ammo=35/7 | heat=1.5/2 | 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 intended to overheat the target vehicle. | research=Plasma Tipped Rounds | cost=110 | damage=10 | minimaldamage=10 | weight=55 | cycle=0.28 | reload=5 | ammo=40/7 | heat=2/3 | spread=0.013 | falloff=5000/10000}}
{{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=70 | damage=8 | minimaldamage=7 | weight=40 | cycle=0.4 | reload=4 | ammo=25/6 | heat=1.5/0 | spread=0.022 | falloff=5000/10000}}
{{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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=100 | damage=11 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=2.5/0 | spread=0.021 | falloff=5000/10000}}
|}


Name: Name of the weapon and description of the weapon
=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.


:Size: Number of slots the weapon takes
See [[Template:Cannon_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"  id="cannon_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


:Cost: Cost per weapon
{{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=ShellKinetic | ammo=40/0 | cycle=1.4 | heat=8/0 | 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 enhanced barrel allows shells to travel longer ranges. | research=Extended Range Cannon | cost=80 | damage=60 | weight=70 | damtype=ShellKinetic | ammo=40/0 | cycle=1.5 | heat=9/0 | speed=3600 | gravity=0.1 }}
{{Cannon Table |  image=cn_ranged_hvy.png | name=Heavy-Duty Ranged Cn. | desc=A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=67 | weight=75 | damtype=ShellKinetic | ammo=40/0 | cycle=1.5 | heat=8.5/0 | speed=3650 | gravity=0.08 }}
{{Cannon Table |  image=cn_he_med.png | name=High Explosive Cannon | desc=This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. | research=High Explosive Shells | cost=70 | damage=75 | weight=70 | damtype=ShellExplosive | ammo=30/0 | cycle=2 | heat=14/0 | speed=3000 | gravity=0.4 }}
{{Cannon Table |  image=cn_he_hvy.png | name=Thermobaric Cannon | desc=This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=130 | damage=85 | weight=70 | damtype=ShellExplosive | ammo=30/0 | cycle=2 | heat=13/0 | speed=3000 | gravity=0.4 }}
{{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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=72 | weight=70 | damtype=ShellPlasma | ammo=30/0 | cycle=2 | heat=13.5/7 | speed=3000 | gravity=0.4125 }}
{{Cannon Table |  image=cn_plasma_hvy.png | name=Plasma Cannon | desc=This heavy tank cannon fires a superheated shell able to transfer a very large amount of heat to the target and put it into an overheated shutdown. | research=Plasma Cannon | cost=110 | damage=84 | weight=80 | damtype=ShellPlasma | ammo=30/0 | cycle=2 | heat=15/10 | speed=3100 | gravity=0.35 }}
{{Cannon Table |  image=cn_rail_med.png | name=Railgun | desc=This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=110 | damage=100 | weight=60 | damtype=ShellKinetic | ammo=30/0 | cycle=2.4 | heat=15/0 | speed=3700 | gravity=0.06 }}
{{Cannon Table |  image=cn_rail_hvy.png | name=Railgun | desc=This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. | research=Railgun | cost=120 | damage=120 | weight=80 | damtype=ShellKinetic | ammo=30/0 | cycle=2.6 | heat=18/0 | speed=3800 | gravity=0.04 }}
{{Cannon Table |  image=cn_bio_med.png | name=Biological Cannon | desc=This medium caliber cannon launches shells housing a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=65 | weight=70 | damtype=ShellBiological | 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 large caliber cannon launches shells housing a very large concentration of a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. | research=Biological Cannon | cost=100 | damage=70 | weight=80 | damtype=ShellBiological | ammo=30/0 | cycle=2.25 | heat=15/0 | speed=3000 | gravity=0.35 }}
|}


:Research: Research tree required to unlock.  
=Artillery Cannon=
See [[Template:Arty_Table]] for instructions on how to edit this table.
{| class="wikitable sortable" id="arty_cannon_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


:Damage: Damage per hit, damage caused by bio effects are listed after
{{Arty Table |  image=ac_std_med.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. | research=None | cost=60 | damage=100 | weight=60 | reload=6 | damtype=Artillery | ammo=10/3 | cycle=2 | heat=10/0 | speed=2000 | gravity=0.55 }}
 
{{Arty Table |  image=ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. | research=None | cost=80 | damage=175 | weight=75 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=3 | heat=20/0 | speed=1900 | gravity=0.57 }}
: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.  
{{Arty Table |  image=ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with the largest explosion radius, medium damage and medium range. | research=High Explosive Artillery Shells | cost=90 | damage=200 | weight=100 | reload=7 | damtype=Artillery | ammo=10/3 | cycle=3.5 | heat=25/0 | speed=1800 | gravity=0.4 }}
 
{{Arty Table |  image=ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. | research=Extended Range Artillery Cannon | cost=100 | damage=150 | weight=100 | reload=8 | damtype=Artillery | ammo=10/3 | cycle=2.5 | heat=20/0 | speed=2800 | gravity=0.6 }}
:Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.
|}
:Heat: Heat added per shot fired
 
:Weight: weight of the weapon
 
:Cycle Time: time between shots
 
:Clip Size: ammo loaded per reloads
 
:Total Ammo Clips: max ammo clips carried (0 is the same as not using clips)
 
:Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo


:Projectile Spread: Accuracy. Notes in the script fire indicate this value only affects machine guns, however in game behavior seems to suggest that this also affects missiles.  
=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


:Heat To Target: Heat added to target per hit
See [[Template:Missile_Table]] for instructions on how to edit this table.
{| class="wikitable sortable" id="missile_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


:Falloff
{{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=40 | reload=3 | damtype=Missile | ammo=4/6 | cycle=1.1 | heat=6/0 | speed=2300 | 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 medium dumb fire missile launcher with no homing capabilities but greater speed, damage, and area of effect than the standard version. | research=Upgraded Missile Warhead | cost=70 | damage=62 | weight=70 | reload=3.8 | damtype=Missile | ammo=7/7 | cycle=1 | heat=6.5/0 | speed=2800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
:Falloff: ?
{{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, damage and area of effect than the standard version. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=110 | damage=68 | weight=80 | reload=4 | damtype=Missile | ammo=7/7 | cycle=1.05 | heat=8.5/0 | speed=3000 | 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. Enemies hit by the explosion will continuously take damage for a few seconds after being hit. | research=Biological Warhead | cost=75 | damage=50 | weight=70 | reload=6 | damtype=Missile | ammo=5/3 | cycle=3 | heat=12/0 | speed=2400 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
:Falloffbase: ?
{{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. Enemies hit by the explosion will take a large amount of damage for a few seconds after being hit. | research=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=125 | damage=53 | weight=80 | reload=6 | damtype=Missile | ammo=4/4 | cycle=3 | heat=8/0 | speed=2500 | 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 and heavy, but powerful against buildings and fortifications. | research=Nuclear Warhead | cost=200 | damage=300 | weight=150 | reload=0 | damtype=MissileExplosive | ammo=10/0 | cycle=10 | heat=75/10 | speed=1100 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
:Minimal Damage: ?
{{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 four missiles in one quick burst. | research=Salvo Missile Launcher | cost=75 | damage=35 | weight=60 | reload=3 | damtype=Missile | ammo=5/10 | cycle=-0.14 | heat=4/0 | speed=2100 | 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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=34 | weight=80 | reload=2.85 | damtype=Missile | ammo=6/10 | cycle=-0.13 | heat=3.75/0 | speed=2200 | 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=66 | weight=70 | reload=5 | damtype=Missile | ammo=4/8 | cycle=1.25 | heat=9/0 | speed=2000 | targetingType=Guided Missile | range=5500 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 }}
Dumb Missile/Homing Missile/Guided Missile: type of missile
{{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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=135 | damage=70 | weight=80 | reload=5.5 | damtype=Missile | ammo=5/8 | cycle=1.3 | heat=8.5/0 | speed=2100 | targetingType=Guided Missile | range=6500 | 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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=80 | damage=52 | weight=70 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1.1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=5000 | lockTime=0.4 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3 }}
Missile 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
{{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=Homing Missiles | cost=100 | damage=60 | weight=80 | reload=5 | damtype=Missile | ammo=8/6 | cycle=1.1 | heat=9/0 | speed=2500 | targetingType=Homing Missile | range=8000 | lockTime=0.3 | lockRadius=0.42 | lockTimeRangeMod=0.0002 | turningAbility=3.15 }}
 
{{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=<span style="background:#ff0000;color:#ffffff;padding:4pt"><big>'''Disabled'''</big></span> | cost=105 | damage=40 | weight=100 | reload=3.75 | damtype=Missile | ammo=4/8 | cycle=-0.14 | heat=4/0 | speed=2300 | targetingType=Homing Missile | range=5000 | lockTime=0.6 | lockRadius=0.35 | lockTimeRangeMod=0.0004 | turningAbility=3 }}
Lock On Time: time it takes for a homing missile to lock onto the target under the player crosshairs
 
Lock On 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 Range Modifier: 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)
 
Countermeasure Effectiveness: Not yet implemented but included in info. A percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is in between it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generatedIf the number is less than the effectiveness number, the missile will target the flare/chaff.
 
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
 
 
'''Armor Weapon Table (for version 2.24):'''
 
To see which weapon is best against which armor have a look to the table below. But keep in mind, that this table only compares pure damage.
{|
| [[Image:armor_weapon2.24.gif|thumb|Armor Weapon Table]]
|}
|}
==Machine Guns==
[[Image:Mg_small.gif|left]]
'''Standard Machine Gun''' A small machine gun that fires bullets with common properties.
:Research None
:Cost 50
:Damage 30, Bullet
:Heat 1
:Weight 30
:Cycle Time 0.1
:Clip Size 50
:Total Ammo Clips 3
:Reload Time 2.0
:Projectile Spread 0.02
:Heat To Target 0
:Falloff 2500
:Falloffbase 0.8
:Minimal Damage 25
[[Image:Mg_small.gif|left]]
'''Chain Gun''' This machine gun fires ammo at a very fast rate.
:Research None
:Cost 50
:Damage 24, Bullet
:Heat 0.35
:Weight 60
:Cycle Time 0.025
:Clip Size 200
:Total Ammo Clips 4
:Reload Time 6.0
:Projectile Spread 0.03
:Heat To Target 0  
:Falloff 1500
:Falloffbase 0.7
:Minimal Damage 10
[[Image:Mg med.gif|left]]
'''Medium Chain Gun''' This machine gun fires ammo at a very fast rate.  Its damage is greater than the smaller version.
:Research None
:Cost 55
:Damage 35, Bullet
:Heat 0.6
:Weight 70
:Cycle Time 0.04
:Clip Size 150
:Total Ammo Clips 4
:Reload Time 8.0
:Projectile Spread 0.02
:Heat To Target 0
:Falloff 1800
:Falloffbase 0.7
:Minimal Damage 15
[[Image:Mg med.gif|left]]
'''Bio Machine Gun''' A small machine gun that fires bullets containing infectious material to do continual damage to a target.
:Research Biology -> Biological Weaponry -> Biological Projectile
:Cost 60
:Damage 5, additional 75 damage from bio effect, APBullet
:Heat 1.5
:Weight 50
:Cycle Time 0.2
:Clip Size 50
:Total Ammo Clips 4
:Reload Time 2.0
:Projectile Spread 0.03
:Heat To Target 0
:Falloff 2500
:Falloffbase 0.8
:Minimal Damage 4
:Falloff 2500
:Falloffbase 0.8
:Minimal Damage 4
:Total Damage = (Damage)* seconds (Interval)*duration of effect(Time) all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
:Player Bio Damage
::5 //Damage inflicted to players every interval
:Player Bio Time
::15 //total time to inflict Damage to players
:Player Bio Interval
::1 //time inbetween each infliction of Damage to players
:Vehicle Bio Damage
::5 //Damage inflicted to vehicles every interval
:Vehicle Bio Time
::15 //total time to inflict Damage to vehicles
:Vehicle Bio Interval
::1 //time inbetween each infliction of Damage to vehicles
[[Image:Mg med.gif|left]]
'''High Explosive MG''' This machine gun fires ammo which explodes upon impact.  It is very effective against vehicles.
:Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
:Cost 75
:Damage 20, BulletExplosive
:Heat 3.5
:Weight 60
:Cycle Time 0.5
:Clip Size 30
:Total Ammo Clips 6
:Reload Time 10
:Projectile Spread 0.015
:Heat To Target 0.1
:Explosion Radius 120
:Explosion Force 50
[[Image:Mg med.gif|left]]
'''Plasma Machine Gun''' This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
:Research Physics -> SuperHeated Material Physics -> Plasma Bullet Projectile
:Cost 50
:Damage 1
:Heat 4
:Weight 70
:Cycle Time 0.24
:Clip Size 200
:Total Ammo Clips 4
:Reload Time 8.0
:Projectile Spread 0.03
:Heat To Target 5
:Explosion Radius 10
:Explosion Force 10
[[Image:Mg med.gif|left]]
'''.50 Cal Medium MG''' A .50 caliber firing medium machine gun.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 60
:Damage 40, Bullet
:Heat 0.8
:Weight 70
:Cycle Time 0.06
:Clip Size 75
:Total Ammo Clips 5
:Reload Time 5.0
:Projectile Spread 0.01
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.9
:Minimal Damage 45
:Falloff 2500
:Falloffbase 0.9
:Minimal Damage 30
[[Image:Mg large.gif|left]]
'''.50 Cal Heavy MG''' A heavier .50 caliber firing heavy machine gun.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 75
:Damage 50, Bullet
:Heat 0.8
:Weight 90
:Cycle Time 0.06
:Clip Size 125
:Total Ammo Clips 6
:Reload Time 6.0
:Projectile Spread 0.01
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.9
:Minimal Damage 40
[[Image:Mg med.gif|left]]
'''Depleted Uranium MG''' This machine gun fires ammo that can damage vehicle armor.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 60
:Damage 8, APBullet
:Heat 1.5
:Weight 50
:Cycle Time 0.2
:Clip Size 140
:Total Ammo Clips 5
:Reload Time 6.0
:Projectile Spread 0.04
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.6
:Minimal Damage 5
:Explosion Radius 50
:Explosion Force 30
[[Image:Mg large.gif|left]]
'''Depleted Uranium HMG''' This machine gun fires ammo that can damage vehicle armor.  It is more damaging than the standard version.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 75
:Damage 10, APBullet
:Heat 1.7
:Weight 80
:Cycle Time 0.18
:Clip Size 180
:Total Ammo Clips 5
:Reload Time 8.0
:Projectile Spread 0.035
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.6
:Minimal Damage 6
:Explosion Radius 50
:Explosion Force 30
==Cannons==
[[Image:Cn small.gif|left]]
'''Standard Cannon''' A small caliber cannon that fires tank shells.
:Research None
:Cost 50
:Damage 40
:Speed 3000
:Gravity 0.5
:Heat 10
:Weight 50
:Cycle Time 1.4
:Clip Size 30
:Reload Time 1.0
:Projectile Spread 1
:Inertia 2
:Heat To Target 0.1  
:Explosion Radius 300
:Explosion Force 100
[[Image:Cn med.gif|left]]
'''Ranged Cannon''' A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
:Research Physics -> Projectile Physics -> Extended Range Cannon
:Cost 60
:Damage 60
:Speed 3300
:Gravity 0.1
:Heat 10
:Weight 70
:Cycle Time 1.5
:Clip Size 40
:Reload Time 1.5
:Projectile Spread 0
:Inertia 1
:Heat To Target 0.1
:Explosion Radius 150
:Explosion Force 100
[[Image:Cn med.gif|left]]
'''High Explosive Cannon''' This cannon has its explosive compound upgraded for a stronger explosion upon impact.
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Cost 75
:Damage 75
:Speed 3000
:Gravity 0.4125
:Heat 13
:Weight 70
:Cycle Time 2.5
:Clip Size 24
:Reload Time 2.0
:Projectile Spread 1
:Inertia 2.5
:Heat To Target 0.1  
:Explosion Radius 400
:Explosion Force 200
[[Image:Cn med.gif|left]]
'''Plasma Cannon''' This cannon fires a super:Heated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
:Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
:Cost 60
:Damage 55
:Speed 2700
:Gravity 0.4250
:Heat 20
:Weight 70
:Cycle Time 1.5
:Clip Size 30
:Reload Time 2.0
:Projectile Spread 1.5
:Inertia 1
:Heat To Target 10  
:Explosion Radius 300
:Explosion Force 100
[[Image:Cn large.gif|left]]
'''Rail Gun''' This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster.
:Research Electrical Engineering -> Advanced Magnet Research -> Rail Gun
:Cost 80
:Damage 50
:Speed 3600
:Gravity 0.3
:Heat 6
:Weight 100
:Cycle Time 0.8
:Clip Size 20
:Reload Time 7.0
:Projectile Spread 0.1
:Inertia 0
:Heat To Target 0  
:Explosion Radius 100
:Explosion Force 50
==Artillery==
[[Image:Ac_small.gif|left]]
'''Small Artillery Cannon''' An artillery cannon with high damage but low reload Times.  It has the shortest range but fastest reload.
:Research None
:Cost 50
:Damage 115
:Speed 1700
:Gravity 0.8
:Heat 10
:Weight 60
:Cycle Time 1
:Clip Size 10
:Total Ammo Clips 6
:Reload Time 4.0
:Projectile Spread 0.001
:Inertia 1
:Heat To Target 0.5  
:Explosion Radius 550
:Explosion Force 500
[[Image:Ac_med.gif|left]]
'''Medium Artillery Cannon''' 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
:Cost 60
:Damage 140
:Speed 1500
:Gravity 0.6
:Heat 10
:Weight 100
:Cycle Time 1.6
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 5.0
:Projectile Spread 0.001
:Inertia 1
:Heat To Target 0.5  
:Explosion Radius 700
:Explosion Force 600
[[Image:Ac_med.gif|left]]
'''High Explosive Artillery''' An artillery cannon with the greatest damage.
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Cost 75
:Damage 160
:Speed 1800
:Gravity 0.4
:Heat 15
:Weight 100
:Cycle Time 2
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 7.0
:Projectile Spread 0.001
:Inertia 1
:Heat To Target 1  
:Explosion Radius 900
:Explosion Force 700
[[Image:Ac_med.gif|left]]
'''Ranged Artillery Cannon''' An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
:Research Physics -> Projectile Physics -> Extended Range Cannon
:Cost 60
:Damage 120
:Speed 2800
:Gravity 0.6
:Heat 20
:Weight 100
:Cycle Time 2
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 5.0
:Projectile Spread 0.001
:Inertia 1
:Heat To Target 1
:Explosion Radius 1000
:Explosion Force 500
==Missiles==
[[Image:Ml_small.gif|left]]
'''Standard ML''' A dumb fire missile launcher with no homing capabilities.
:Research None
:Cost 50
:Damage 40
:Speed 1600
:Heat 6
:Weight 30
:Cycle Time 1.2
:Clip Size 4
:Total Ammo Clips 5
:Reload Time 3.0
:Projectile Spread 1.5
:Inertia 1
:Heat To Target 0.1  
:Explosion Radius 100
:Explosion Force 50
[[Image:Ml_med.gif|left]]
'''Upgraded ML''' A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
:Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
:Cost 60
:Damage 75
:Speed 1800
:Heat 6
:Weight 70
:Cycle Time 1.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 3.8
:Projectile Spread 0.5
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 50
[[Image:Ml_salvo.gif|left]]
'''Salvo Missile Launcher''' 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
:Cost 55
:Damage 35 per missile
:Speed 1800
:Heat 3
:Weight 50
:Cycle Time -0.14 : 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 still determine time between actual shot creation
:Clip Size 4
:Total Ammo Clips 8
:Reload Time 3.0
:Projectile Spread 2
:Heat To Target 0.1  
:Explosion Radius 100
:Explosion Force 20
[[Image:Ml_med.gif|left]]
'''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.
:Research Biology -> Biological Weaponry -> Biological Warhead
:Cost 60
:Damage 50, additional 300 damage from bio effect over 60 seconds
:Speed 1800
:Heat 6
:Weight 70
:Cycle Time 3.0
:Clip Size 3
:Total Ammo Clips 3
:Reload Time 6.0
:Projectile Spread 0.5
:Heat To Target 0.1  
:Explosion Radius 300
:Explosion Force 50
Player Bio Damage
::10 //Damage inflicted to players every interval
Player Bio Time
::60 //total time to inflict Damage to players
Player Bio Interval
::2 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
::10 //Damage inflicted to vehicles every interval
Vehicle Bio Time
::60 //total time to inflict Damage to vehicles
Vehicle Bio Interval
::2 //time inbetween each infliction of Damage to vehicles
[[Image:Ml_large.gif|left]]
'''HIT Missile''' (Nukes) 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 Physics -> Nuclear Fission -> HIT Warhead
:Cost 85
:Damage 200
:Speed 1000
:Heat 75
:Weight 150
:Cycle Time 10.0
:Clip Size 6
:Total Ammo Clips 1
:Reload Time 12.0
:Projectile Spread 1.25
:Heat To Target 30
:Explosion Radius 1550
:Explosion Force 100000
[[Image:Ml_guid.gif|left]]
'''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 Electrical Engineering -> Tracking Systems -> Guided Missiles
:Cost 75
:Damage 50
:Speed 1200
:Heat 8
:Weight 70
:Cycle Time 1.0
:Clip Size 5
:Total Ammo Clips 4
:Reload Time 6.0
:Heat To Target 0.2  
:Explosion Radius 110
:Explosion Force 40
Guided Missile 1
Missile Range 4000
Turning Ability 1.8
[[Image:Ml_home.gif|left]]
'''Homing Missile Launcher''' A missile launcher which fires a single missile that homes in on the locked on target.
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Cost 65
:Damage 40
:Speed 2500
:Heat 10
:Weight 70
:Cycle Time 1.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 6.0
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 40
Homing Missile 1
Missile Range 8000
Lock On Time 1
Lock On Radius 0.4
Lock Range Modifier 0.000300
Countermeasure Effectiveness 0.5
Turning Ability 6
[[Image:Ml_salvo.gif|left]]
'''Salvo Homing ML''' A missile launcher that fires four missiles at once which home in on the locked on target. 3 slot weapon
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Cost 70
:Damage 43
:Speed 1200
:Gravity 0
:Heat 4
:Weight 70
:Cycle Time -0.14
:Clip Size 4
:Total Ammo Clips 6
:Reload Time 4
:Heat To Target 0.2  
:Explosion Radius 80
:Explosion Force 30
Homing Missile 1
Missile Range 6000
Lock On Time 0.5
Lock On Radius 0.3
Lock Range Modifier 0.000400
Countermeasure Effectiveness 0.9
Turning Ability 6
==Grenade Launchers==
[[Image:Gl small.gif|left]]
'''Grenade Launcher''' A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
:Research None
:Cost 50
:Damage 80
:Speed 800
:Gravity 1.0
:Heat 8
:Weight 50
:Cycle Time 3.0
:Clip Size 8
:Total Ammo Clips 2
:Reload Time 10.0
:Projectile Spread .001
:Inertia 1
:Heat To Target 0.4  
:Explosion Radius 250
:Explosion Force 100
[[Image:Gl med.gif|left]]
'''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 longer range.
:Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
:Cost 60
:Damage 110
:Speed 900
:Gravity 0.9
:Heat 8
:Weight 50
:Cycle Time 1.5
:Clip Size 12
:Total Ammo Clips 3
:Reload Time 12.0
:Projectile Spread 0.001
:Inertia 1
:Heat To Target 0.3  
:Explosion Radius 400
:Explosion Force 150
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]

Latest revision as of 02:06, 14 September 2021

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 2021/08/02

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 4 60/4 0.8/0 0.015 0/3000
Bio Machine Gun A medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. Biological Projectile 60 8 6 40 0.43 4 30/5 1.5/0 0.022 5000/10000
.50 Caliber Medium MG A medium machine gun firing devastating anti-infantry rounds. High Caliber Rounds 70 20 16 45 0.06 7 80/5 0.6/0 0.01 0/5500
.50 Caliber HMG The .50 Caliber Heavy Machine Gun is an APC machine gun firing devastating anti-infantry rounds. High Caliber Rounds 90 20 19 60 0.045 9 120/6 0.9/0 0.008 0/5500
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Depleted Uranium Rounds 60 4 3 40 0.1 3 80/6 0.4/0 0.015 4000/8000
Depleted Uranium HMG This machine gun fires ammunition which can damage vehicle armor. This APC variant is more damaging than the standard version. Disabled 90 7 6 60 0.121 4.5 120/6 0.7/0 0.014 5000/10000
Chain Gun This machine gun fires at a very fast rate. None 60 13 11 40 0.06 6 100/4 0.7/0 0.03 0/1250
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the small version's. None 60 17 12 50 0.045 6 150/5 0.7/0 0.0275 0/1250
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat and immobilise the target vehicle. Disabled 70 10 8 40 0.3 4.5 35/7 1.5/2 0.015 5000/10000
High Energy Plasma MG This APC-designated heavy machine gun fires superheated rounds which are intended to overheat the target vehicle. Plasma Tipped Rounds 110 10 10 55 0.28 5 40/7 2/3 0.013 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 70 8 7 40 0.4 4 25/6 1.5/0 0.022 5000/10000
High Explosive HMG This APC-designated machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. Disabled 100 11 10 55 0.4 4 25/6 2.5/0 0.021 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 ShellKinetic 40/0 1.4 8/0 3300 0.5
Ranged Cannon A medium caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Extended Range Cannon 80 60 70 ShellKinetic 40/0 1.5 9/0 3600 0.1
Heavy-Duty Ranged Cn. A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Disabled 135 67 75 ShellKinetic 40/0 1.5 8.5/0 3650 0.08
High Explosive Cannon This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 70 75 70 ShellExplosive 30/0 2 14/0 3000 0.4
Thermobaric Cannon This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. Disabled 130 85 70 ShellExplosive 30/0 2 13/0 3000 0.4
Plasma Cannon Prot. 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. Disabled 80 72 70 ShellPlasma 30/0 2 13.5/7 3000 0.4125
Plasma Cannon This heavy tank cannon fires a superheated shell able to transfer a very large amount of heat to the target and put it into an overheated shutdown. Plasma Cannon 110 84 80 ShellPlasma 30/0 2 15/10 3100 0.35
Railgun This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. Disabled 110 100 60 ShellKinetic 30/0 2.4 15/0 3700 0.06
Railgun This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. Railgun 120 120 80 ShellKinetic 30/0 2.6 18/0 3800 0.04
Biological Cannon This medium caliber cannon launches shells housing a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Disabled 80 65 70 ShellBiological 30/0 2.25 13/0 3000 0.4
Virulent Cannon This large caliber cannon launches shells housing a very large concentration of a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Biological Cannon 100 70 80 ShellBiological 30/0 2.25 15/0 3000 0.35

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
Small 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 60 100 60 6 Artillery 10/3 2 10/0 2000 0.55
Medium 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 80 175 75 8 Artillery 10/3 3 20/0 1900 0.57
High Explosive Artillery An artillery cannon with the largest explosion radius, medium damage and medium range. High Explosive Artillery Shells 90 200 100 7 Artillery 10/3 3.5 25/0 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 Artillery Cannon 100 150 100 8 Artillery 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 small dumb fire missile launcher with no homing capabilities. None 40 40 40 3 Missile 4/6 1.1 6/0 2300 Dumb Missile 0 0 0 0 0
Upgraded ML A medium dumb fire missile launcher with no homing capabilities but greater speed, damage, and area of effect than the standard version. Upgraded Missile Warhead 70 62 70 3.8 Missile 7/7 1 6.5/0 2800 Dumb Missile 0 0 0 0 0
Heavy-Duty ML A heavy dumb fire missile launcher with no homing capabilities but much greater speed, damage and area of effect than the standard version. Disabled 110 68 80 4 Missile 7/7 1.05 8.5/0 3000 Dumb Missile 0 0 0 0 0
Biological Warhead A dumb fire missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will continuously take damage for a few seconds after being hit. Biological Warhead 75 50 70 6 Missile 5/3 3 12/0 2400 Dumb Missile 0 0 0 0 0
Virulent Warhead A dumb fire heavy missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will take a large amount of damage for a few seconds after being hit. Disabled 125 53 80 6 Missile 4/4 3 8/0 2500 Dumb Missile 0 0 0 0 0
Nuclear Missile Nukes are hot, slow and heavy, but powerful against buildings and fortifications. Nuclear Warhead 200 300 150 0 MissileExplosive 10/0 10 75/10 1100 Dumb Missile 0 0 0 0 0
Salvo ML This medium missile launcher has no homing capabilities but it can fire its payload of four missiles in one quick burst. Salvo Missile Launcher 75 35 60 3 Missile 5/10 -0.14 4/0 2100 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. Disabled 135 34 80 2.85 Missile 6/10 -0.13 3.75/0 2200 Dumb Missile 0 0 0 0 0
Guided ML A missile launcher which fires missiles that follow the crosshairs after launch. Guided Missiles 85 66 70 5 Missile 4/8 1.25 9/0 2000 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 stronger and more maneuverable than the basic variant. Disabled 135 70 80 5.5 Missile 5/8 1.3 8.5/0 2100 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. Disabled 80 52 70 5 Missile 7/6 1.1 10/0 2500 Homing Missile 5000 0.4 0.4 0.0003 3
Improved Homing ML This upgraded missile launcher is designed for heavy tanks. It offers slightly higher damage and better missile turning than the basic variant. Homing Missiles 100 60 80 5 Missile 8/6 1.1 9/0 2500 Homing Missile 8000 0.3 0.42 0.0002 3.15
Salvo Homing ML A missile launcher that fires a quick burst of four missiles which home in on the locked on target. Disabled 105 40 100 3.75 Missile 4/8 -0.14 4/0 2300 Homing Missile 5000 0.6 0.35 0.0004 3