Vehicle Weapon Appendix: Difference between revisions

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= Vehicle Weapons =
= Vehicle Weapons =
There are some discrepancies in the scripts regarding the notes and the in game.
The :Projectile Spread for missiles is not clear, as the notes indicate spread is only applicable to machine guns at the moment.


== Machine Guns ==
Name: Name of the weapon


[[Image:Mg_small.gif|left]]
:Description: Description of the weapon
'''Standard Machine Gun''' - A small machine gun that fires bullets with common properties.


'''Research Required:''' None
:Size: Number of slots the weapon takes


* Cost: 25
:Cost: Cost per weapon
* Weight: 30
* Clip Size: 50 (3 Clips)
* Damage: 40
* Cycle Time: 0.1
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(187.5)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.6)</small>
|}


:Research: Research tree required to unlock.


[[Image:Mg med.gif|left]]'''Biological Machine Gun''' - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. Does not stack.(Affects vehicles and infantry)
:Damage: Damage per hit, damage caused by bio effects are listed after


'''Research Required:''' Biology > Biological Weaponry > Biological Projectile
:Speed: Speed of the projectile, only affects cannons and missiles, although it is used for the tracer effects from machine guns. Used with the "Speed To Damage Modifier" value on armor.  
* Cost: 35
* Weight: 70
* Clip Size: 50 (4 Clips)
* Damage: 5
* Cycle Time: 0.2
{|
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(25)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(25)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(0.03)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(2.5)</small>
|}


: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


[[Image:Mg med.gif|left]]'''.50 Cal Medium Machine Gun''' - .50 caliber firing medium machine gun.
:Weight: weight of the weapon


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
:Cycle Time: time between shots
* Cost: 30
* Weight: 70
* Clip Size: 75 (5 Clips)
* Damage: 50
* Cycle Time: 0.06
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(555.6)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(5.6)</small>
|}


:Clip Size: ammo loaded per reloads


[[Image:Mg large.gif|left]]'''.50 Cal Heavy Machine Gun''' - .50 caliber firing heavy machine gun.
:Total Ammo Clips: max ammo clips carried (0 is the same as not using clips)


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
:Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
* Cost: 40
* Weight: 90
* Clip Size: 75 (6 Clips)
* Damage: 60
* Cycle Time: 0.06
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(1000)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(3.3)</small>
|}


: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.


[[Image:Mg med.gif|left]]'''Depleted Uranium Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.
:Heat To Target: Heat added to target per hit


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
:Falloff
* Cost: 30
* Weight: 70
* Clip Size: 140 (5 Clips)
* Damage: 8
* Cycle Time: 0.2
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(40)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(40)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.08)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(5.0)</small>
|}


:Falloff: ?


[[Image:Mg large.gif|left]]'''Depleted Uranium Heavy Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.
:Falloffbase: ?


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
:Minimal Damage: ?
* Cost: 50
* Weight: 120
* Clip Size: 180 (5 Clips)
* Damage: 10
* Cycle Time: 0.18
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(55.6)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(55.6)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.06)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(8.3)</small>
|}




[[Image:Mg small.gif|left]]'''Chain Gun''' - This machine gun fires ammo at a very fast rate.
Dumb Missile/Homing Missile/Guided Missile: type of missile


'''Research Required:''' None
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
* Cost: 20
* Weight: 70
* Clip Size: 200 (4 Clips)
* Damage: 16
* Cycle Time: 0.025
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(600)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.04)</small>
|-
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(20.0)</small>
|}


Lock On Time: time it takes for a homing missile to lock onto the target under the player crosshairs


[[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.
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


'''Research Required:''' None
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)
* Cost: 30
* Weight: 70
* Clip Size: 150 (4 Clips)
* Damage: 32
* Cycle Time: 0.04
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(800)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.04)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(12.5)</small>
|}


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 generated.  If the number is less than the effectiveness number, the missile will target the flare/chaff.


[[Image:Mg med.gif|left]]'''Plasma Machine Gun''' - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.
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


'''Research Required:''' Physics > Superheated Material Physics > Plasma Bullet Projectile
==Machine Guns==
* Cost: 30
Name Standard Machine Gun
* Weight: 70
:Description A small machine gun that fires bullets with common properties.
* Clip Size: 200 (4 Clips)
:Size 1
* Damage: 1
:Cost 95
* Cycle Time: 0.3
:Research None
{|
:Damage 40
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(1)</small>
:Heat 0.1
|-
:Weight 30
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(1)</small>
:Cycle Time 0.1
|-
:Clip Size 50
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
:Total Ammo Clips 3
|-
:Reload Time 2.0
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(0.03)</small>
:Projectile Spread 0.012
|-
:Heat To Target 0
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(6)</small>
:Falloff 2500
|}
:Falloffbase 0.8
:Minimal Damage 32




[[Image:Mg med.gif|left]]'''High Explosive Machine Gun''' - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
Name Bio Machine Gun
:Description A small machine gun that fires bullets containing infectious material to do continual damage to a target.
:Size 2
:Cost 120
:Research Biology -> Biological Weaponry -> Biological Projectile
:Damage 5
:Heat 0.5
: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


'''Research Required:''' Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
: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
* Cost: 75
:Player Bio Damage
* Weight: 70
::4 //Damage inflicted to players every interval
* Clip Size: 30 (6 Clips)
:Player Bio Time
* Damage: 14
::20 //total time to inflict Damage to players
* Cycle Time: 0.5
:Player Bio Interval
* Explosion Radius / Force: 100 / 50
::1 //time inbetween each infliction of Damage to players
{|
:Vehicle Bio Damage
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
::4 //Damage inflicted to vehicles every interval
|-
:Vehicle Bio Time
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
::20 //total time to inflict Damage to vehicles
|-
:Vehicle Bio Interval
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
::1 //time inbetween each infliction of Damage to vehicles
|-
:Falloff 2500
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
:Falloffbase 0.8
|-
:Minimal Damage 4
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(1.0)</small>
|}


== Tank Cannons ==


[[Image:Cn small.gif|left]]'''Standard Cannon''' - A small caliber cannon that fires tank shells.
Name .50 Cal Medium MG
:Description A heavier .50 caliber firing medium machine gun.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 50
:Speed 1000
:Gravity 0
:Heat 0.2
: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


'''Research Required:''' None
* Cost: 25
* Damage: 40
* Clip Size: 30
* Cycle Time: 1.4
* Weight: 50
* Heat: 10
* Speed: 3000
* Explosion Radius / Force: 300 / 100


Name .50 Cal Heavy MG
:Description A heavier .50 caliber firing heavy machine gun.
:Size 3
:Cost 145
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 60
:Speed 1000
:Gravity 0
:Heat 0.2
: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 54


[[Image:Cn med.gif|left]]'''Ranged Cannon''' - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.
'''Research Required:''' Physics > Projectile Physics > Extended Range Cannon
* Cost: 50
* Damage: 60
* Clip Size: 40
* Cycle Time: 1.5
* Weight: 70
* Heat: 14
* Speed: 3300
* Explosion Radius / Force: 300 / 100


Name Depleted Uranium MG
:Description This machine gun fires ammo that can damage vehicle armor.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 8
:Speed 1000
:Gravity 0
:Heat 0.5
: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


[[Image:Cn med.gif|left]]'''High Explosive Cannon''' - This cannon has its explosive compound upgraded for a stronger explosion upon impact.


'''Research Required:''' Chemistry > Improved Detonation Compounds > Explosive Shells
Name Depleted Uranium HMG
* Cost: 80
:Description This machine gun fires ammo that can damage vehicle armor.  It is more damaging than the standard version.
* Damage: 75
:Size 3
* Clip Size: 24
:Cost 145
* Cycle Time: 2.0
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
* Weight: 70
:Damage 10
* Heat: 16
:Speed 1000
* Speed: 3000
:Gravity 0
* Explosion Radius / Force: 400 / 200
:Heat 0.75
: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




[[Image:Cn med.gif|left]]'''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.
Name Chain Gun
:Description This machine gun fires ammo at a very fast rate.
:Size 1
:Cost 95
:Research None
:Damage 16
:Speed 1000
:Gravity 0
:Heat 0.3
:Weight 70
:Cycle Time 0.025
:Clip Size 200
:Total Ammo Clips 4
:Reload Time 6.0
:Projectile Spread 0.03
:Heat To Target 0  


'''Research Required:''' Physics > Superheated Material Physics > Plasma Cannon Projectile
* Cost: 50
* Damage: 45
* Clip Size: 30
* Cycle Time: 1.0
* Weight: 70
* Heat: 14
* Speed: 3100
* Explosion Radius / Force: 300 / 100


Name Medium Chain Gun
:Description This machine gun fires ammo at a very fast rate.  Its damage is greater than the smaller version.
:Size 2
:Cost 110
:Research None
:Damage 32
:Speed 1000
:Gravity 0
:Heat 0.5
: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  


[[Image:Cn large.gif|left]]'''Railgun''' - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.


'''Research Required:''' Electrical Engineering > Advanced Magnet Research > Rail Gun
Name Plasma Machine Gun
* Cost: 90
:Description This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
* Damage: 50
:Size 2
* Clip Size: 40
:Cost 100
* Cycle Time: 0.8
:Research Physics -> Super:Heated Material Physics -> Plasma Bullet Projectile
* Weight: 120
:Damage 1
* Heat: 6
:Speed 1000
* Speed: 3600
:Gravity 0
* Explosion Radius / Force: 100 / 50
: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  


== Artillery Cannons ==


[[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.
Name High Explosive MG
:Description This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
:Size 2
:Cost 145
:Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
:Damage 15
:Speed 1000
:Gravity 0
:Heat 1
:Weight 60
:Cycle Time 0.5
:Clip Size 30
:Total Ammo Clips 6
:Reload Time 16
:Projectile Spread 0.015
:Heat To Target 0.1
:Explosion Radius 120
:Explosion Force 50


'''Research Required:''' None
* Cost: 25
* Damage: 120
* Clip Size: 10 (6 Clips)
* Cycle Time: 1.0
* Reload Time: 4.0
* Weight: 100
* Heat: 10
* Explosion Radius / Force: 550 / 500


==Cannons==
Standard Cannon
Name NF Standard Cannon
:Description A small caliber cannon that fires tank shells.
:Size 1
:Cost 95
:Research None
: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
:Heat To Target 0.1  
:Explosion Radius 300
:Explosion Force 100


[[Image:Ac_med.gif|left]]'''Medium Artillery Cannon''' - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.


'''Research Required:''' None
Name IMP Improved Standard Cannon
* Cost: 50
:Description A small caliber cannon that fires tank shells.
* Damage: 140
:Size 1
* Clip Size: 10 (8 Clips)
:Cost 95
* Cycle Time: 1.6
:Research None
* Reload Time: 5.0
:Damage 50
* Weight: 100
:Speed 3000
* Heat: 10
:Gravity 0.5
* Explosion Radius / Force: 700 / 600
:Heat 10
:Weight 50
:Cycle Time 1.4
:Clip Size 30
:Reload Time 1.0
:Projectile Spread 1
:Heat To Target 1  
:Explosion Radius 350
:Explosion Force 100




[[Image:Ac_med.gif|left]]'''High Explosive Artillery Cannon''' - An artillery cannon with the greatest damage.
Name Ranged Cannon
'''Research Required:''' Chemistry > Improved Detonation Compounds > Explosive Shells
:Description A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
* Cost: 75
:Size 2
* Damage: 160
:Cost 120
* Clip Size: 10 (8 Clips)
:Research Physics -> Projectile Physics -> Extended Range Cannon
* Cycle Time: 2.0
:Damage 95
* Reload Time: 7.0
:Speed 3300
* Weight: 100
:Gravity 0.1
* Heat: 15
:Heat 14
* Explosion Radius / Force: 900 / 700
:Weight 70
:Cycle Time 2
:Clip Size 40
:Reload Time 2.0
:Projectile Spread 0
:Heat To Target 0.1
:Explosion Radius 200
:Explosion Force 100




[[Image:Ac_med.gif|left]]'''Ranged Artillery Cannon''' - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.
Name High Explosive Cannon
:Description This cannon has its explosive compound upgraded for a stronger explosion upon impact.
:Size 2
:Cost 150
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Damage 95
:Speed 3000
:Gravity 0.4125
:Heat 22
:Weight 70
:Cycle Time 2.5
:Clip Size 24
:Reload Time 2.0
:Projectile Spread 1
:Heat To Target 0.1  
:Explosion Radius 400
:Explosion Force 200


'''Research Required:''' Physics > Projectile Physics > Extended Range Cannon
* Cost: 50
* Damage: 120
* Clip Size: 10 (8 Clips)
* Cycle Time: 2.0
* Reload Time: 5.0
* Weight: 100
* Heat: 20
* Explosion Radius / Force: 1100 / 500


== Missile Launchers ==
Name Plasma Cannon
:Description 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.
:Size 2
:Cost 120
:Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
:Damage 90
:Speed 3100
:Gravity 0.4
:Heat 26
:Weight 70
:Cycle Time 2
:Clip Size 30
:Reload Time 2.0
:Projectile Spread 1.5
:Heat To Target 17  
:Explosion Radius 100
:Explosion Force 100


[[Image:Ml_small.gif|left]]'''Standard Missile Launcher''' - A dumb fire missile launcher with no homing capabilities.
Rail Gun
Name Rail Gun
:Description This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
:Size 3
:Cost 160
:Research Electrical Engineering -> Advanced Magnet :Research -> Rail Gun
:Damage 50
:Speed 3600
:Gravity 0.3
:Heat 6
:Weight 100
:Cycle Time 0.8
:Clip Size 40
:Reload Time 2.0
:Projectile Spread 0.1
:Heat To Target 0  
:Explosion Radius 100
:Explosion Force 50


'''Research Required:''' None
* Cost: 25
* Damage: 40
* Speed: 1600
* Clip Size: 4 (5 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 30
* Heat: 6
* Explosion Radius / Force: 100 / 50


==Artillery==


[[Image:Ml_med.gif|left]]'''Upgraded Missile Launcher''' - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
'''Research Required:''' Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
* Cost: 50
* Damage: 75
* Speed: 1800
* Clip Size: 6 (6 Clips)
* Cycle Time: 0.8
* Reload Time: 3.8
* Weight: 50
* Heat: 6
* Explosion Radius / Force: 100 / 50


Name Small Artillery Cannon
:Description An artillery cannon with high damage but low reload Times.  It has the shortest range but fastest reload.
:Size 1
:Cost 95
:Research None
: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
:Heat To Target 0.5  
:Explosion Radius 550
:Explosion Force 500


[[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. Each hit deals 5 damage per second, inflicted for 60 seconds. Does not stack.(Affects vehicles and infantry)


'''Research Required:''' Biology > Biological Weaponry > Biological Warhead
Name Medium Artillery Cannon
* Cost: 50
:Description An artillery cannon with high damage but low reload Times. It has a greater range than the small cannon and two extra ammo magazines.
* Damage: 50
:Size 2
* Speed: 1800
:Cost 120
* Clip Size: 3 (3 Clips)
:Research None
* Cycle Time: 3.0
:Damage 140
* Reload Time: 6.0
:Speed 1500
* Weight: 80
:Gravity 0.6
* Heat: 6
:Heat 10
* Explosion Radius / Force: 300 / 50
:Weight 100
:Cycle Time 1.6
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 5.0
:Projectile Spread 0.001
:Heat To Target 0.5  
:Explosion Radius 700
:Explosion Force 600




[[Image:Ml_large.gif|left]]'''Nuclear Tipped Missile Launcher''' - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.
Name High Explosive Artillery
'''Research Required:''' Physics > Nuclear Fission > Nuclear Warhead
:Description An artillery cannon with the greatest damage.
* Cost: 100
:Size 2
* Damage: 200
:Cost 145
* Speed: 1000
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
* Clip Size: 6 (1 Clip)
:Damage 160
* Cycle Time: 10.0
:Speed 1800
* Reload Time: 12.0
:Gravity 0.4
* Weight: 200
:Heat 15
* Heat: 50
:Weight 100
* Explosion Radius / Force: 2000 / 1000
:Cycle Time 2
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 7.0
:Projectile Spread 0.001
:Heat To Target 1  
:Explosion Radius 900
:Explosion Force 700




[[Image:Ml_salvo.gif|left]]'''Salvo Missile Launcher''' - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.
Name Ranged Artillery Cannon
:Description An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Extended Range Cannon
: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
:Heat To Target 1
:Explosion Radius 1000
:Explosion Force 500


'''Research Required:''' Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
* Cost: 40
* Damage: 35
* Speed: 1800
* Clip Size: 4 (8 Clips)
* Reload Time: 3.0
* Weight: 40
* Heat: 3
* Explosion Radius / Force: 100 / 20


==Missiles==


[[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 Required:''' Electrical Engineering > Tracking Systems > Guided Missiles
* Cost: 75
* Damage: 75
* Speed: 1200
* Clip Size: 4 (4 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 110 / 40


Name Standard ML
:Description A dumb fire missile launcher with no homing capabilities.
:Size 1
:Cost 95
:Research None
:Damage 40
:Speed 1600
:Gravity 0
:Heat 6
:Weight 30
:Cycle Time 1.2
:Clip Size 4
:Total Ammo Clips 5
:Reload Time 3.0
:Projectile Spread 1.5
:Heat To Target 0.1  
:Explosion Radius 100
:Explosion Force 50
Dumb Missile 1


[[Image:Ml_guid.gif|left]]'''Upgraded Guided Missile Launcher''' - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.
'''Research Required:''' Electrical Engineering > Tracking Systems > Guided Missiles
* Cost: 80
* Damage: 80
* Speed: 1500
* Clip Size: 4 (4 Clips)
* Cycle Time: 1.5
* Reload Time: 5.0
* Weight: 50
* Heat: 10
* Explosion Radius / Force: 130 / 60


Name Upgraded ML
:Description A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
:Size 2
:Cost 120
:Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
: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
Dumb Missile 1


[[Image:Ml_home.gif|left]]'''Homing Missile Launcher''' - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.


'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
Name Biological Warhead
* Cost: 60
:Description 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.
* Damage: 75
:Size 2
* Speed: 2500
:Cost 120
* Clip Size: 6 (6 Clips)
:Research Biology -> Biological Weaponry -> Biological Warhead
* Cycle Time: 2.0
:Damage 50, additional 300 dmg from bio effect
* Reload Time: 8.0
:Speed 1800
* Weight: 50
:Gravity 0
* Heat: 10
:Heat 6
* Explosion Radius / Force: 100 / 40
: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
Dumb Missile 1
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_home.gif|left]]'''Upgraded Homing Missile Launcher''' - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.
Name HIT Missile
:Description 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.
:Size 3
:Cost 170
:Research Physics -> Nuclear Fission -> HIT Warhead
:Damage 200
:Speed 1000
:Gravity 0
:Heat 40
:Weight 150
:Cycle Time 10.0
:Clip Size 6
:Total Ammo Clips 1
:Reload Time 12.0
:Projectile Spread 1.25
:Heat To Target 50  
:Explosion Radius 1550
:Explosion Force 1000
Dumb Missile 1


'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
* Cost: 90
* Damage: 90
* Speed: 2000
* Clip Size: 6 (6 Clips)
* Cycle Time: 3.0
* Reload Time: 9.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 100 / 60


Name Salvo Missile Launcher
:Description A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading.
:Size 2
:Cost 110
:Research Upgraded Missile Warhead
:Damage 35
:Speed 1800
:Gravity 0
: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
Dumb Missile 1


[[Image:Ml_salvo.gif|left]]'''Salvo Homing Missile Launcher''' - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.
'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
* Cost: 70
* Damage: 40
* Speed: 1200
* Clip Size: 4 (6 Clips)
* Reload Time: 5.0
* Weight: 70
* Heat: 4
* Explosion Radius / Force: 80 / 30


== Grenade Launchers ==
Name Guided Missile Launcher
:Description A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs.
:Size 2
:Cost 145
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Damage 70
:Speed 1200
:Gravity 0
:Heat 8
:Weight 70
:Cycle Time 1.0
:Clip Size 4
:Total Ammo Clips 4
:Reload Time 3.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 110
:Explosion Force 40


[[Image:Gl small.gif|left]]'''Grenade Launcher''' - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
Guided Missile 1
Missile Range 4000
Turning Ability 0.06


'''Research Required:''' None
* Cost: 25
* Damage: 80
* Clip Size: 8 (2 Clips)
* Cycle Time: 3.0
* Reload Time: 10.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 200 / 100


Name Upgraded Guided ML
:Description A missile launcher which fires missiles that follow the crosshairs after launch.  It is upgraded for more :Damage and better tracking.
:Size 2
:Cost 150
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Damage 75
:Speed 1500
:Gravity 0
:Heat 10
:Weight 70
:Cycle Time 1.5
:Clip Size 4
:Total Ammo Clips 4
:Reload Time 5.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 130
:Explosion Force 60


[[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 farther range.
Guided Missile 1
Missile Range 6500
Turning Ability 0.08


'''Research Required:''' Chemistry > Improved Detionation Compounds > Upgraded Grenades
 
* Cost: 50
Name Homing Missile Launcher
* Damage: 110
:Description A missile launcher which fires a single missile that homes in on the locked on target.
* Clip Size: 12 (3 Clips)
:Size 2
* Cycle Time: 1.5
:Cost 130
* Reload Time: 12.0
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
* Weight: 50
:Damage 70
* Heat: 8
:Speed 2500
* Explosion Radius / Force: 400 / 150
:Gravity 0
:Heat 10
:Weight 70
:Cycle Time 2.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 8.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 40
 
Homing Missile 1
Missile Range 8000
Lock On Time 0.5
Lock On Radius 0.4
Lock Range Modifier 0.000805
Countermeasure Effectiveness 0.5
Turning Ability 0.2
 
 
Name Upgraded Homing ML
:Description A missile launcher which fires a single missile that homes in on the locked on target.  It is upgraded for faster lock-on, better tracking, and more :Damage.
:Size 2
:Cost 160
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Damage 85
:Speed 2000
:Gravity 0
:Heat 10
:Weight 70
:Cycle Time 3.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 9.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 60
 
Homing Missile 1
Missile Range 10000
Lock On Time 0.3
Lock On Radius 0.5
Lock Range Modifier 0.000805
Countermeasure Effectiveness 0.5
Turning Ability 0.4
 
 
Name Salvo Homing ML
:Description A missile launcher that fires four missiles at once which home in on the locked on target.
:Size 2
:Cost 140
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Damage 40
:Speed 1200
:Gravity 0
:Heat 4
:Weight 70
:Cycle Time -0.14
:Clip Size 4
:Total Ammo Clips 6
:Reload Time 5
:Projectile Spread 1
: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 0.000935
Countermeasure Effectiveness 0.9
Turning Ability 0.2
 
==Grenade Launchers==
 
 
Name Grenade Launcher
:Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
:Size 1
:Cost 95
:Research None
: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
:Heat To Target 0.4  
:Explosion Radius 250
:Explosion Force 100
 
 
Name Upgraded Grenade Launcher
:Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.  It is upgraded for more damage and longer range.
:Size 2
:Cost 120
:Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
: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
:Heat To Target 0.3  
:Explosion Radius 400
:Explosion Force 150




[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]

Revision as of 00:33, 16 June 2009

Home > Vehicle Weapon Appendix


Following is an index of all the weapons that can be used to equipped during vehicle customization.

Vehicle Weapons

There are some discrepancies in the scripts regarding the notes and the in game. The :Projectile Spread for missiles is not clear, as the notes indicate spread is only applicable to machine guns at the moment.

Name: Name of the weapon

Description: Description of the weapon
Size: Number of slots the weapon takes
Cost: Cost per weapon
Research: Research tree required to unlock.
Damage: Damage per hit, damage caused by bio effects are listed after
Speed: Speed of the projectile, only affects cannons and missiles, although it is used for the tracer effects from machine guns. Used with the "Speed To Damage Modifier" value on armor.
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.
Heat To Target: Heat added to target per hit
Falloff
Falloff: ?
Falloffbase: ?
Minimal Damage: ?


Dumb Missile/Homing Missile/Guided Missile: type of missile

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

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 generated. If 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

Machine Guns

Name Standard Machine Gun

Description A small machine gun that fires bullets with common properties.
Size 1
Cost 95
Research None
Damage 40
Heat 0.1
Weight 30
Cycle Time 0.1
Clip Size 50
Total Ammo Clips 3
Reload Time 2.0
Projectile Spread 0.012
Heat To Target 0
Falloff 2500
Falloffbase 0.8
Minimal Damage 32


Name Bio Machine Gun

Description A small machine gun that fires bullets containing infectious material to do continual damage to a target.
Size 2
Cost 120
Research Biology -> Biological Weaponry -> Biological Projectile
Damage 5
Heat 0.5
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
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
4 //Damage inflicted to players every interval
Player Bio Time
20 //total time to inflict Damage to players
Player Bio Interval
1 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
4 //Damage inflicted to vehicles every interval
Vehicle Bio Time
20 //total time to inflict Damage to vehicles
Vehicle Bio Interval
1 //time inbetween each infliction of Damage to vehicles
Falloff 2500
Falloffbase 0.8
Minimal Damage 4


Name .50 Cal Medium MG

Description A heavier .50 caliber firing medium machine gun.
Size 2
Cost 120
Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
Damage 50
Speed 1000
Gravity 0
Heat 0.2
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


Name .50 Cal Heavy MG

Description A heavier .50 caliber firing heavy machine gun.
Size 3
Cost 145
Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
Damage 60
Speed 1000
Gravity 0
Heat 0.2
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 54


Name Depleted Uranium MG

Description This machine gun fires ammo that can damage vehicle armor.
Size 2
Cost 120
Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
Damage 8
Speed 1000
Gravity 0
Heat 0.5
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


Name Depleted Uranium HMG

Description This machine gun fires ammo that can damage vehicle armor. It is more damaging than the standard version.
Size 3
Cost 145
Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
Damage 10
Speed 1000
Gravity 0
Heat 0.75
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


Name Chain Gun

Description This machine gun fires ammo at a very fast rate.
Size 1
Cost 95
Research None
Damage 16
Speed 1000
Gravity 0
Heat 0.3
Weight 70
Cycle Time 0.025
Clip Size 200
Total Ammo Clips 4
Reload Time 6.0
Projectile Spread 0.03
Heat To Target 0


Name Medium Chain Gun

Description This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
Size 2
Cost 110
Research None
Damage 32
Speed 1000
Gravity 0
Heat 0.5
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


Name Plasma Machine Gun

Description This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
Size 2
Cost 100
Research Physics -> Super:Heated Material Physics -> Plasma Bullet Projectile
Damage 1
Speed 1000
Gravity 0
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


Name High Explosive MG

Description This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
Size 2
Cost 145
Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
Damage 15
Speed 1000
Gravity 0
Heat 1
Weight 60
Cycle Time 0.5
Clip Size 30
Total Ammo Clips 6
Reload Time 16
Projectile Spread 0.015
Heat To Target 0.1
Explosion Radius 120
Explosion Force 50


Cannons

Standard Cannon Name NF Standard Cannon

Description A small caliber cannon that fires tank shells.
Size 1
Cost 95
Research None
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
Heat To Target 0.1
Explosion Radius 300
Explosion Force 100


Name IMP Improved Standard Cannon

Description A small caliber cannon that fires tank shells.
Size 1
Cost 95
Research None
Damage 50
Speed 3000
Gravity 0.5
Heat 10
Weight 50
Cycle Time 1.4
Clip Size 30
Reload Time 1.0
Projectile Spread 1
Heat To Target 1
Explosion Radius 350
Explosion Force 100


Name Ranged Cannon

Description A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
Size 2
Cost 120
Research Physics -> Projectile Physics -> Extended Range Cannon
Damage 95
Speed 3300
Gravity 0.1
Heat 14
Weight 70
Cycle Time 2
Clip Size 40
Reload Time 2.0
Projectile Spread 0
Heat To Target 0.1
Explosion Radius 200
Explosion Force 100


Name High Explosive Cannon

Description This cannon has its explosive compound upgraded for a stronger explosion upon impact.
Size 2
Cost 150
Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
Damage 95
Speed 3000
Gravity 0.4125
Heat 22
Weight 70
Cycle Time 2.5
Clip Size 24
Reload Time 2.0
Projectile Spread 1
Heat To Target 0.1
Explosion Radius 400
Explosion Force 200


Name Plasma Cannon

Description 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.
Size 2
Cost 120
Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
Damage 90
Speed 3100
Gravity 0.4
Heat 26
Weight 70
Cycle Time 2
Clip Size 30
Reload Time 2.0
Projectile Spread 1.5
Heat To Target 17
Explosion Radius 100
Explosion Force 100

Rail Gun Name Rail Gun

Description This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
Size 3
Cost 160
Research Electrical Engineering -> Advanced Magnet :Research -> Rail Gun
Damage 50
Speed 3600
Gravity 0.3
Heat 6
Weight 100
Cycle Time 0.8
Clip Size 40
Reload Time 2.0
Projectile Spread 0.1
Heat To Target 0
Explosion Radius 100
Explosion Force 50


Artillery

Name Small Artillery Cannon

Description An artillery cannon with high damage but low reload Times. It has the shortest range but fastest reload.
Size 1
Cost 95
Research None
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
Heat To Target 0.5
Explosion Radius 550
Explosion Force 500


Name Medium Artillery Cannon

Description An artillery cannon with high damage but low reload Times. It has a greater range than the small cannon and two extra ammo magazines.
Size 2
Cost 120
Research None
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
Heat To Target 0.5
Explosion Radius 700
Explosion Force 600


Name High Explosive Artillery

Description An artillery cannon with the greatest damage.
Size 2
Cost 145
Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
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
Heat To Target 1
Explosion Radius 900
Explosion Force 700


Name Ranged Artillery Cannon

Description An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
Size 2
Cost 120
Research Physics -> Projectile Physics -> Extended Range Cannon
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
Heat To Target 1
Explosion Radius 1000
Explosion Force 500


Missiles

Name Standard ML

Description A dumb fire missile launcher with no homing capabilities.
Size 1
Cost 95
Research None
Damage 40
Speed 1600
Gravity 0
Heat 6
Weight 30
Cycle Time 1.2
Clip Size 4
Total Ammo Clips 5
Reload Time 3.0
Projectile Spread 1.5
Heat To Target 0.1
Explosion Radius 100
Explosion Force 50

Dumb Missile 1


Name Upgraded ML

Description A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
Size 2
Cost 120
Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
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

Dumb Missile 1


Name Biological Warhead

Description 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.
Size 2
Cost 120
Research Biology -> Biological Weaponry -> Biological Warhead
Damage 50, additional 300 dmg from bio effect
Speed 1800
Gravity 0
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

Dumb Missile 1 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


Name HIT Missile

Description 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.
Size 3
Cost 170
Research Physics -> Nuclear Fission -> HIT Warhead
Damage 200
Speed 1000
Gravity 0
Heat 40
Weight 150
Cycle Time 10.0
Clip Size 6
Total Ammo Clips 1
Reload Time 12.0
Projectile Spread 1.25
Heat To Target 50
Explosion Radius 1550
Explosion Force 1000

Dumb Missile 1


Name Salvo Missile Launcher

Description A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading.
Size 2
Cost 110
Research Upgraded Missile Warhead
Damage 35
Speed 1800
Gravity 0
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

Dumb Missile 1


Name Guided Missile Launcher

Description A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.
Size 2
Cost 145
Research Electrical Engineering -> Tracking Systems -> Guided Missiles
Damage 70
Speed 1200
Gravity 0
Heat 8
Weight 70
Cycle Time 1.0
Clip Size 4
Total Ammo Clips 4
Reload Time 3.0
Projectile Spread 1
Heat To Target 0.2
Explosion Radius 110
Explosion Force 40

Guided Missile 1 Missile Range 4000 Turning Ability 0.06


Name Upgraded Guided ML

Description A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more :Damage and better tracking.
Size 2
Cost 150
Research Electrical Engineering -> Tracking Systems -> Guided Missiles
Damage 75
Speed 1500
Gravity 0
Heat 10
Weight 70
Cycle Time 1.5
Clip Size 4
Total Ammo Clips 4
Reload Time 5.0
Projectile Spread 1
Heat To Target 0.2
Explosion Radius 130
Explosion Force 60

Guided Missile 1 Missile Range 6500 Turning Ability 0.08


Name Homing Missile Launcher

Description A missile launcher which fires a single missile that homes in on the locked on target.
Size 2
Cost 130
Research Electrical Engineering -> Tracking Systems -> Homing Missiles
Damage 70
Speed 2500
Gravity 0
Heat 10
Weight 70
Cycle Time 2.0
Clip Size 6
Total Ammo Clips 6
Reload Time 8.0
Projectile Spread 1
Heat To Target 0.2
Explosion Radius 100
Explosion Force 40

Homing Missile 1 Missile Range 8000 Lock On Time 0.5 Lock On Radius 0.4 Lock Range Modifier 0.000805 Countermeasure Effectiveness 0.5 Turning Ability 0.2


Name Upgraded Homing ML

Description A missile launcher which fires a single missile that homes in on the locked on target. It is upgraded for faster lock-on, better tracking, and more :Damage.
Size 2
Cost 160
Research Electrical Engineering -> Tracking Systems -> Homing Missiles
Damage 85
Speed 2000
Gravity 0
Heat 10
Weight 70
Cycle Time 3.0
Clip Size 6
Total Ammo Clips 6
Reload Time 9.0
Projectile Spread 1
Heat To Target 0.2
Explosion Radius 100
Explosion Force 60

Homing Missile 1 Missile Range 10000 Lock On Time 0.3 Lock On Radius 0.5 Lock Range Modifier 0.000805 Countermeasure Effectiveness 0.5 Turning Ability 0.4


Name Salvo Homing ML

Description A missile launcher that fires four missiles at once which home in on the locked on target.
Size 2
Cost 140
Research Electrical Engineering -> Tracking Systems -> Homing Missiles
Damage 40
Speed 1200
Gravity 0
Heat 4
Weight 70
Cycle Time -0.14
Clip Size 4
Total Ammo Clips 6
Reload Time 5
Projectile Spread 1
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 0.000935 Countermeasure Effectiveness 0.9 Turning Ability 0.2

Grenade Launchers

Name Grenade Launcher

Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
Size 1
Cost 95
Research None
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
Heat To Target 0.4
Explosion Radius 250
Explosion Force 100


Name Upgraded Grenade Launcher

Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and longer range.
Size 2
Cost 120
Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
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
Heat To Target 0.3
Explosion Radius 400
Explosion Force 150