Vehicle Weapon Appendix: Difference between revisions

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


 
{{Note|Out of date for Empires 2.41}}
Following is an index of all the weapons that can be used to equipped during vehicle customization.
Following is an index of all the weapons that can be used to equipped during vehicle customization.



Revision as of 23:41, 8 September 2013

Home > Vehicle Weapon Appendix


Note
Out of date for Empires 2.41

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

Vehicle Weapons (for Steam release)

Currently, vehicles have unlimited clips. Any values regarding number of clips is the value if unlimited clips is turned off.


Name: Name of the weapon and 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. 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.
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


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.

Armor Weapon Table


Machine Guns

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


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


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


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


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


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


.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


.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


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


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

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


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


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


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


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

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


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


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


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

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


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


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


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


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


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


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


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

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


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