Vehicle Weapon Appendix: Difference between revisions

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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{tocright}}
{{Note|The current data is for version '''2.5'''. If this needs to be updated with future patches, refer to the '''vehicle_weapons.txt''' in the '''Steam\SteamApps\common\Empires\empires\scripts''' folder.}}


=Machine Guns=
* '''Damage Type''': Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type.
* '''Prerequisite''': Research required to unlock
* '''Weight''': weight of the weapon
* '''Damage''': Damage per hit, damage caused by bio effects are listed after
* '''Reload Time''': time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
* '''Rounds/Clips''': The first number is the number of rounds in each clip, the second number is the number of clips
* '''RoF''': Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
* '''Heat/To Target''': The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
* '''Spread''': Projectile spread/accuracy. Lower is better.
* '''Falloff/Falloffbase/Minimal Damage''': Falloff is the maximum distance a projectile can travel before its damage is reduced to the "falloffbase" percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the "minimal damage", which for the Standard Machine Gun is 15. Only affects machine guns.
* '''Cost''': Amount of resources needed


Following is an index of all the weapons that can be used to equipped during vehicle customization.
See [[Template:MG_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
= Vehicle Weapons =
 
== Machine Guns ==
 
[[Image:Mg_small.gif|left]]
'''Standard Machine Gun''' - A small machine gun that fires bullets with common properties.
 
'''Research Required:''' None
 
* Cost: 10
* Weight: 30
* Clip Size: 50 (3 Clips)
* Damage: 40
* Cycle Time: 0.16
{|
|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>
|}
 
 
[[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)
 
'''Research Required:''' Biology > Biological Weaponry > Biological Projectile
* 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>
|+ (Hold SHIFT to sort multiple rows)
|}
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Effective VS !! Reload Time (sec) !! Rounds/ Clips !! RoF !! Heat/To Target !! Spread !! Falloff/ Falloffbase/ Minimal Damage !! Cost
 
 
[[Image:Mg med.gif|left]]'''.50 Cal Medium Machine Gun''' - .50 caliber firing medium machine gun.


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
{{MG Table | image=Mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | weight=30 | damage=30 | effectiveVS=Infantry | reload=3.5 | ammo=60/4 | cycle=0.1 | heat=1/0 | spread=0.015 | falloff=2000/0.8/15 | cost=40}}
* Cost: 30
{{MG Table | image=Mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | weight=50 | damage=22 | effectiveVS=Infantry | reload=6 | ammo=125/3 | cycle=0.05 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=55==50}}
* Weight: 70
{{MG Table | image=Mg_chain_med.png | name=Medium Chain Gun | desc=This machine gun fires at a very fast rate. Its damage is greater than the smaller version. | research=None | weight=65 | damage=28 | effectiveVS=Infantry | reload=6 | ammo=175/3 | cycle=0.04 | heat=0/0 | spread=0.02 | falloff=1800/0.7/15 | cost=70}}
* Clip Size: 75 (5 Clips)
{{MG Table | image=Mg_50cal_med.png | name=.50 Cal Medium MG | desc=A heavier .50 caliber firing medium machine gun. | research=Heavy Caliber Machine Gun | weight=50 | damage=35 | effectiveVS=Infantry | reload=7.5 | ammo=70/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/30 | cost=70}}
* Damage: 50
{{MG Table | image=Mg_50cal_hvy.png | name=.50 Cal Heavy MG | desc=A heavier .50 caliber firing heavy machine gun. | research=Heavy Caliber Machine Gun | weight=60 | damage=43 | effectiveVS=Infantry | reload=9.60 | ammo=120/3 | cycle=0.07 | heat=0/0 | spread=0.01 | falloff=2500/0.9/40 | cost=95}}
* Cycle Time: 0.06
{{MG Table | image=Mg_du_med.png | name=Depleted Uranium MG | desc=This machine gun fires ammunition which can damage vehicle armor. | research=Heavy Caliber Machine Gun | weight=40 | damage=5 | effectiveVS=Vehicles | reload=2.00 | ammo=80/6 | cycle=0.10 | heat=0/0 | spread=0.04 | falloff=2500/0.6/5 | cost=70}}
{|
{{MG Table | image=Mg_du_hvy.png | name=Depleted Uranium HMG | desc=This machine gun fires ammunition which can damage vehicle armor.  It is more damaging than the standard version. | research=Heavy Caliber Machine Gun | weight=60 | damage=8 | effectiveVS=Vehicles | reload=3.00 | ammo=120/6 | cycle=0.10 | heat=0/0 | spread=0.035 | falloff=2500/0.6/6 | cost=95}}
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(555.6)</small>
{{MG Table | image=Mg_bio_med.png | name=Bio Machine Gun | desc=A small machine gun that fires bullets containing infectious material to do continual damage to a target. | research=Biological Projectile | weight=40 | damage=8 | effectiveVS=Vehicles | reload=3.50 | ammo=30/3 | cycle=0.42 | heat=1/0 | spread=0.03 | falloff=2500/0.8/4| cost=75}}
|-
{{MG Table | image=Mg_plasma_med.png | name=Plasma Machine Gun | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=40 | damage=5 | effectiveVS=Vehicles | reload=4 | ammo=30/7 | cycle=0.36 | heat=1/5 | spread=0.03 | falloff=0| cost=70}}
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
{{MG Table | image=HE_Plasma_MG.png | name=HE Plasma Machine Gun | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | weight=55 | damage=6 | effectiveVS=Vehicles | reload=3.50 | ammo=30/7 | cycle=0.29 | heat=1/5 | spread=0.03 | falloff=0| cost=100}}
|-
{{MG Table | image=Mg_he_med.png | name=HE MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=40 | damage=10 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=1/0.1 | spread=0.01 | falloff=0| cost=80}}
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
{{MG Table | image=Hmg_he_med.png | name=HE HMG | desc=This machine gun fires rounds which explode upon impact. It is very effective against vehicles. | research=Explosive Tipped Bullets | weight=55 | damage=13 | effectiveVS=Vehicles | reload=4 | ammo=25/6 | cycle=0.4 | heat=3/0.1 | spread=0.01 | falloff=0| cost=125}}
|-
|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>
|}
|}


=Canons=
* '''Speed''': Speed of the projectile. Only affects cannons and missiles. Used with the "Speed To Damage Modifier" value on armor. The speed of a weapon not only influences the "speed to damage modifier" but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 "speed" that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons' case the gravity effect on the projectile but will not make the object actually travel "faster" in-game. Against common belief, it is not used for the tracer effects from machine guns.
* '''Gravity''': effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.


[[Image:Mg med.gif|left]]'''.50 Cal Heavy Machine Gun''' - .50 caliber firing heavy machine gun.
See [[Template:Canon_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* 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>
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost
{{Canon Table | image=Cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | weight=50 | damage=50 | damtype=Kinetic | ammo=40 | cycle=1.4 | heat=10/0.1 | speed=3000 | gravity=0.5 | cost=50}}
{{Canon Table | image=Cn_ranged_med.png | name=Ranged Cannon | desc=A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | weight=70 | damage=60 | damtype=Kinetic | ammo=40 | cycle=1.5 | heat=8/0.1 | speed=3300 | gravity=0.1 | cost=60}}
{{Canon Table | image=Cn_he_med.png | name=High Explosive Cannon | desc=This cannon has its explosive compound upgraded for a stronger explosion upon impact. | research=Explosive Shells | weight=70 | damage=65 | damtype=Explosive | ammo=24 | cycle=2.0 | heat=12/0.1 | speed=3000 | gravity=0.4125 | cost=75}}
{{Canon Table | image=Cn_plasma_med.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Plasma Cannon Projectile | weight=70 | damage=55 | damtype=GeneralPhysics | ammo=30 | cycle=1.5 | heat=20/10 | speed=2700 | gravity=0.4250 | cost=60}}
{{Canon Table | image=Cn_rail_hvy.png | name=Rail Gun | desc=This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster. | research=Rail Gun | weight=100 | damage=50 | damtype=Kinetic | ammo=30 | cycle=0.8 | heat=7/0 | speed=3600 | gravity=0.3 | cost=80}}
|}
|}


 
=Artillery Cannon=
[[Image:Mg med.gif|left]]'''Depleted Uranium Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.
See [[Template:Arty_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 30
* Weight: 70
* Clip Size: 80 (4 Clips)
* Damage: 4
* Cycle Time: 0.1
{|
|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>
|}
 
 
[[Image:Mg large.gif|left]]'''Depleted Uranium Heavy Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.
 
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 50
* Weight: 120
* Clip Size: 120 (4 Clips)
* Damage: 5
* Cycle Time: 0.09
{|
|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.
 
'''Research Required:''' None
* 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>
|}
 
 
[[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 Required:''' None
* 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>
|}
 
 
[[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.
 
'''Research Required:''' Physics > Superheated Material Physics > Plasma Bullet Projectile
* Cost: 40
* Weight: 70
* Clip Size: 200 (4 Clips)
* Damage: 1
* Cycle Time: 0.3
{|
|Infantry Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(3.3)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(3.3)</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:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(13.3)</small>
|+ (Hold SHIFT to sort multiple rows)
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Gravity !! Cost
{{Arty Table | image=Ac_std_sml.png | name=Small Artillery Cannon | desc=An artillery cannon with high damage but low reload times.  It has the shortest range but fastest reload. | research=None | weight=60 | damage=115 | damtype=ExplosiveArt | ammo=10/4 | reload=5 | cycle=1 | heat=10/0.5 | speed=1700 | gravity=0.8 | cost=50}}
{{Arty Table | image=Ac_std_med.png | name=Medium Artillery Cannon | desc=An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines. | research=None | weight=100 | damage=140 | damtype=ExplosiveArt | ammo=10/3 | reload=8 | cycle=1.6 | heat=10/0.5 | speed=1500 | gravity=0.6 | cost=60}}
{{Arty Table | image=Ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. | research=Explosive Shells | weight=100 | damage=160 | damtype=ExplosiveArt | ammo=10/3 | reload=7 | cycle=2 | heat=15/1 | speed=1800 | gravity=0.4 | cost=75}}
{{Arty Table | image=Ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with the greatest damage. | research=Extended Range Cannon | weight=100 | damage=120 | damtype=KineticArt | ammo=10/3 | reload=8 | cycle=2 | heat=20/1 | speed=2800 | gravity=0.6 | cost=60}}
|}
|}


=Missiles=
* '''RoF''': A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation
* '''Targeting Type'''
** '''Dumb''': flies forward until it hits something.
** '''Guided''': While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance.
** '''Homing''': Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.
* '''Range''': max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
* '''Lock Time''': time it takes for a homing missile to lock onto the target under the player crosshairs
* '''Lock Radius''': this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range
* '''Lock Time/Range Mod''': modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)
* '''Turning Ability''': determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all


[[Image:Mg med.gif|left]]'''High Explosive Machine Gun''' - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
See [[Template:Missile_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
'''Research Required:''' Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
* Cost: 40
* Weight: 70
* Clip Size: 30 (6 Clips)
* Damage: 12
* Cycle Time: 0.5
* Explosion Radius / Force: 100 / 50
{|
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(24)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(24)</small>
|-
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(24)</small>
|-
|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>(2.0)</small>
! Image !! Name !! Description !! Prerequisite !! Weight !! Damage !! Damage Type !! Rounds/ Clips !! Reload Time (sec) !! RoF !! Heat/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability !! Cost
{{Missile Table | image=Ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | weight=30 | damage=40 | damtype=Missile | ammo=4/5 | reload=3 | cycle=1.2 | heat=6/0.1 | speed=1600 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=50}}
{{Missile Table | image=Ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. | research=Upgraded Missile Warhead | weight=70 | damage=60 | damtype=Missile | ammo=7/7 | reload=3.8 | cycle=1.0 | heat=8/0.2 | speed=2500 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{Missile Table | image=Ml_bio_med.png | name=Biological Warhead | desc=A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. | research=Biological Warhead | weight=70 | damage=50 | damtype=Missile | ammo=5/3 | reload=6 | cycle=3 | heat=6/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=60}}
{{Missile Table | image=Ml_nuke_hvy.png | name=HIT Missile | desc=This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets. | research=HIT Warhead | weight=150 | damage=300 | damtype=Missile | ammo=3/3 | reload=12 | cycle=10 | heat=75/30 | speed=1000 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{Missile Table | image=Ml_salvo_med.png | name=Salvo Missile Launcher | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. | research=Upgraded Missile Warhead | weight=50 | damage=35 | damtype=Missile | ammo=5/10 | reload=3 | cycle=-0.14 | heat=4/0.1 | speed=1800 | targetingType=Dumb | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 | cost=85}}
{{Missile Table | image=Ml_guided_med.png | name=Guided Missile Launcher | desc=A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs. | research=Guided Missiles | weight=70 | damage=70 | damtype=Missile | ammo=5/4 | reload=6 | cycle=1.0 | heat=7/0.2 | speed=1200 | targetingType=Guided | range=4000 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 | cost=75}}
{{Missile Table | image=Ml_homing_med.png | name=Homing Missile Launcher | desc=A missile launcher which fires a single missile that homes in on the locked on target. | research=Homing Missiles | weight=70 | damage=45 | damtype=Missile | ammo=6/6 | reload=6 | cycle=1.0 | heat=10/0.2 | speed=2500 | targetingType=Homing | range=5000 | lockTime=0.3 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3.0 | cost=65}}
|}
|}
== Tank Cannons ==
[[Image:Cn small.gif|left]]'''Standard Cannon''' - A small caliber cannon that fires tank shells.
'''Research Required:''' None
* Cost: 20
* Damage: 40
* Clip Size: 30
* Cycle Time: 1.4
* Weight: 50
* Heat: 14
* Speed: 3000
* Explosion Radius / Force: 300 / 100
[[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: 20
* Damage: 60
* Clip Size: 40
* Cycle Time: 1.5
* Weight: 70
* Heat: 14
* Speed: 3000
* Explosion Radius / Force: 300 / 100
[[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
* Cost: 25
* Damage: 75
* Clip Size: 24
* Cycle Time: 2.0
* Weight: 70
* Heat: 16
* Speed: 3200
* Explosion Radius / Force: 400 / 200
[[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.
'''Research Required:''' Physics > Superheated Material Physics > Plasma Cannon Projectile
* Cost: 25
* Damage: 45
* Clip Size: 30
* Cycle Time: 1.0
* Weight: 70
* Heat: 16
* Speed: 3100
* Explosion Radius / Force: 300 / 100
[[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
* Cost: 35
* Damage: 50
* Clip Size: 40
* Cycle Time: 0.8
* Weight: 80
* Heat: 0,5
* Speed: 3500
* Explosion Radius / Force: 100 / 50
== 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.
'''Research Required:''' None
* Cost: 30
* Damage: 100
* Clip Size: 10 (6 Clips)
* Cycle Time: 2.0
* Reload Time: 9.0
* Weight: 100
* Heat: 10
* Explosion Radius / Force: 550 / 500
[[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
* Cost: 35
* Damage: 120
* Clip Size: 10 (8 Clips)
* Cycle Time: 3.6
* Reload Time: 8.0
* Weight: 100
* Heat: 10
* Explosion Radius / Force: 700 / 600
[[Image:Ac_med.gif|left]]'''High Explosive Artillery Cannon''' - An artillery cannon with the greatest damage.
'''Research Required:''' Chemistry > Improved Detonation Compounds > Explosive Shells
* Cost: 30
* Damage: 150
* Clip Size: 10 (8 Clips)
* Cycle Time: 3.0
* Reload Time: 10.0
* Weight: 100
* Heat: 15
* Explosion Radius / Force: 900 / 700
[[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.
'''Research Required:''' Physics > Projectile Physics > Extended Range Cannon
* Cost: 45
* Damage: 100
* Clip Size: 10 (8 Clips)
* Cycle Time: 4.0
* Reload Time: 6.0
* Weight: 100
* Heat: 20
* Explosion Radius / Force: 1100 / 500
== Missile Launchers ==
[[Image:Ml_small.gif|left]]'''Standard Missile Launcher''' - A dumb fire missile launcher with no homing capabilities.
'''Research Required:''' None
* Cost: 20
* Damage: 40
* Speed: 1600
* Clip Size: 4 (5 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 30
* Heat: 4
* Explosion Radius / Force: 100 / 50
[[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: 30
* Damage: 70
* Speed: 1800
* Clip Size: 6 (5 Clips)
* Cycle Time: 0.8
* Reload Time: 3.8
* Weight: 50
* Heat: 6
* Explosion Radius / Force: 100 / 50
[[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
* Cost: 40
* Damage: 50
* Speed: 1800
* Clip Size: 3 (3 Clips)
* Cycle Time: 3.0
* Reload Time: 6.0
* Weight: 120
* Heat: 6
* Explosion Radius / Force: 300 / 50
[[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.
'''Research Required:''' Physics > Nuclear Fission > Nuclear Warhead
* Cost: 150
* Damage: 200
* Speed: 1000
* Clip Size: 6 (1 Clip)
* Cycle Time: 10.0
* Reload Time: 12.0
* Weight: 200
* Heat: 70
* Explosion Radius / Force: 2000 / 1000
[[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.
'''Research Required:''' Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
* Cost: 30
* Damage: 35
* Speed: 1800
* Clip Size: 4 (8 Clips)
* Reload Time: 6.0
* Weight: 50
* Heat: 3
* Explosion Radius / Force: 100 / 20
[[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: 30
* Damage: 50
* Speed: 1000
* Clip Size: 4 (4 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 50
* Heat: 10
* Explosion Radius / Force: 110 / 40
[[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: 35
* Damage: 80
* Speed: 1500
* Clip Size: 4 (4 Clips)
* Cycle Time: 2.0
* Reload Time: 5.0
* Weight: 50
* Heat: 15
* Explosion Radius / Force: 130 / 60
[[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
* Cost: 30
* Damage: 60
* Speed: 1000
* Clip Size: 4 (6 Clips)
* Cycle Time: 2.0
* Reload Time: 8.0
* Weight: 50
* Heat: 12
* Explosion Radius / Force: 100 / 40
[[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.
'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
* Cost: 35
* Damage: 80
* Speed: 1100
* Clip Size: 4 (6 Clips)
* Cycle Time: 3.0
* Reload Time: 9.0
* Weight: 50
* Heat: 16
* Explosion Radius / Force: 100 / 60
[[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: 35
* Damage: 40
* Speed: 1000
* Clip Size: 4 (6 Clips)
* Reload Time: 10.0
* Weight: 70
* Heat: 15
* Explosion Radius / Force: 80 / 30
== 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 Required:''' None
* Cost: 10
* Damage: 80
* Clip Size: 10 (2 Clips)
* Cycle Time: 3.0
* Reload Time: 10.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 200 / 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 farther range.
'''Research Required:''' Chemistry > Improved Detionation Compounds > Upgraded Grenades
* Cost: 20
* Damage: 110
* Clip Size: 10 (2 Clips)
* Cycle Time: 1.5
* Reload Time: 12.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 400 / 150
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]

Revision as of 14:25, 29 January 2017

Home > Vehicle Weapon Appendix
Template:Tocright

Note
The current data is for version 2.5. If this needs to be updated with future patches, refer to the vehicle_weapons.txt in the Steam\SteamApps\common\Empires\empires\scripts folder.

Machine Guns

  • Damage Type: Which damage type this weapon falls under. Armor, structures and infantry dictate the resistance against the chosen damage type.
  • Prerequisite: Research required to unlock
  • Weight: weight of the weapon
  • Damage: Damage per hit, damage caused by bio effects are listed after
  • Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
  • Rounds/Clips: The first number is the number of rounds in each clip, the second number is the number of clips
  • RoF: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
  • Heat/To Target: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
  • Spread: Projectile spread/accuracy. Lower is better.
  • Falloff/Falloffbase/Minimal Damage: Falloff is the maximum distance a projectile can travel before its damage is reduced to the "falloffbase" percentage. For example, the Standard Machine Gun falloff is 2000m. Its falloffbase is 0.8. This means that at 2000m the Standard Machine Gun is doing 80% damage. At 4000m it is doing 60% damage. However, it will always do at least the "minimal damage", which for the Standard Machine Gun is 15. Only affects machine guns.
  • Cost: Amount of resources needed

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Weight Damage Effective VS Reload Time (sec) Rounds/ Clips RoF Heat/To Target Spread Falloff/ Falloffbase/ Minimal Damage Cost
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 40 30 {{{minimaldamage}}} 30 0.1 3.5 60/4 1/0 0.015 2000/0.8/15
Chain Gun This chain gun fires at a very fast rate. None 55==50 22 {{{minimaldamage}}} 50 0.05 6 125/3 0/0 0.02 1800/0.7/15
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the smaller version. None 70 28 {{{minimaldamage}}} 65 0.04 6 175/3 0/0 0.02 1800/0.7/15
.50 Cal Medium MG A heavier .50 caliber firing medium machine gun. Heavy Caliber Machine Gun 70 35 {{{minimaldamage}}} 50 0.07 7.5 70/3 0/0 0.01 2500/0.9/30
.50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun. Heavy Caliber Machine Gun 95 43 {{{minimaldamage}}} 60 0.07 9.60 120/3 0/0 0.01 2500/0.9/40
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Heavy Caliber Machine Gun 70 5 {{{minimaldamage}}} 40 0.10 2.00 80/6 0/0 0.04 2500/0.6/5
Depleted Uranium HMG This machine gun fires ammunition which can damage vehicle armor. It is more damaging than the standard version. Heavy Caliber Machine Gun 95 8 {{{minimaldamage}}} 60 0.10 3.00 120/6 0/0 0.035 2500/0.6/6
Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target. Biological Projectile 75 8 {{{minimaldamage}}} 40 0.42 3.50 30/3 1/0 0.03 2500/0.8/4
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 70 5 {{{minimaldamage}}} 40 0.36 4 30/7 1/5 0.03 0
HE Plasma Machine Gun This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 100 6 {{{minimaldamage}}} 55 0.29 3.50 30/7 1/5 0.03 0
HE MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 80 10 {{{minimaldamage}}} 40 0.4 4 25/6 1/0.1 0.01 0
HE HMG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 125 13 {{{minimaldamage}}} 55 0.4 4 25/6 3/0.1 0.01 0

Canons

  • Speed: Speed of the projectile. Only affects cannons and missiles. Used with the "Speed To Damage Modifier" value on armor. The speed of a weapon not only influences the "speed to damage modifier" but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 "speed" that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons' case the gravity effect on the projectile but will not make the object actually travel "faster" in-game. Against common belief, it is not used for the tracer effects from machine guns.
  • Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Weight Damage Damage Type Rounds/ Clips RoF Heat/To Target Speed Gravity Cost

Template:Canon Table Template:Canon Table Template:Canon Table Template:Canon Table Template:Canon Table

Artillery Cannon

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Weight Damage Damage Type Rounds/ Clips Reload Time (sec) RoF Heat/To Target Speed Gravity Cost
Small Artillery Cannon An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload. None 50 115 60 5 ExplosiveArt 10/4 1 10/0.5 1700 0.8
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. None 60 140 100 8 ExplosiveArt 10/3 1.6 10/0.5 1500 0.6
High Explosive Artillery An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. Explosive Shells 75 160 100 7 ExplosiveArt 10/3 2 15/1 1800 0.4
Ranged Artillery Cannon An artillery cannon with the greatest damage. Extended Range Cannon 60 120 100 8 KineticArt 10/3 2 20/1 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 Weight Damage Damage Type Rounds/ Clips Reload Time (sec) RoF Heat/To Target Speed Targeting Type Range Lock Time Lock Radius Lock Time/Range Mod Turning Ability Cost
Standard ML A dumb fire missile launcher with no homing capabilities. None 50 40 30 3 Missile 4/5 1.2 6/0.1 1600 Dumb 0 0 0 0 0
Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. Upgraded Missile Warhead 60 60 70 3.8 Missile 7/7 1.0 8/0.2 2500 Dumb 0 0 0 0 0
Biological Warhead A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Biological Warhead 60 50 70 6 Missile 5/3 3 6/0.1 1800 Dumb 0 0 0 0 0
HIT Missile 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. HIT Warhead 85 300 150 12 Missile 3/3 10 75/30 1000 Dumb 0 0 0 0 0
Salvo Missile Launcher A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading. Upgraded Missile Warhead 85 35 50 3 Missile 5/10 -0.14 4/0.1 1800 Dumb 0 0 0 0 0
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. Guided Missiles 75 70 70 6 Missile 5/4 1.0 7/0.2 1200 Guided 4000 0 0 0 1.8
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 65 45 70 6 Missile 6/6 1.0 10/0.2 2500 Homing 5000 0.3 0.4 0.0003 3.0