Vehicle Weapon Appendix: Difference between revisions

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


=Machine Guns=
* '''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"
|-
|+ (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


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


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


:Size: Number of slots the weapon takes
See [[Template:Canon_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
|-
|+ (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}}
|}


:Cost: Cost per weapon
=Artillery Cannon=
See [[Template:Arty_Table]] for instructions on how to edit this table.
{| class="wikitable sortable"
|-
|+ (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}}
|}


:Research: Research tree required to unlock.  
=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


:Damage: Damage per hit, damage caused by bio effects are listed after
See [[Template:Missile_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
: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.  
|-
 
! 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
:Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.
{{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}}
:Heat: Heat added per shot fired
{{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}}
:Weight: weight of the weapon
{{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}}
:Cycle Time: time between shots
{{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}}
: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==
[[Image:Mg_small.gif|left]]
'''Standard Machine Gun''' A small machine gun that fires bullets with common properties.
:Research None
:Cost 95
:Damage 40, Bullet
: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
 
 
[[Image:Mg_small.gif|left]]
'''Chain Gun''' This machine gun fires ammo at a very fast rate.
:Research None
:Cost 95
:Damage 16, Bullet
: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  
 
 
[[Image:Mg med.gif|left]]
'''Medium Chain Gun''' This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
:Research None
:Cost 110
:Damage 32, Bullet
: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:Mg med.gif|left]]
'''Bio Machine Gun''' A small machine gun that fires bullets containing infectious material to do continual damage to a target.
:Research Biology -> Biological Weaponry -> Biological Projectile
:Cost 120
:Damage 5, additional 80 dmg from bio effect, APBullet
: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
 
 
[[Image:Mg med.gif|left]]
'''High Explosive MG''' This machine gun fires ammo which explodes upon impact.  It is very effective against vehicles.
:Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
:Cost 145
:Damage 15, BulletExplosive
: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
 
 
[[Image:Mg med.gif|left]]
'''Plasma Machine Gun''' This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
:Research Physics -> SuperHeated Material Physics -> Plasma Bullet Projectile
:Cost 100
:Damage 1, GeneralPhysics
: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
 
 
[[Image:Mg med.gif|left]]
'''.50 Cal Medium MG''' A heavier .50 caliber firing medium machine gun.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 120
:Damage 50, Bullet
: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
 
 
[[Image:Mg large.gif|left]]
'''.50 Cal Heavy MG''' A heavier .50 caliber firing heavy machine gun.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 145
:Damage 60, Bullet
: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:Mg med.gif|left]]
'''Depleted Uranium MG''' This machine gun fires ammo that can damage vehicle armor.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 120
:Damage 8, APBullet
: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:Mg large.gif|left]]
'''Depleted Uranium HMG''' This machine gun fires ammo that can damage vehicle armor.  It is more damaging than the standard version.
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Cost 145
:Damage 10, APBullet
: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
 
 
 
==Cannons==
[[Image:Cn small.gif|left]]
'''NF Standard Cannon''' A small caliber cannon that fires tank shells.
:Research None
:Cost 95
:Damage 40, Kinetic
: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:Cn small.gif|left]]
'''IMP Improved Standard Cannon''' A small caliber cannon that fires tank shells.
:Research None
:Cost 95
:Damage 50, Kinetic
: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
 
 
[[Image:Cn med.gif|left]]
'''Ranged Cannon''' A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
:Research Physics -> Projectile Physics -> Extended Range Cannon
:Cost 120
:Damage 95, Kinetic
: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
 
 
[[Image:Cn med.gif|left]]
'''High Explosive Cannon''' This cannon has its explosive compound upgraded for a stronger explosion upon impact.
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Cost 150
:Damage 95, Explosive
: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
 
 
[[Image:Cn med.gif|left]]
'''Plasma Cannon''' This cannon fires a super:Heated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
:Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
:Cost 120
:Damage 90, GeneralPhysics
: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:Cn large.gif|left]]
'''Rail Gun''' This cannon uses magnetic coils to accelerate the shell.  It produces less heat and can fire faster.
:Research Electrical Engineering -> Advanced Magnet Research -> Rail Gun
:Cost 160
:Damage 50, Kinetic
: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==
[[Image:Ac_small.gif|left]]
'''Small Artillery Cannon''' An artillery cannon with high damage but low reload Times.  It has the shortest range but fastest reload.
:Research None
:Cost 95
:Damage 115, ExplosiveArt
: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:Ac_med.gif|left]]
'''Medium Artillery Cannon''' An artillery cannon with high damage but low reload Times. It has a greater range than the small cannon and two extra ammo magazines.
:Research None
:Cost 120
:Damage 140, ExplosiveArt
: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
 
 
[[Image:Ac_med.gif|left]]
'''High Explosive Artillery''' An artillery cannon with the greatest damage.
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Cost 145
:Damage 160, ExplosiveArt
: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
 
 
[[Image:Ac_med.gif|left]]
'''Ranged Artillery Cannon''' An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
:Research Physics -> Projectile Physics -> Extended Range Cannon
:Cost 120
:Damage 120, KineticArt
: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==
[[Image:Ml_small.gif|left]]
'''Standard ML''' A dumb fire missile launcher with no homing capabilities.
:Research None
:Cost 95
:Damage 40, Missile
: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
 
 
[[Image:Ml_med.gif|left]]
'''Upgraded ML''' A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
:Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
:Cost 120
:Damage 75, Missile
:Speed 1800
:Heat 6
:Weight 70
:Cycle Time 1.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 3.8
:Projectile Spread 0.5
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 50
 
 
[[Image:Ml_salvo.gif|left]]
'''Salvo Missile Launcher''' A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading.
:Research Upgraded Missile Warhead
:Cost 110
:Damage 35, Missile
: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
 
 
[[Image:Ml_med.gif|left]]
'''Biological Warhead''' A dumb fire missile launcher which contains a biological agent in its warhead.  Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
:Research Biology -> Biological Weaponry -> Biological Warhead
:Cost 120
:Damage 50, additional 300 dmg from bio effect, Missile
: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
 
Player Bio Damage
::10 //Damage inflicted to players every interval
Player Bio Time
::60 //total time to inflict Damage to players
Player Bio Interval
::2 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
::10 //Damage inflicted to vehicles every interval
Vehicle Bio Time
::60 //total time to inflict Damage to vehicles
Vehicle Bio Interval
::2 //time inbetween each infliction of Damage to vehicles
 
 
[[Image:Ml_large.gif|left]]
'''HIT Missile''' 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 170
:Damage 200, MissileExplosive
: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
 
 
[[Image:Ml_guid.gif|left]]
'''Guided Missile Launcher''' A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs.
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Cost 145
:Damage 70, Missile
: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
 
 
[[Image:Ml_guid.gif|left]]
'''Upgraded Guided ML''' A missile launcher which fires missiles that follow the crosshairs after launch.  It is upgraded for more :Damage and better tracking.
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Cost 150
:Damage 75, Missile
: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
 
 
[[Image:Ml_home.gif|left]]
'''Homing Missile Launcher''' A missile launcher which fires a single missile that homes in on the locked on target.
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Cost 130
:Damage 70, Missile
: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
 
 
[[Image:Ml_home.gif|left]]
'''Upgraded Homing ML''' 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.
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Cost 160
:Damage 85, Missile
: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
 
 
[[Image:Ml_salvo.gif|left]]
'''Salvo Homing ML''' A missile launcher that fires four missiles at once which home in on the locked on target.
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Cost 140
:Damage 40, Missile
: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==
[[Image:Gl small.gif|left]]
'''Grenade Launcher''' A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
:Research None
:Cost 95
:Damage 80, Explosive
: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
 
 
[[Image:Gl med.gif|left]]
'''Upgraded Grenade Launcher''' A grenade launcher suited for urban combat with its ability of clearing out tight spaces.  It is upgraded for more damage and longer range.
:Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
:Cost 120
:Damage 110, Explosive
: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]]

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