Vehicle Weapon Appendix: Difference between revisions

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{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
{{Sitenav|[[Vehicles]] > Vehicle Payload Appendix}}
=Machine Guns=
* '''Prerequisite''': Research required to unlock
* '''Cost''': Amount of resources needed
* '''Damage''': Damage per hit, damage caused by bio effects are listed after
* '''Minimum Damage''': Minimum Damage the shot can deal after falloff is applied, damage caused by bio effects are listed after
* '''Weight''': weight of the weapon
* '''RoF''': Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
* '''Reload Time''': time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
* '''Rounds/Clips''': The first number is the number of rounds in each clip, the second number is the number of clips
* '''Heat/To Target''': The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
* '''Spread''': Projectile spread/accuracy. Lower is better.
* '''FalloffStart/FalloffEnd/Minimal Damage''': FalloffStart is the distance a projectile can travel before its damage will start reducing towards the Minimal Damage value. The weapon will always deal the Minimal Damage value if it hits within 10000 units (maximum bullet trace distance. FalloffEnd controls the distance that bullets hit Minimal Damage. (Damage is reduced using [https://en.wikipedia.org/wiki/Smoothstep smoothstep] functions between FalloffStart and FalloffEnd.)


 
See [[Template:MG_Table]] for instructions on how to edit this table.
Following is a list of all the items that can be used to customize a vehicle.
{| 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: 10
* Clip Size: 50 (3 Clips)
* Damage: 30
* Cycle Time: 0.16
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(187.5)</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:star.png]] <small>(0.6)</small>
|+ (Hold SHIFT to sort multiple rows)
|}
! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Minimum Damage !! Weight !! RoF (sec) !! Reload Time (sec) !! Rounds/ Clips !! Heat Self/To Target !! Spread !! Falloff Start/ Falloff End
 
 
[[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. (Affects vehicles and infantry)


'''Research Required:''' Biology > Biological Weaponry > Biological Projectile
{{MG Table |  image=mg_std_sml.png | name=Standard Machine Gun | desc=A small machine gun that fires anti-infantry rounds. | research=None | cost=40 | damage=17 | minimaldamage=13 | weight=30 | cycle=0.1 | reload=3.5 | ammo=60/4 | heat=1/0 | spread=0.015 | falloff=0/3000}}
* Cost: 35
{{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 | cost=75 | damage=8 | minimaldamage=4 | weight=40 | cycle=0.43 | reload=4 | ammo=30/5 | heat=1/0 | spread=0.025 | falloff=0/8000}}
* Weight: 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 | cost=70 | damage=20 | minimaldamage=16 | weight=50 | cycle=0.06 | reload=6.8 | ammo=70/4 | heat=0.8/0 | spread=0.013 | falloff=0/5500}}
* Clip Size: 50 (4 Clips)
{{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 | cost=95 | damage=23 | minimaldamage=19 | weight=60 | cycle=0.06 | reload=7.5 | ammo=110/4 | heat=0.9/0 | spread=0.013 | falloff=0/5500}}
* Damage: 5
{{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 | cost=70 | damage=5 | minimaldamage=3 | weight=40 | cycle=0.1 | reload=2 | ammo=80/6 | heat=0.5/0 | spread=0.018 | falloff=0/6500}}
* Cycle Time: 0.2
{{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 | cost=95 | damage=8 | minimaldamage=5 | weight=60 | cycle=0.1 | reload=3 | ammo=120/6 | heat=0.5/0 | spread=0.018 | falloff=0/6500}}
{|
{{MG Table | image=mg_chain_sml.png | name=Chain Gun | desc=This chain gun fires at a very fast rate. | research=None | cost=50 | damage=14 | minimaldamage=11 | weight=50 | cycle=0.04 | reload=6 | ammo=125/3 | heat=0.35/0 | spread=0.03 | falloff=0/1250}}
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(25)</small>
{{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 | cost=70 | damage=17 | minimaldamage=12 | weight=65 | cycle=0.035 | reload=6 | ammo=175/3 | heat=0.45/0 | spread=0.03 | falloff=0/1250}}
|-
{{MG Table |  image=mg_plasma_med.png | name=Plasma MG | desc=This machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | cost=70 | damage=5 | minimaldamage=3 | weight=40 | cycle=0.35 | reload=4 | ammo=30/7 | heat=1/2 | spread=0.02 | falloff=5000/10000}}
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(0.03)</small>
{{MG Table | image=mg_plasma_hvy.png | name=High Energy Plasma MG | desc=This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. | research=Plasma Bullet Projectile | cost=100 | damage=6 | minimaldamage=4 | weight=55 | cycle=0.28 | reload=3.5 | ammo=30/7 | heat=1.4/2.3 | spread=0.015 | falloff=5000/10000}}
|-
{{MG Table |  image=mg_he_med.png | name=High Explosive MG | desc=This machine gun fires rounds which explode upon impact.  It is very effective against vehicles. | research=Explosive Tipped Bullets | cost=80 | damage=10 | minimaldamage=8 | weight=40 | cycle=0.4 | reload=4 | ammo=25/6 | heat=1.5/0 | spread=0.025 | falloff=5000/10000}}
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(2.5)</small>
{{MG Table |  image=mg_he_hvy.png | name=High Explosive HMG | desc=This machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. | research=Explosive Tipped Bullets | cost=125 | damage=13 | minimaldamage=10 | weight=55 | cycle=0.4 | reload=4 | ammo=25/6 | heat=3/0 | spread=0.025 | falloff=5000/10000}}
|}
|}


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


[[Image:Mg med.gif|left]]'''.50 Cal Medium Machine Gun''' - .50 caliber firing medium machine gun.
See [[Template:Cannon_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: 50 (5 Clips)
* Damage: 50
* Cycle Time: 0.09
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(555.6)</small>
|-
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|+ (Hold SHIFT to sort multiple rows)
|-
! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Gravity
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(5.6)</small>
|}
 
 
[[Image:Mg med.gif|left]]'''.50 Cal Heavy Machine Gun''' - .50 caliber firing heavy machine gun.


'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
{{Cannon Table |  image=cn_std_sml.png | name=Standard Cannon | desc=A small caliber cannon that fires tank shells. | research=None | cost=50 | damage=50 | weight=50 | damtype=Kinetic | ammo=40/0 | cycle=1.4 | heat=10/0 | speed=3300 | gravity=0.5 }}
* Cost: 40
{{Cannon Table |  image=cn_ranged_med.png | name=Ranged Cannon | desc=A medium caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Extended Range Cannon | cost=85 | damage=60 | weight=70 | damtype=Kinetic | ammo=40/0 | cycle=1.5 | heat=8/0 | speed=3600 | gravity=0.1 }}
* Weight: 120
{{Cannon Table |  image=cn_ranged_hvy.png | name=Heavy-duty Ranged Cn. | desc=A large caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. | research=Heavy-Duty Ranged Cannon | cost=135 | damage=67 | weight=75 | damtype=Kinetic | ammo=40/0 | cycle=1.5 | heat=8.5/0 | speed=3650 | gravity=0.08 }}
* Clip Size: 75 (6 Clips)
{{Cannon 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=High Explosive Shells | cost=80 | damage=70 | weight=60 | damtype=Explosive | ammo=30/0 | cycle=2 | heat=12/0 | speed=3000 | gravity=0.4125 }}
* Damage: 60
{{Cannon Table |  image=cn_he_hvy.png | name=Thermobaric Cannon | desc=This cannon utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. | research=Thermobaric Cannon | cost=130 | damage=77 | weight=70 | damtype=Explosive | ammo=30/0 | cycle=2 | heat=13/0 | speed=3000 | gravity=0.4 }}
* Cycle Time: 0.06
{{Cannon Table | image=cn_plasma_med.png | name=Plasma Cannon Prot. | 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 | cost=80 | damage=72 | weight=70 | damtype=GeneralPhysics | ammo=30/0 | cycle=2 | heat=13.5/7 | speed=3000 | gravity=0.4125 }}
{|
{{Cannon Table |  image=cn_plasma_hvy.png | name=Plasma Cannon | desc=This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. | research=Dedicated Plasma Cannon | cost=130 | damage=84 | weight=80 | damtype=GeneralPhysics | ammo=30/0 | cycle=2 | heat=15/8 | speed=3100 | gravity=0.4 }}
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(1000)</small>
{{Cannon Table | image=cn_rail_med.png | name=Railgun | desc=This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. | research=Experimental Railgun | cost=80 | damage=45 | weight=60 | damtype=Kinetic | ammo=35/0 | cycle=1 | heat=6/0 | speed=3700 | gravity=0.32 }}
|-
{{Cannon Table |  image=cn_rail_hvy.png | name=Overcharged Railgun | desc=This version of a rail gun uses improved magnetic coils to accelerate the shell. It produces higher damage and travels faster. | research=Overcharged Railgun | cost=120 | damage=53 | weight=80 | damtype=Kinetic | ammo=35/0 | cycle=1 | heat=7/0 | speed=3800 | gravity=0.3 }}
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
{{Cannon Table |  image=cn_bio_med.png | name=Biological Cannon | desc=This cannon contains a biological agent.  Infantry and vehicles hit by the explosion will suffer from continuous damage for a short period of time. | research=Biological Cannon | cost=80 | damage=65 | weight=70 | damtype=BioArt | ammo=30/0 | cycle=2.25 | heat=13/0 | speed=3000 | gravity=0.4 }}
|-
{{Cannon Table |  image=cn_bio_hvy.png | name=Virulent Cannon | desc=This cannon contains a very large biological agent. Players and vehicles hit by the explosion will suffer from continuous damage for a short period of time. | research=Virulent Shells | cost=130 | damage=70 | weight=80 | damtype=BioArt | ammo=30/0 | cycle=2.25 | heat=15/0 | speed=3000 | gravity=0.37 }}
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(3.3)</small>
|}
|}


 
=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: 40 (4 Clips)
* Damage: 4
* Cycle Time: 0.1
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(40)</small>
|-
|-
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.08)</small>
|+ (Hold SHIFT to sort multiple rows)
|-
! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Reload Time (sec) !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Gravity
|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
{{Arty Table |  image=ac_std_med.png | name=180mm Artillery Cannon | desc=An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. | research=None | cost=60 | damage=265 | weight=60 | reload=4.5 | damtype=ExplosiveArt | ammo=10/4 | cycle=2.5 | heat=15/0 | speed=2000 | gravity=0.55 }}
* Cost: 50
{{Arty Table |  image=ac_std_med.png | name=203mm Artillery Cannon | desc=An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. | research=None | cost=80 | damage=375 | weight=75 | reload=8 | damtype=ExplosiveArt | ammo=10/3 | cycle=4.75 | heat=25/0 | speed=1900 | gravity=0.57 }}
* Weight: 120
{{Arty Table |  image=ac_he_med.png | name=High Explosive Artillery | desc=An artillery cannon with the largest explosion radius, medium damage and medium range. | research=High Explosive Shells | cost=90 | damage=200 | weight=100 | reload=7 | damtype=ExplosiveArt | ammo=10/3 | cycle=3.5 | heat=15/0 | speed=1800 | gravity=0.4 }}
* Clip Size: 80 (4 Clips)
{{Arty Table |  image=ac_ranged_med.png | name=Ranged Artillery Cannon | desc=An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. | research=Extended Range Cannon | cost=100 | damage=150 | weight=100 | reload=8 | damtype=KineticArt | ammo=10/3 | cycle=2.5 | heat=20/0 | speed=2800 | gravity=0.6 }}
* Damage: 5
* Cycle Time: 0.09
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(55.6)</small>
|-
|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>
|}
|}


=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 small.gif|left]]'''Chain Gun''' - This machine gun fires ammo at a very fast rate.
See [[Template:Missile_Table]] for instructions on how to edit this table.
 
{| class="wikitable sortable"
'''Research Required:''' None
* Cost: 20
* Weight: 70
* Clip Size: 200 (4 Clips)
* Damage: 24
* Cycle Time: 0.025
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(600)</small>
|-
|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: 200 (4 Clips)
* Damage: 32
* Cycle Time: 0.04
{|
|DPS: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(800)</small>
|-
|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
{|
|DPS: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(3.3)</small>
|-
|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>
! Image !! Name !! Description !! Prerequisite !! Cost !! Damage !! Weight !! Reload Time (sec) !! Damage Type !! Rounds/ Clips !! RoF !! Heat Self/To Target !! Speed !! Targeting Type !! Range !! Lock Time !! Lock Radius !! Lock Time/Range Mod !! Turning Ability
|}
 


[[Image:Mg med.gif|left]]'''High Explosive Machine Gun''' - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
{{Missile Table |  image=ml_std_sml.png | name=Standard ML | desc=A dumb fire missile launcher with no homing capabilities. | research=None | cost=40 | damage=40 | weight=30 | reload=3 | damtype=Missile | ammo=4/6 | cycle=1.2 | heat=6/0 | speed=1600 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
 
{{Missile Table |  image=ml_upgraded_med.png | name=Upgraded ML | desc=A dumb fire missile launcher with no homing capabilities but greater speed and damage than the standard version. | research=Upgraded Missile Warhead | cost=70 | damage=60 | weight=70 | reload=3.8 | damtype=Missile | ammo=7/7 | cycle=1 | heat=8/0 | speed=2500 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
'''Research Required:''' Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
{{Missile Table |  image=ml_upgraded_hvy.png | name=Heavy-duty ML | desc=A Heavy-duty dumb fire missile launcher with no homing capabilities but much greater speed and damage than standard version. | research=Heavy-duty Missile Warhead | cost=110 | damage=66 | weight=80 | reload=4 | damtype=Missile | ammo=7/7 | cycle=1.05 | heat=8.5/0 | speed=2650 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Cost: 40
{{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 for a few seconds after being hit. | research=Biological Warhead | cost=75 | damage=50 | weight=70 | reload=6 | damtype=Missile | ammo=5/3 | cycle=3 | heat=6/0 | speed=1800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Weight: 70
{{Missile Table |  image=ml_bio_hvy.png | name=Virulent Warhead | desc=A dumb fire heavy missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will suffer large amount of damage for a few seconds after being hit. | research=Virulent Warhead | cost=125 | damage=53 | weight=80 | reload=6 | damtype=Missile | ammo=4/4 | cycle=3 | heat=8/0 | speed=1850 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Clip Size: 50 (4 Clips)
{{Missile Table |  image=ml_nuke_hvy.png | name=Nuclear Missile | desc=Nukes are hot, slow & heavy, but powerful against buildings. | research=HIT Warhead | cost=140 | damage=300 | weight=150 | reload=0 | damtype=MissileExplosive | ammo=10/0 | cycle=10 | heat=75/0 | speed=1000 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Damage: 12
{{Missile Table |  image=ml_salvo_med.png | name=Salvo ML | desc=A missile launcher with no homing capabilities but it can fire its payload of four missiles in one quick burst. | research=Upgraded Missile Warhead | cost=75 | damage=35 | weight=60 | reload=3 | damtype=Missile | ammo=5/10 | cycle=-0.14 | heat=4/0 | speed=1800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Cycle Time: 0.5
{{Missile Table |  image=ml_salvo_hvy.png | name=Advanced Salvo ML | desc=A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. | research=Heavy-duty Missile Warhead | cost=135 | damage=34 | weight=80 | reload=2.85 | damtype=Missile | ammo=6/10 | cycle=-0.13 | heat=3.75/0 | speed=1800 | targetingType=Dumb Missile | range=0 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=0 }}
* Explosion Radius / Force: 100 / 50
{{Missile Table |  image=ml_guided_med.png | name=Guided ML | desc=A missile launcher which fires missiles that follow the crosshairs after launch. | research=Guided Missiles | cost=85 | damage=70 | weight=70 | reload=5 | damtype=Missile | ammo=4/6 | cycle=1.25 | heat=7.5/0 | speed=1400 | targetingType=Guided Missile | range=5500 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.8 }}
{|
{{Missile Table | image=ml_guided_hvy.png | name=TOW Guided ML | desc=A missile launcher which fires TOW missiles that follow the crosshairs after launch.  It is more maneuverable and damaging than the basic variant. | research=TOW Guided Missiles | cost=135 | damage=75 | weight=80 | reload=5.5 | damtype=Missile | ammo=5/6 | cycle=1.3 | heat=8.5/0 | speed=1550 | targetingType=Guided Missile | range=6500 | lockTime=0 | lockRadius=0 | lockTimeRangeMod=0 | turningAbility=1.85 }}
|DPS: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(24)</small>
{{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 | cost=80 | damage=52 | weight=70 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=5000 | lockTime=0.55 | lockRadius=0.4 | lockTimeRangeMod=0.0003 | turningAbility=3 }}
|-
{{Missile Table |  image=ml_homing_hvy.png | name=Improved Homing ML | desc=This upgraded missile launcher is designed for heavy tanks. It offer slightly higher damage and better missile turning than the basic variant. | research=Upgraded Homing Missiles | cost=140 | damage=55 | weight=80 | reload=5 | damtype=Missile | ammo=7/6 | cycle=1 | heat=10/0 | speed=2500 | targetingType=Homing Missile | range=6000 | lockTime=0.3 | lockRadius=0.42 | lockTimeRangeMod=0.00029 | turningAbility=3.15 }}
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
{{Missile Table |  image=ml_salvo_homing_hvy.png | name=Salvo Homing ML | desc=A missile launcher that fires a salvo of missiles at once which home in on the locked on target. | research=Upgraded Homing Missiles | cost=105 | damage=40 | weight=100 | reload=3.75 | damtype=Missile | ammo=4/8 | cycle=-0.14 | heat=4/0 | speed=1400 | targetingType=Homing Missile | range=5000 | lockTime=1.1 | lockRadius=0.3 | lockTimeRangeMod=0.0004 | turningAbility=3 }}
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(2.0)</small>
|}
|}
== 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
* Added Heat: 10
* 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: 30
* Cycle Time: 1.5
* Weight: 70
* Added 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: 80
* Clip Size: 30
* Cycle Time: 2.0
* Weight: 70
* Added Heat: 16
* Speed: 3200
* Explosion Radius / Force: 500 / 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: 20
* Clip Size: 30
* Cycle Time: 2.0
* Weight: 70
* Added 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: 40
* Clip Size: 30
* Cycle Time: 0.8
* Weight: 80
* Added Heat: 6
* 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
* Added 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
* Added 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
* Added 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: 30
* Damage: 100
* Clip Size: 10 (8 Clips)
* Cycle Time: 4.0
* Reload Time: 6.0
* Weight: 100
* Added 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: 50
* Added 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: 70
* Added 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. (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: 70
* Added 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: 100
* Clip Size: 6 (1 Clip)
* Cycle Time: 10.0
* Reload Time: 12.0
* Weight: 200
* Added 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 (6 Clips)
* Reload Time: 6.0
* Weight: 70
* Added Heat: 10
* 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: 70
* Added 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: 70
* Speed: 1500
* Clip Size: 4 (4 Clips)
* Cycle Time: 2.0
* Reload Time: 5.0
* Weight: 70
* Added 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: 70
* Added 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: 70
* Added 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
* Added 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: 2.0
* Weight: 30
* Added Heat: 5
* 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: 3.0
* Weight: 50
* Added Heat: 8
* Explosion Radius / Force: 300 / 150
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]

Revision as of 15:31, 19 September 2017

Home > Vehicle Weapon Appendix

Machine Guns

  • Prerequisite: Research required to unlock
  • Cost: Amount of resources needed
  • Damage: Damage per hit, damage caused by bio effects are listed after
  • Minimum Damage: Minimum Damage the shot can deal after falloff is applied, damage caused by bio effects are listed after
  • Weight: weight of the weapon
  • RoF: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
  • Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
  • Rounds/Clips: The first number is the number of rounds in each clip, the second number is the number of clips
  • Heat/To Target: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
  • Spread: Projectile spread/accuracy. Lower is better.
  • FalloffStart/FalloffEnd/Minimal Damage: FalloffStart is the distance a projectile can travel before its damage will start reducing towards the Minimal Damage value. The weapon will always deal the Minimal Damage value if it hits within 10000 units (maximum bullet trace distance. FalloffEnd controls the distance that bullets hit Minimal Damage. (Damage is reduced using smoothstep functions between FalloffStart and FalloffEnd.)

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Minimum Damage Weight RoF (sec) Reload Time (sec) Rounds/ Clips Heat Self/To Target Spread Falloff Start/ Falloff End
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 40 17 13 30 0.1 3.5 60/4 1/0 0.015 0/3000
Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target. Biological Projectile 75 8 4 40 0.43 4 30/5 1/0 0.025 0/8000
.50 Cal Medium MG A heavier .50 caliber firing medium machine gun. Heavy Caliber Machine Gun 70 20 16 50 0.06 6.8 70/4 0.8/0 0.013 0/5500
.50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun. Heavy Caliber Machine Gun 95 23 19 60 0.06 7.5 110/4 0.9/0 0.013 0/5500
Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Heavy Caliber Machine Gun 70 5 3 40 0.1 2 80/6 0.5/0 0.018 0/6500
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 5 60 0.1 3 120/6 0.5/0 0.018 0/6500
Chain Gun This chain gun fires at a very fast rate. None 50 14 11 50 0.04 6 125/3 0.35/0 0.03 0/1250
Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the smaller version. None 70 17 12 65 0.035 6 175/3 0.45/0 0.03 0/1250
Plasma MG This machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 70 5 3 40 0.35 4 30/7 1/2 0.02 5000/10000
High Energy Plasma MG This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 100 6 4 55 0.28 3.5 30/7 1.4/2.3 0.015 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 80 10 8 40 0.4 4 25/6 1.5/0 0.025 5000/10000
High Explosive HMG This machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 125 13 10 55 0.4 4 25/6 3/0 0.025 5000/10000

Cannons

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

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Standard Cannon A small caliber cannon that fires tank shells. None 50 50 50 Kinetic 40/0 1.4 10/0 3300 0.5
Ranged Cannon A medium caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. Extended Range Cannon 85 60 70 Kinetic 40/0 1.5 8/0 3600 0.1
Heavy-duty Ranged Cn. A large caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. Heavy-Duty Ranged Cannon 135 67 75 Kinetic 40/0 1.5 8.5/0 3650 0.08
High-Explosive Cannon This cannon has its explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 80 70 60 Explosive 30/0 2 12/0 3000 0.4125
Thermobaric Cannon This cannon utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. Thermobaric Cannon 130 77 70 Explosive 30/0 2 13/0 3000 0.4
Plasma Cannon Prot. This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown. Plasma Cannon Projectile 80 72 70 GeneralPhysics 30/0 2 13.5/7 3000 0.4125
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. Dedicated Plasma Cannon 130 84 80 GeneralPhysics 30/0 2 15/8 3100 0.4
Railgun This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. Experimental Railgun 80 45 60 Kinetic 35/0 1 6/0 3700 0.32
Overcharged Railgun This version of a rail gun uses improved magnetic coils to accelerate the shell. It produces higher damage and travels faster. Overcharged Railgun 120 53 80 Kinetic 35/0 1 7/0 3800 0.3
Biological Cannon This cannon contains a biological agent. Infantry and vehicles hit by the explosion will suffer from continuous damage for a short period of time. Biological Cannon 80 65 70 BioArt 30/0 2.25 13/0 3000 0.4
Virulent Cannon This cannon contains a very large biological agent. Players and vehicles hit by the explosion will suffer from continuous damage for a short period of time. Virulent Shells 130 70 80 BioArt 30/0 2.25 15/0 3000 0.37

Artillery Cannon

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

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
180mm Artillery Cannon An artillery cannon with high damage, medium reload time and medium-short range. It has a slightly longer range than the 203mm cannon. None 60 265 60 4.5 ExplosiveArt 10/4 2.5 15/0 2000 0.55
203mm Artillery Cannon An artillery cannon with extremely high damage, slow reload time and short range. It has a slightly shorter range than the 180mm cannon. None 80 375 75 8 ExplosiveArt 10/3 4.75 25/0 1900 0.57
High Explosive Artillery An artillery cannon with the largest explosion radius, medium damage and medium range. High Explosive Shells 90 200 100 7 ExplosiveArt 10/3 3.5 15/0 1800 0.4
Ranged Artillery Cannon An artillery cannon with low damage but fairly large explosion radius. It has the furthest range of all artillery cannons. Extended Range Cannon 100 150 100 8 KineticArt 10/3 2.5 20/0 2800 0.6

Missiles

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

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

Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Targeting Type Range Lock Time Lock Radius Lock Time/Range Mod Turning Ability
Standard ML A dumb fire missile launcher with no homing capabilities. None 40 40 30 3 Missile 4/6 1.2 6/0 1600 Dumb Missile 0 0 0 0 0
Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than the standard version. Upgraded Missile Warhead 70 60 70 3.8 Missile 7/7 1 8/0 2500 Dumb Missile 0 0 0 0 0
Heavy-duty ML A Heavy-duty dumb fire missile launcher with no homing capabilities but much greater speed and damage than standard version. Heavy-duty Missile Warhead 110 66 80 4 Missile 7/7 1.05 8.5/0 2650 Dumb Missile 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 for a few seconds after being hit. Biological Warhead 75 50 70 6 Missile 5/3 3 6/0 1800 Dumb Missile 0 0 0 0 0
Virulent Warhead A dumb fire heavy missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will suffer large amount of damage for a few seconds after being hit. Virulent Warhead 125 53 80 6 Missile 4/4 3 8/0 1850 Dumb Missile 0 0 0 0 0
Nuclear Missile Nukes are hot, slow & heavy, but powerful against buildings. HIT Warhead 140 300 150 0 MissileExplosive 10/0 10 75/0 1000 Dumb Missile 0 0 0 0 0
Salvo ML A missile launcher with no homing capabilities but it can fire its payload of four missiles in one quick burst. Upgraded Missile Warhead 75 35 60 3 Missile 5/10 -0.14 4/0 1800 Dumb Missile 0 0 0 0 0
Advanced Salvo ML A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. Heavy-duty Missile Warhead 135 34 80 2.85 Missile 6/10 -0.13 3.75/0 1800 Dumb Missile 0 0 0 0 0
Guided ML A missile launcher which fires missiles that follow the crosshairs after launch. Guided Missiles 85 70 70 5 Missile 4/6 1.25 7.5/0 1400 Guided Missile 5500 0 0 0 1.8
TOW Guided ML A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is more maneuverable and damaging than the basic variant. TOW Guided Missiles 135 75 80 5.5 Missile 5/6 1.3 8.5/0 1550 Guided Missile 6500 0 0 0 1.85
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 80 52 70 5 Missile 7/6 1 10/0 2500 Homing Missile 5000 0.55 0.4 0.0003 3
Improved Homing ML This upgraded missile launcher is designed for heavy tanks. It offer slightly higher damage and better missile turning than the basic variant. Upgraded Homing Missiles 140 55 80 5 Missile 7/6 1 10/0 2500 Homing Missile 6000 0.3 0.42 0.00029 3.15
Salvo Homing ML A missile launcher that fires a salvo of missiles at once which home in on the locked on target. Upgraded Homing Missiles 105 40 100 3.75 Missile 4/8 -0.14 4/0 1400 Homing Missile 5000 1.1 0.3 0.0004 3