Vehicle Weapon Appendix

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Home > Vehicle Weapon Appendix

Note 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
Mg std sml.png Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 30 30 Infantry 3.5 60/4 0.1 1/0 0.015 2000/0.8/15 40
Mg chain sml.png Chain Gun This chain gun fires at a very fast rate. None 50 22 Infantry 6 125/3 0.05 0/0 0.02 1800/0.7/15 55==50
Mg chain med.png Medium Chain Gun This machine gun fires at a very fast rate. Its damage is greater than the smaller version. None 65 28 Infantry 6 175/3 0.04 0/0 0.02 1800/0.7/15 70
Mg 50cal med.png .50 Cal Medium MG A heavier .50 caliber firing medium machine gun. Heavy Caliber Machine Gun 50 35 Infantry 7.5 70/3 0.07 0/0 0.01 2500/0.9/30 70
Mg 50cal hvy.png .50 Cal Heavy MG A heavier .50 caliber firing heavy machine gun. Heavy Caliber Machine Gun 60 43 Infantry 9.60 120/3 0.07 0/0 0.01 2500/0.9/40 95
Mg du med.png Depleted Uranium MG This machine gun fires ammunition which can damage vehicle armor. Heavy Caliber Machine Gun 40 5 Vehicles 2.00 80/6 0.10 0/0 0.04 2500/0.6/5 70
Mg du hvy.png 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 60 8 Vehicles 3.00 120/6 0.10 0/0 0.035 2500/0.6/6 95
Mg bio med.png Bio Machine Gun A small machine gun that fires bullets containing infectious material to do continual damage to a target. Biological Projectile 40 8 Vehicles 3.50 30/3 0.42 1/0 0.03 2500/0.8/4 75
Mg plasma med.png Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 40 5 Vehicles 4 30/7 0.36 1/5 0.03 0 70
HE Plasma MG.png HE Plasma Machine Gun This APC-designated heavy machine gun fires superheated rounds which are designed to overheat the target vehicle. Plasma Bullet Projectile 55 6 Vehicles 3.50 30/7 0.29 1/5 0.03 0 100
Mg he med.png HE MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 40 10 Vehicles 4 25/6 0.4 1/0.1 0.01 0 80
Hmg he med.png HE HMG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 55 13 Vehicles 4 25/6 0.4 3/0.1 0.01 0 125

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
Cn std sml.png Standard Cannon A small caliber cannon that fires tank shells. None 50 50 Kinetic 40 1.4 10/0.1 3000 0.5 50
Cn ranged med.png Ranged Cannon A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges. Extended Range Cannon 70 60 Kinetic 40 1.5 8/0.1 3300 0.1 60
Cn he med.png High Explosive Cannon This cannon has its explosive compound upgraded for a stronger explosion upon impact. Explosive Shells 70 65 Explosive 24 2.0 12/0.1 3000 0.4125 75
Cn plasma med.png 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. Plasma Cannon Projectile 70 55 GeneralPhysics 30 1.5 20/10 2700 0.4250 60
Cn rail hvy.png Rail Gun This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster. Rail Gun 100 50 Kinetic 30 0.8 7/0 3600 0.3 80

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
Ac std sml.png Small Artillery Cannon An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload. None 60 115 ExplosiveArt 10/4 5 1 10/0.5 1700 0.8 50
Ac std med.png 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 100 140 ExplosiveArt 10/3 8 1.6 10/0.5 1500 0.6 60
Ac he med.png High Explosive Artillery An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons. Explosive Shells 100 160 ExplosiveArt 10/3 7 2 15/1 1800 0.4 75
Ac ranged med.png Ranged Artillery Cannon An artillery cannon with the greatest damage. Extended Range Cannon 100 120 KineticArt 10/3 8 2 20/1 2800 0.6 60

Missiles

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

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
Ml std sml.png Standard ML A dumb fire missile launcher with no homing capabilities. None 30 40 Missile 4/5 3 1.2 6/0.1 1600 Dumb 0 0 0 0 0 50
Ml upgraded med.png Upgraded ML A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version. Upgraded Missile Warhead 70 60 Missile 7/7 3.8 1.0 8/0.2 2500 Dumb 0 0 0 0 0 60
Ml bio med.png 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 70 50 Missile 5/3 6 3 6/0.1 1800 Dumb 0 0 0 0 0 60
Ml nuke hvy.png 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 150 300 Missile 3/3 12 10 75/30 1000 Dumb 0 0 0 0 0 85
Ml salvo med.png 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 50 35 Missile 5/10 3 -0.14 4/0.1 1800 Dumb 0 0 0 0 0 85
Ml guided med.png 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 70 70 Missile 5/4 6 1.0 7/0.2 1200 Guided 4000 0 0 0 1.8 75
Ml homing med.png Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 70 45 Missile 6/6 6 1.0 10/0.2 2500 Homing 5000 0.3 0.4 0.0003 3.0 65