Vehicle Weapon Appendix

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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.)

Page last updated 17/02/2020

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 medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. Biological Projectile 75 8 4 40 0.43 4 30/5 1/0 0.025 0/8000
.50 Caliber Medium MG A medium machine gun firing devastating anti-infantry rounds. Heavy Caliber Machine Gun 70 20 16 40 0.06 6.8 70/4 0.8/0 0.013 0/5500
.50 Caliber HMG The .50 Caliber Heavy Machine Gun is an APC machine gun firing devastating anti-infantry rounds. Heavy Caliber Machine Gun 95 23 19 50 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 0 0 40 0.1 2 80/6 0.5/0 0.018 0/7000
Depleted Uranium HMG This machine gun fires ammunition which can damage vehicle armor. This APC variant is more damaging than the standard version. Heavy Caliber Machine Gun 200 8 6 60 0.1 3 120/6 0.5/0 0.018 0/7000
Chain Gun This machine 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 small version's. None 70 17 12 60 0.035 6 175/3 0.45/0 0.03 0/1250
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat and immobilise the target vehicle. Plasma Bullet Projectile 70 0 4 40 0.35 4 30/7 1/2 0.02 0/7000
High Energy Plasma MG This APC-designated heavy machine gun fires superheated rounds which are intended to overheat the target vehicle. Plasma Bullet Projectile 100 10 5 55 0.28 2.5 35/7 2.2/2.5 0.015 0/7000
High Explosive MG This machine gun fires rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 100 0 7 40 0.4 4 25/6 1.5/0 0.025 0/5000
High Explosive HMG This APC-designated machine gun fires high caliber rounds which explode upon impact. It is very effective against vehicles. Explosive Tipped Bullets 240 13 10 55 0.4 4 25/6 3/0 0.025 0/5000

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 65 Kinetic 40/0 1.4 10/0 3300 0.5
Ranged Cannon A medium caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Extended Range Cannon 85 61 70 Kinetic 40/0 1.5 8/0 3600 0.1
Heavy-Duty Ranged Cn. A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Heavy-Duty Ranged Cannon 135 68 75 Kinetic 40/0 1.5 8.5/0 3650 0.08
High Explosive Cannon This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 80 71 60 Explosive 30/0 2 12/0 3000 0.4
Thermobaric Cannon This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. Thermobaric Cannon 130 79 70 Explosive 30/0 2 13/0 3100 0.37
Plasma Cannon Prot. This medium caliber 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 73 70 GeneralPhysics 30/0 2 13.5/7 3000 0.4
Plasma Cannon This heavy tank cannon fires a superheated shell able to transfer a very large amount of heat to the target and put it into an overheated shutdown. Dedicated Plasma Cannon 130 86 80 GeneralPhysics 30/0 2 15/8 3100 0.37
Railgun This medium caliber cannon uses magnetic coils to accelerate the shell. It fires slow, devastating rounds. Experimental_Rail_Gun 110 102 60 Kinetic 30/0 2.5 15/0 3700 0.2
Overcharged Railgun This heavy tank version of a railgun uses improved magnetic coils to further accelerate the shell. It provides higher damage and travels faster. Overcharged Railgun 160 122 80 Kinetic 30/0 2.85 18/0 3800 0.18
Biological Cannon This medium caliber cannon launches shells housing a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Biological Cannon 80 66 70 BioArt 30/0 2.25 13/0 3000 0.4
Virulent Cannon This large caliber cannon launches shells housing a very large concentration of a biological agent. Enemies hit by the explosion will suffer from continuous damage for a short period of time. Virulent Shells 130 71 80 BioArt 30/0 2.25 15/0 3100 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 250 265 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 350 375 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 600 200 100 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 750 150 100 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 small dumb fire missile launcher with no homing capabilities. None 40 40 35 3 Missile 4/6 1.2 6/0 1600 Dumb Missile 0 0 0 0 0
Upgraded ML A medium dumb fire missile launcher with no homing capabilities but greater speed, damage, and area of effect than the standard version. Upgraded Missile Warhead 80 66 70 5 Missile 6/7 1 9.5/0 2650 Dumb Missile 0 0 0 0 0
Heavy-Duty ML A heavy dumb fire missile launcher with no homing capabilities but much greater speed, damage and area of effect than the standard version. Heavy-duty Missile Warhead 125 72 80 5.5 Missile 7/7 1.05 9.75/0 2800 Dumb Missile 0 0 0 0 0
Biological Warhead A dumb fire missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will continuously take damage for a few seconds after being hit. Biological Warhead 75 51 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. Enemies hit by the explosion will take a large amount of damage for a few seconds after being hit. Virulent Warhead 125 54 80 6 Missile 4/4 3 8/0 1850 Dumb Missile 0 0 0 0 0
Nuclear Missile Nukes are hot, slow and heavy, but powerful against buildings and fortifications. HIT Warhead 140 300 150 0 MissileExplosive 10/0 10 75/0 1000 Dumb Missile 0 0 0 0 0
Salvo ML This medium missile launcher has no homing capabilities but it can fire its payload of four missiles in one quick burst. Upgraded Missile Warhead 75 46 60 3 Missile 4/10 -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 42 80 2.85 Missile 5/10 -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 71 70 5 Missile 4/6 1.25 8/0 1400 Guided Missile 5000 0 0 0 1.8
TOW Guided ML A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is stronger and more maneuverable than the basic variant. TOW Guided Missiles 135 77 80 5.5 Missile 5/6 1.3 9/0 1550 Guided Missile 5500 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 53 70 5 Missile 7/6 1 10/0 2500 Homing Missile 5000 0.25 0.4 0.00055 3
Improved Homing ML This upgraded missile launcher is designed for heavy tanks. It offers slightly higher damage and better missile turning than the basic variant. Upgraded Homing Missiles 140 56 80 5 Missile 7/6 1 10/0 2500 Homing Missile 6000 0.1 0.42 0.00048 3.15
Salvo Homing ML A missile launcher that fires a quick burst of four missiles which home in on the locked on target. Upgraded Homing Missiles 135 41 100 3.75 Missile 4/8 -0.18 7/0 1400 Homing Missile 5000 1.1 0.3 0.0005 3