Weapons |
Weapon Name [TOP] |
The TA engine's internal unit name. |
Weapon ID [TOP] |
The TA engine's internal weapon number. |
Metal/Shot [TOP] |
The amount of metal required to build a Silo based missile. |
Weapon Name | Metal/Shot | Energy/Shot |
CRBLMSSL | 2000 | 180000 |
NUCLEAR_MISSILE | 2000 | 180000 |
CORTRON_WEAPON | 1800 | 150000 |
ARMEMP_WEAPON | 1000 | 18000 |
FMD_ROCKET | 200 | 10000 |
CORMABM_WEAPON | 200 | 10000 |
ARMSCAB_WEAPON | 200 | 10000 |
AMD_ROCKET | 200 | 10000 |
Energy/Shot [TOP] |
The amount of energy required to power large plasma, disintegrator and laser weapons. |
Weapon Name | Energy/Shot |
CORBUZZ_WEAPON | 2000 |
ARMVULC_WEAPON | 2000 |
CORE_INTIMIDATOR | 2000 |
CORKROG_HEAD | 2000 |
ARM_TOTAL_ANNIHILATOR | 2000 |
ARM_BERTHACANNON | 1500 |
ARMMANNI_WEAPON | 1500 |
ARMSNIPE_WEAPON | 1500 |
CORE_DOOMSDAY | 800 |
CORE_DISINTEGRATOR | 400 |
ARM_DISINTEGRATOR | 400 |
CORSUMO_WEAPON | 100 |
CORAMPH_WEAPON2 | 100 |
CORE_LASERH1 | 75 |
ARM_LASERH1 | 75 |
CORE_CANLASER | 75 |
CORE_BATSLASER | 75 |
CORFHLT_LASER | 75 |
ARMFHLT_LASER | 75 |
CORVIPE_LASER | 25 |
CORE_LIGHTLASER | 10 |
ARM_LIGHTLASER | 10 |
Range [TOP] |
The distance (in px) a weapon can be targeted to, and will fire from. |
Unit | range |
CRBLMSSL | 32000 |
NUCLEAR_MISSILE | 32000 |
CORTRON_WEAPON | 32000 |
ARMEMP_WEAPON | 32000 |
FMD_ROCKET | 32000 |
AMD_ROCKET | 32000 |
ARMSCAB_WEAPON | 27000 |
CORMABM_WEAPON | 22000 |
CORE_INTIMIDATOR | 5120 |
ARM_BERTHACANNON | 4096 |
CORBUZZ_WEAPON | 3800 |
ARMVULC_WEAPON | 3080 |
COR_CRUS | 1300 |
ARM_CRUS | 1300 |
CORMSHIP_ROCKET | 1300 |
ARMMSHIP_ROCKET | 1300 |
COR_BATS | 1250 |
ARM_BATS | 1250 |
ARM_TOTAL_ANNIHILATOR | 1200 |
CORFIXED_GUN | 1200 |
... | ... |
Default Damage [TOP] |
The nominal damage the weapon dishes out unless the special weapons modifier is called. |
Unit | Damage |
CORE_DISINTEGRATOR | 30000 |
ARM_DISINTEGRATOR | 30000 |
COMMANDER_BLAST | 9999 |
NUCLEAR_MISSILE | 5500 |
CRBLMSSL | 5500 |
CRAWL_BLAST | 2500 |
CORKROG_HEAD | 2500 |
ARM_TOTAL_ANNIHILATOR | 2500 |
CORE_DOOMSDAY | 2500 |
CORE_INTIMIDATOR | 2400 |
ATOMIC_BLAST | 2000 |
ARM_BERTHACANNON | 2000 |
ESTOR_BUILDING | 1900 |
CORBUZZ_WEAPON | 1800 |
LARGE_BUILDING | 1800 |
MEDIUM_BUILDING | 1400 |
ARMMANNI_WEAPON | 1300 |
ARMSNIPE_WEAPON | 1230 |
CRAWL_BLASTSML | 1200 |
ARMATL_TORPEDO | 1000 |
ATOMIC_BLASTSML | 1000 |
ARMVULC_WEAPON | 1000 |
CORATL_TORPEDO | 1000 |
... | ... |
ARMPT_LASER | 13 |
ARMWAR_EMG | 12 |
VTOL_EMG2 | 12 |
VTOL_EMG | 11 |
CORPLAS_WEAPON | 10 |
FLAMETHROWER | 10 |
COREPT_LASER | 10 |
ARMFLEA_WEAPON | 8 |
EMG | 8 |
ARMAIR2AIRLASER | 6 |
CORAIR2AIRLASER | 5 |
CORTRON_WEAPON | 1 |
ARMEMP_WEAPON | 1 |
Special Damage [TOP] |
The special weapons modifier is often called. Examples include aircraft orientated missles and Arm EMP and Core Neurton weapons. |
Reload Time [TOP] |
The time taken between shots fired. |
Damage/Second [TOP] |
A derived value taken from Default Damage/Reload Time. |
Unit | Damage/sec |
CORE_DISINTEGRATOR | 25000 |
ARM_DISINTEGRATOR | 25000 |
ARMVULC_WEAPON | 4000 |
CORBUZZ_WEAPON | 3600 |
CORKROG_HEAD | 625 |
ARM_TOTAL_ANNIHILATOR | 500 |
ARMMAV_WEAPON | 400 |
CORE_DOOMSDAY | 312.5 |
CORKROG_FIRE | 300 |
ARM_BERTHACANNON | 286 |
CORSUMO_WEAPON | 276 |
ARMyork_GUN | 233 |
CORE_CANLASER | 232 |
CORATL_TORPEDO | 227 |
ARMATL_TORPEDO | 222 |
ARMFLAK_GUN | 217 |
ARMMANNI_WEAPON | 217 |
ARMAAS_WEAPON3 | 209 |
CORFLAK_GUN | 209 |
CORARCH_WEAPON3 | 209 |
... | ... |
Total dam/s [TOP] |
A theoretical derived value taken as the sum of each of the units weapons damage/second values. |
Area of Effect [TOP] |
The diameter distance (in px) a weapon causes damage within. |
Edge Effectivness [TOP] |
The damage fall-off over the Area of Effect is controlled by this value. For example, where there is no stated Edge Effectivness value, a default of 0 is used such that there will be a linear drop off in damage from the nominal value at the impact point, down to zero at half the Area of Effect diameter (the radius) away from that point. The Edge Effectivness otherwise ranges as a fraction of the damage between 0 and 1 and will reduce the damage at the Area of Effect radius by this fraction. |
Burst [TOP] |
How many projectiles are fired per burst. Applies to EMG and Flamethrower weapons. |
Burstrate [TOP] |
The delay between each burst projectile fired. There will still be a reload time taken after all of the burst projectiles have been fired. |
Start Velocity [TOP] |
The weapon initially fires at this velocity rather than 0. Appplies to missiles and torpedoes. |
Velocity [TOP] |
The maximum speed the weapon attains. |
Acceleration [TOP] |
The rate at which the weapon accelerates toward its Velocity. |
Turn Rate [TOP] |
How quickly the weapon projectile can turn once fired. Particularly applicable to guided missles |
Tolerance [TOP] |
How accurately the weapons barrel must align with a target before firing. |
Rotation [TOP] |
The rate of the turrets rotation toward a target. Expressed in units of heading_speed/360 (rev/s) |
Pitch [TOP] |
The rate of barrel pitch towards a target. Expressed in units of pitch_speed/360 (rev/s) |
No Chase Category [TOP] |
The unit will not be engaged in a manueverleashlength pursuit for this type of target. |
Nanolathe [TOP] |
Construction units are able to reclaim living units. For example, mismanaged Jeffies/Weasels can be reclaimed by lone construction vechicles this way. |
Self Destruct As [TOP] |
Sometimes a units self-destruction can generate significant damage. Often in excess of its Explode As damage. |
Explode As [TOP] |
Sometimes a unit explosion can cause generate significant damage. |