Exact Weapon Damage, the info You seek is Here (Hot Glue!)

Tactics and Action Reports.
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Spoon
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Exact Weapon Damage, the info You seek is Here (Hot Glue!)

Post by Spoon » Sun Sep 24, 2006 12:20 pm

I've heard way too many people ask for exact statistics on weapons now.
And I understand people don't want to dive into the game's organs to extract that kind of basic information.
Therefore I present ye all with a list... full of... *drumroll*

Weapon data!

Recharge time is in seconds
To compare weapon damage with:
A Liirian destroyer armored mission section has 600 health
Their Armored cruiser section has 3100 health
And a Liir Dreadnought armor section has 10000 health

Hiver DE 700
Hiver CR 3600
Hiver DN 11000

Tarka DE 550
Tarka CR 3050
Tarka DN 11000

Huu-maan DE 600
Human CR 3300
Human DN 12000

Only including relevant weapon data in this list.

Balistics
VRF Tech decreases recharge time by 20%
Neutronium round tech increases damage and mass by 50%

- Gauss Driver (small)

Recharge time: 5
Range: 460
Damage: 35
Mass: 80

- Mass Driver (medium)

Recharge time: 5
Range: 600
Damage: 150
Mass: 450

- Heavy Driver (large)

Recharge time: 5
Range: 760
Damage: 350
Mass: 1000

- Burster (large)

Recharge time: 5
Range: 1000
Damage: 25
Mass: 500

- Thumper (large)

Recharge time: 6
Range: 800
Damage: 200
Mass: 1980

- Siege Driver (large, siege)

Recharge time: 25
Range: ?
Damage: 150000000 on planet population
Mass: 10000
Health of "Siege driver round": 2000

Lasers
- Red laser (small)

Recharge time: 3
Range: 475
Damage: 10
Damage on max range: 8

- Green laser (small)

Recharge time: 3
Range: 525
Damage: 15
Damage on max range: 13

- UV Laser (small)

Recharge time: 3
Range: 525
Damage: 20
Damage on max range: 15

- X-ray Laser (small)

Recharge time: 3
Range: 675
Damage: 30
Damage on max range: 30

- Pulsed Phaser (small)

Recharge time: 8
Burst volleys: 3
Range: 550
Damage: 30
Damage on max range: 20

Cannons
- Plasma Cannon (medium)

Recharge time: 6
Range: 480
Damage on 150 range (point blank): 90
Damage on 400 range (effective range): 150
Damage on 480 range (max range): 75

- Fusion Cannon (medium)

Recharge time: 6
Range: 650
Damage on 150 range (point blank): 150
Damage on 550 range (effective range): 250
Damage on 650 range (max range): 120

- Anti matter cannon (medium)

Recharge time: 6
Range: 750
Damage on 200 range (point blank): 250
Damage on 650 range (effective range): 350
Damage on 750 range (max range): 200

Emiters
- Light Emiter (aka lighting gun) (small)

Recharge time: 10
Range: 250
Damage: 70
Branches: 1

- Emiter (medium)

Recharge time: 10
Range: 350
Damage: 140
Branches: 4

- Heavy Emiter (large)

Recharge time: 10
Range: 450
Damage: 275
Branches: 8

Beams
- Partical Beam (large)

Recharge time: 10
Range: 600
Damage 200
Beam duration 2 seconds

- Neutronbeam (large)

Recharge time: 10
Range: 700
Damage 250
Beam duration 2 seconds

- Positronbeam (large)

Recharge time: 10
Range: 800
Damage 350
Beam duration 2 seconds

- Mesonbeam (large)

Recharge time: 10
Range: 900
Damage 550
Beam duration 2 seconds

- Phaser (medium)

Recharge time: 11
Range: 400
Damage 200
Beam duration 1 seconds

- Gravitron beam (large)

Recharge time: 10
Range: 800
Damage 350
Beam duration 3 seconds

Heavy Beams
- Heavy Laser (large, beam)

Recharge time: 22
Range: 650
Damage 200 per second
Beam duration 3 seconds

- Lancer (large, beam)

Recharge time: 22
Range: 750
Damage 400 per second
Beam duration 3 seconds

- Cutting laser (large, beam)

Recharge time: 22
Range: 950
Damage 600 per second
Beam duration 3 seconds

Missiles
Nukewarhead tech increases missile damage with 50%
Gammawarhead tech increases missile damage with 100%
Fusionwarhead tech increases missile damage with 250%
Anti-matterwarhead tech increases missile damage with 400%

- Basic ship missile (medium)

Recharge time: 25
Range: 3300
Health: 5
Damage: 40

- Planet Missile

Recharge time: 28
Range: No limit
Health: 20
Damage: 150

- Dreadnought defense platform missile

Recharge time: 28
Range: No limit
Health: 10
Damage: 100

Mines
-Nuke mine

Recharge time: 4 (2 mines a cycle)
Time to live: 180
Health: 30
Damage 150
Tracking: 20

-Fusion mine

Recharge time: 4 (2 mines a cycle)
Time to live: 180
Health: 30
Damage 300
Tracking: 20 (Meters a mine can "look")

-Antimatter mine

Recharge time: 4 (2 mines a cycle)
Time to live: 180
Health: 45
Damage 700
Tracking: 20

- Gravity mine

Recharge time: 4 (2 mines a cycle)
Time to live: 8
Health: 30
Damage 0
Tracking: 15

- Implosion mine

Recharge time: 4 (2 mines a cycle)
Time to live: 20
Health: 30
Damage 80
Tracking: 15

- Leap mine

Recharge time: 4 (2 mines a cycle)
Time to live: 200
Health: 20
Damage 80
Tracking: 15
Can 'leap'

Torpedo's
- Plasma Torpedo

Recharge time: 30
Range: 1400
Health: 600
Damage on 200 range (point blank): 75
Damage on 800 range (effective range): 400
Damage on 1400 range (max range): 600

- Fusion Torpedo

Recharge time: 30
Range: 2000
Health: 850
Damage on 200 range (point blank): 100
Damage on 1000 range (effective range): 600
Damage on 2000 range (max range): 850

- Anti Matter Torpedo

Recharge time: 30
Range: 3500
Health: 1300
Damage on 250 range (point blank): 175
Damage on 1000 range (effective range): 900
Damage on 3500 range (max range): 1300

- Detonating Fusion Torpedo

Recharge time: 35
Range: 2000
Health: 750
Damage on 300 range (point blank): 75
Damage on 700 range (effective range): 500
Damage on 2000 range (max range): 750

- Detonating Anti Matter Torpedo

Recharge time: 35
Range: 3500
Health: 1000
Damage on 300 range (point blank): 125
Damage on 900 range (effective range): 800
Damage on 3500 range (max range): 1100

-Photonic Torpedo

Recharge time: 13
Range: 180
Health: 10
Damage on 750 range (point blank): 120
Damage on 1300 range (effective range): 100
Damage on 1800 range (max range): 60
Burst volleys: 3

EMP Weapons
- Disruptor

Recharge time: 9
Range: 925
Damage on 300 range (point blank): 150
Damage on 600 range (effective range): 150
Damage on 900 range (max range): 100

- EmpPulsar (?)

Recharge time: 18
Range: 1200
Damage: 50
Emptime: 3
Empradius: 200

- Pulsar

Recharge time: 25
Range: 1700
Damage: 75
Emptime 3

Point defense
- Laser PD

Recharge time: 1.8
Range: 525
Damage: 5
Burst volleys: 3
Tracking Speed: 360

- Gauss PD

Recharge time: 2.5
Range: 450
Damage: 15
Burst volleys: 5
Tracking Speed: 90

- Phaser PD

Recharge time: 3
Range: 275
Damage: 100
Burst volleys: 1


to be updated
Last edited by Spoon on Tue Apr 19, 2011 6:39 pm, edited 16 times in total.
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Sevain
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Post by Sevain » Sun Sep 24, 2006 12:42 pm

BLASPHEMY!!!

*Orders his engineers to copy the chart right away for use in future designs.*

:)

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solops
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Post by solops » Sun Sep 24, 2006 2:36 pm

I think it would be interesting if the weapons stats vary in a SMALL way from game-to-game. Maybe just vary one ore two of the stats by 5% or so.

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Spoon
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Post by Spoon » Sun Sep 24, 2006 4:49 pm

solops wrote:I think it would be interesting if the weapons stats vary in a SMALL way from game-to-game. Maybe just vary one ore two of the stats by 5% or so.

That's lovely

Put it in the suggestion forum.
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ZedF
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Post by ZedF » Sun Sep 24, 2006 5:04 pm

Thanks for posting this. :) It answered a question I'd had regarding the relative effectiveness of certain weapons in the DE age.
Last edited by ZedF on Sun Sep 24, 2006 5:14 pm, edited 1 time in total.

Dar25
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Post by Dar25 » Sun Sep 24, 2006 5:07 pm

Good stuff!

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Dano13
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Post by Dano13 » Sun Sep 24, 2006 5:53 pm

I wonder how much damage a direct hit with a burster round does ... those things seem to inflict massive damage when the round lands right in the ships lap

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Scynix
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Post by Scynix » Sun Sep 24, 2006 6:06 pm

Thanks spoon.
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Mecron
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Post by Mecron » Sun Sep 24, 2006 7:04 pm

listing damage at range needs to have the range for that damage listed :wink:

David
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Post by David » Sun Sep 24, 2006 7:36 pm

Will there be more? Perhaps on missiles, torpedoes, mines etc.

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Spoon
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Post by Spoon » Sun Sep 24, 2006 8:26 pm

ZedF wrote:Thanks for posting this. :) It answered a question I'd had regarding the relative effectiveness of certain weapons in the DE age.

Glad I could help

Dar25 wrote:Good stuff!

Scynix wrote:Thanks spoon.

Thanks and your welcome ;)

Mecron wrote:listing damage at range needs to have the range for that damage listed ;)

Indeed. Good call.
Updated

David wrote:Will there be more? Perhaps on missiles, torpedoes, mines etc.
Aye
Gve me some time, i'm a lazy lazy man you know :P
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erdrik
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Post by erdrik » Sun Sep 24, 2006 9:03 pm

Dano13 wrote:I wonder how much damage a direct hit with a burster round does ... those things seem to inflict massive damage when the round lands right in the ships lap

I would assume the round itself deals the 25 dmg listed, and the massive damage is actualy coming from the submunitions. With a direct hit its not like they'd have anywhere else to go...

interviewers
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Post by interviewers » Mon Sep 25, 2006 3:12 am

Antimatter Cannons for the win.. As much damage as heavy drivers, in a medium mount.

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The Writer2
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Post by The Writer2 » Mon Sep 25, 2006 4:11 am

Not quite. Based on the above, they have their set-backs; a slightly longer reload time and varying damage relative to range-to-target are the most apparent.
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Galacticus
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Post by Galacticus » Mon Sep 25, 2006 4:16 am

yes but their inaccuracy and reload time make them a bit less great.
Still they are decent weapons.
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