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

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nickersonm
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Re: Exact Weapon Damage, the info You seek is Here

Post by nickersonm » Sun May 30, 2010 6:08 pm

It's simply in a quote right above your post. Just copy/paste.

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erdrik
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Re: Exact Weapon Damage, the info You seek is Here

Post by erdrik » Sun May 30, 2010 9:38 pm

AlanF5 wrote:...Burster ... Bursts into 12 <Mass Driver?> ...


I know from previous testing that it does indeed fire Mass Driver rounds.

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AlanF5
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Re: Exact Weapon Damage, the info You seek is Here

Post by AlanF5 » Fri Jun 25, 2010 4:19 am

Updated for 1.8.0.

Notable changes:
Thumper range and projectile speed have been greatly increased.
Rail Cannon projectile speed has been slightly decreased.
Pulsed Grav Beam damage has been moderately decreased.
Mirv missile speed has been slightly increased; it is now as fast as standard missiles.

Details below in copy-paste micro-print, and attached plain-text file. As always, best viewed with a fixed-width font such as Courier or Console.

Code: Select all

SotS:ANY 1.8.0 

Changes: Thumper: Speed to 500 from 300; range to 750, 1400, 1950 from 450, 600, 950
         Rail Cannon: Speed to 800 from 900
         Pulsed Grav Beam: Damage to 250 from 320
         Mirv: Speed to 135 from 125


Energy Pulse:
Riccochet is affected by Reflective Coating (+1), Improved Reflective Coating (+1.5), and Tarkasian Living Steel (+0.1)
----------------
----------------| Recharge | Speed | S Dmg | S Dev | S Rng | E Dmg | E Dev | E Rng | M Dmg | M Dev | M Rng | Riccochet | D: Population | D: Infra | D: Climate | Notes
Red Laser         3          650     15      0.5     200     15      1.5     400     12      2.5      725    -1                 5,000    -          -
Green Laser       3          650     20      0.5     255     20      1.5     455     15      2.5      825    -1.2               6,000    -          -
UV Laser          3          650     30      0.5     350     30      1       500     25      1.5      850    -1.3               8,000    .00001     -
X-Ray Laser       3          650     40      0.5     405     40      1       625     35      1.5      975    -1.6              10,000    .00002     -
Pulse Phaser      6          750     45      0.25    575     40      1       750     30      1.5     1100    -1.8               9,000    .00002     -            3 shot salvo in 0.45 seconds


Ballistic:
Riccochet is affected by Pollysilicate Alloys (+0.8), MagnoCeramic Lattices (+1.1), Quark Resonators (+1.3), Adamantite Alloys (+1.5), and Tarkasian Living Steel (+.01)
VRF Technology provides a 20% increase in fire rate (0.833 multiplyer to Recharge)
Neutronium Rounds increases Mass and Damage by 50% (1.5 multiplyer to both)
Accelerator Amplification increases Speed by 20% (1.2 multiplyer) and Damage by 10% (1.1 multiplyer)
------------------
------------------| Turret | Recharge | Speed | Dmg | S Dev | S Rng | E Dev | E Rng | M Dev | M Rng | Ricochet | Mass | D: Population | D: Infra | D: Climate | Notes
Gauss               Sml       5         300      45   4       125     5       320      6       455    -0.8        100          3,500    .00005     -
AP Gauss            Sml       6         400      25   1       205     2       420      1       555    -1.5         20          1,500    .00003     -
Sniper              Sml       8         800      35   6       405     0.75    820      0.5    1455    -1.5         20          1,000    .00003     -
Mass Driver         Med       5         350     170   4       280     5       475      6       780    -1.0        250         80,000    .0005      -
AP Mass Driver      Med       6         450     110   1       380     2       575      1       980    -1.7        125         60,000    .0003      -
Stormer             Med      10         500      40   4       145     5       340      6       475    -0.8          8            500    .000005    -            10 shot salvo in 0.1 seconds w/ deviation 1, turret tracks at 60% normal
Dumbfire Missile    Med      15         250      10   2       180     3       375      4       900    -1.4         25          2,000    .00003     -            10 shot salvo in 1 second w/ ? deviation, gets warhead damage upgrade, does not get neutronium or Accel Amp
Heavy Driver        Lar       5         400     450   4       450     5       700      7      1050    -1.2        900        250,000    .01        0.003
Heavy Spinal         -        5         400     450   4       450     5       700      7      1050    -1.2        900        250,000    .01        0.003
AP Heavy Driver     Lar       6         500     250   1       600     1       900      1      1350    -1.9        300        200,000    .005       0.001
AP Heavy Spinal      -        6         500     250   1       600     1       900      1      1350    -1.9        300        200,000    .005       0.001
Thumper             Lar       6         500     200   3       750     4      1400      6      1950    -1.2       1980          1,000    .002       -            Gravity repulsion (-6,000,000 for .08 sec) w/ radius 80, Damage radius 50
Burster             Lar       5         300      25   6       350     7.5     800     10      1300    -1.0        500        250,000    .005       -            Bursts into 12 Mass Driver rounds
Heavy Stormer       Lar      12         500     130   4       260     5       475      6       800    -0.9         25         30,000    .00005     -            10 shot salvo in 0.2 seconds w/ deviation 1, turret tracks at 60% normal
Shotgun             Lar       9         600      55   4       505     5       720      6       955    -1.2        100            500    .000003    -            25 shot salvo in 0.25 seconds w/ deviation 10, damage drops to 45 at max range
Leech               Lar       5         400      75   2       550     1       800      1      1350    -1.2         10          2,500    .0001      -            Energy drain effect on impact
Shield Breaker      Lar       5         400     150   3       650     3       900      3      1350    -1.2         20          2,500    .0001      0.00003      Shuts down any shield
Rail Cannon          -       16         800    1500   9       500     3      1500      1      3500    -2.0       1000        300,000    .005       0.005        Build-up time of 1 second, has recoil
Siege Driver         -       35         300      -    -        -      -        -       -        -       -      50,000    150,000,000    .2         1.0          Anti-planet asteroid w/ 2000 health, no benefit from neutronium, Accel Amp, or VRF
Grapple             Med      25         400      50   ?       500     -        -       -        -       -          -              -      -         -            Grappling hook/chain
Disrutor Whip       Med      25         400      50   ?       500     -        -       -        -       -          -              -      -         -            Grappling hook/chain with disruptor charge


Energy Cannons
------------------| Turret | Recharge | Speed | S Dmg | S Dev | S Rng | E Dmg | E Dev | E Rng | M Dmg | M Dev | M Rng | D: Population | D: Infra | D: Climate | Notes
Plasma              Med       6         250      90     3       150     150     4        450     75     5        680          25,000    -          -
Fusion              Med       6         300     150     3       150     250     4        600    120     5        850          50,000    .0001      .0001
Antimatter          Med       6         350     250     2       200     350     3        700    200     4        950         100,000    .0005      .0001
Heavy Plasma        Lar       8         400      90     2       450     150     2        950     75     1.5     1300         100,000    .0001      -            3 shot salvo in 0.3 seconds
Heavy Fusion        Lar       8         450     100     2       650     250     2       1100    120     1.5     1600         150,000    .0002      .0002        3 shot salvo in 0.3 seconds
Heavy Antimatter    Lar       8         500     150     2       500     350     2       1200    200     1.5     1800         200,000    .001       .0005        3 shot salvo in 0.3 seconds
Plasma Proj.         -       13         250      60     1       150     120     2        350     45     3        680           5,000    -          -            30 shot salvo in 0.9 seconds w/ deviation 6
Fusion Proj.         -       13         275     120     1       250     220     2        400     90     3        850          10,000    .000005    -            30 shot salvo in 0.9 seconds w/ deviation 6
Antimatter Proj.     -       13         300     160     1       200     300     2        500    120     3        800          20,000    .00005     .00005       30 shot salvo in 0.9 seconds w/ deviation 6
Inertial            Med       4         500      50     1       400      40     1.5      800     20     2       1200             250    -          -            Slows target
Heavy Inertial      Lar       4         500      75     1       600      60     1.5     1200     35     2       2000           1,000    .00001     -            3 shot salvo in 0.6 seconds, slows target
Polarized Plasma    Sml       5         550      40     1       250      25     2        600     10     3        900           3,000    .0001      -            Buildup time of 1 second, bypasses armor
Chakkar             Med       5         550     200     1       400     140     2        750     80     3       1300          35,000    .005       -            Buildup time of 1 second, bypasses armor
Chakram             Lar       5         550     350     1       400     250     2       1100    200     3       2000         750,000    .001       .001         Buildup time of 1 second, bypasses armor


Beams
Quantum Capacitors provide a 20% increase in fire rate (0.833 multiplyer to Recharge)
---------------
---------------| Turret | Recharge | Dps | Duration | Range | D: Population | D: Infra | D: Climate | Notes
Green Beamer     Sml       8         100   0.75       375            2,000    .0001      -            Turret tracks at 10% normal, does not get Quantum Capacitors, damge reduced by 25% (0.75 multiplyer) for Reflective Coating and 50% (0.5 multiplyer) for Improved Reflective Coating
UV Beamer        Sml       8         130   0.75       500            4,500    .0001      -            Turret tracks at 10% normal, does not get Quantum Capacitors, damge reduced by 25% (0.75 multiplyer) for Reflective Coating and 50% (0.5 multiplyer) for Improved Reflective Coating
Phasor           Med      11         200   1          750           20,000    .0001      -            Turret tracks at 60% normal
Particle         Lar      10         200   2          600          750,000    .0005      .0001
Particle Spinal   -        9         180   2          650          750,000    .0005      .0001
Neutron          Lar      10         250   2          700        1,200,000    .005       -
Neutron Spinal    -        9         225   2          750        1,200,000    .005       -
Positron         Lar      10         350   2          800        5,000,000    .009       .005
Positron Spinal   -        9         325   2          850        5,000,000    .009       .005
Meson            Lar      10         550   2          900       10,000,000    .01        .05
Meson Spinal      -        9         500   2          950       10,000,000    .01        .05
Meson Proj.       -       25          -    5          900       30,000,000    .05        .09          Does 12550 damage at end of duration
Tractor          Lar      10          -    6          900               -     -          -            Tractor beam effect, force 3000, does not get Quantum Capacitors?
Grav             Lar      10         350   4          800        2,000,000    .01        .0005        Tractor beam effect, force 2000, does not get Quantum Capacitors?
Pulsed Grav      Lar      12         250   4          800        3,000,000    .05        .0005        Tractor beam effect, force 3000, turret-stripping effect, does not get Quantum Capacitors?


Emitter
Damage reduced by 50% (0.5 multiplyer) against Hardened Electronics
-----------
-----------| Turret | Recharge | Dps | Duration | Range | Branches | D: Population | D: Infra | D: Climate | Notes
Light        Sml      10          70   0.75       320     1                 5,000    .00005     -
Medium       Med      10         140   0.75       450     4                10,000    .0001      -
Heavy        Lar      10         275   0.75       650     8             2,000,000    .0002      -


Heavy Beam
------------------| Recharge | Dps | Duration | Range | D: Population | D: Infra | D: Climate | Notes
Heavy Combat Las.   22         200   2.5         850         455,000    .0001      .00015
Lancer              22         400   2.5         950         500,000    .00025     .0003
Cutting Beam        22         600   2.5        1150       1,000,000    .0005      .0005


Missile
Damage multiplyer for warhead techs: Shaped Nuke = 1.5, Gamma = 2, Fusion = 3.5, Antimatter = 5
Speed multiplyer for Micro-Fusion Drives = 1.5
--------------
--------------| Turret | Recharge | Damage | D: Population | D: Infra | D: Climate | Radius | Speed | Time to live | Est. Range | Health | Seekrate | Notes
Missile         Med      32           40          150,000      .001      .005           15      135      20             2700          5      4         
Mirv            Lar      32           40          150,000      .001      .005           15      135      30             2500         75      4          Launches 6 mirv warheads at range 300 from target
Mirv warhead     -        -           20           15,000      .0001     .0005          10      135      20             2700          3      4         
Corrosive       Lar      35            -              500      -         .005            -      155      25             3875         75      4          Radius 150 cloud, 150 dps for 15 s, does not get passive warhead upgrades
Nanite          Lar      35            -            1,000      .001      .0015           -      150      25             3000        120      4          Radius 200 cloud, 300 dps for 18 s, does not get passive warhead upgrades
Kinetic         Lar      32           40          150,000      .001      .005            -      800      35             3000         55      1.5        Launch speed of 90 with dumb period of 10s, does up to 1000 bonus damage based on relative impact speed, mass of 5000, does not get passive warhead upgrades
Hvy Def Plat     -       30          100             -         -         -              15      180     180            32400         10      3          Retargets
Planet: Std      -       30          150             -         -         -              50      140     150            21000         20      4.5        Retargets
Planet: Heavy    -       30          250             -         -         -              70      140     150            21000        150      4.5        Retargets
Planet: Mirv     -       30          150             -         -         -              50      140     150            21000         80      4.5        Retargets, Launches 10 planet-mirv warheads at range 450 from target
PMirv warhead    -        -           20           15,000      .0001     .0005          10      135      20             2700          3      4
Node             -        -         2000       25,000,000      .05       .00005        250      150       -               -         600      -          One-shot battle rider, does not get passive warhead upgrades or Micro-Fusion
Interceptor PD  Sml       3           75          150,000      .001      .005           15      300       5              675          5     11          Will not target other missiles, may not get passive warhead upgrades or Micro-Fusion <needs testing>, may not actually damage planets <needs testing>
Dumbfire        See ballistic table


Torpedoes
------------------| Recharge | S Dmg | S Rng | E Dmg | E Rng | M Dmg | M Rng | Radius | D: Population | D: Infra | D: Climate | Speed | Time to live | Seekrate | Notes
Plasma              30          75      200    400      800     600    1400     -            100,000    .0001      .00005       120     25.1           2
Fusion              30         100      200    600     1000     850    2000     50         1,000,000    .002       .0005        115     24.5           2
Det. Fusion         35          75      300    500      700     750    2000    200         2,000,000    .001       .001         105     20             2
Antimatter          30         175      250    900     1000    1300    3500     75         5,000,000    .01        .001         120     32             3
Det. Antimatter     35         125      300    800      900    1100    3500    300        10,000,000    .02        .005         110     32             2         
Photon              18         100      850     80     1500      40    2000     -             70,000    .0005      -            900      2.4           -          Direct fire, 4 shot salvo in 0.8 seconds
Gluonic             18         140     1050    120     1900      60    2700     -             90,000    .0015      .000001      900      3             -          Direct fire, 4 shot salvo in 0.8 seconds, bypasses shields
Mesonic             18         180     1550    140     2500     100    3500     -            110,000    .003       .00001       900      4             -          Direct fire, 4 shot salvo in 0.8 seconds, bypasses shields
Kelvinic             4         150      700    100     1400      50    2000     -             10,000    .0015      .0000001     900      3             -          Direct fire, causes target to take more damage from any source
Disruptor            6         150      300    150      600     100     900     -                100    .0001      -            700      2             -          Direct fire, disrupts weapons
EM Pulsar           18          50      400     50      800      50    1500     -                 -     .002       -            700      3             -          Direct fire, EMP effect w/ radius 200, disrupts weapons, Deviation is low but solution tolerance is high (10); innacurate if launcher is not already aligned when firing
Pulsar              25          75      300     75     1000      75    1500    200             1,000    .02        -            130     19             2          Tracking, cannot be shot by PD, EMP effect w/o radius, disrupts weapons


Mines
------------| Damage | Radius | Speed | Time to live | Seek Range | Health | Seekrate | Notes
Nuke           150      35       50      120            200          30       1         Gets passive warhead damage upgrades up to (but not including) Fusion
Fusion         500      50       90      120            125          30       1
Antimatter     900      75       90      120            125          45       1
Leap           300      20      300      120            562          20       9         
Cloak          300      50       90       90            125          30       1         Cloaked
Grav            -     1100       90      120            350          30       1         Creates gravitic attraction (600,000 for 3 seconds) w/ radius 1100
Implosion     1000     475       90      120            375          30       1         Creates gravitic attraction (500,000 for 3 seconds) w/ radius 900


Point Defense
Does no damage to ships
---------------
---------------| Recharge | Speed | S Dmg | S Dev | S Rng | E Dmg | E Dev | E Rng | M Dmg | M Dev | M Rng | Riccochet | Notes
Laser            1.8        1500      8     0       425       8     0.01    625       5     0.015   875     -1.5        3 shot salvo in 0.3 seconds, turret tracks 6x faster, deflected by coatings as Energy Pulse
Gauss            2.5        1000     40     0.1     245      40     0.2     365      40     0.3     475     -1.9        5 shot salvo in ?? seconds, turret tracks 6x faster, deflected by armor as Ballistic <VRF, Accel Amp, Neutronim unknown>
Phaser           2            -     250      -      575     250      -      575     250      -      575       -         Damage is per second for a 0.3 second duration: Total 75 damage
Interceptor      3           300     75      -      675      75      -      675      75      -      675       -         See missile table   


Assault Shuttle
----------------| Duration | D: Population | D: Infra | D: Climate | Notes
Basic             62              800,000    .08        -            Total: 49,600,000 pop / 4.96 inf
Advanced          62            1,200,000    .12        -            Total: 74,400,000 pop / 7.68 inf 
Slave Disk        30            1,670,000    .08        -            Total: 50,100,000 pop / 2.4  inf



EDIT: Typo in warhead multiplyer has been fixed.
Last edited by AlanF5 on Sat Sep 04, 2010 9:15 pm, edited 1 time in total.
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Re: Exact Weapon Damage, the info You seek is Here

Post by ZedF » Wed Jul 07, 2010 1:49 pm

Thanks for the update, Alan. :)

I recently had a chance to try COL Cracker and Crybaby for the first time. The latter is pretty straightforward; any missiles in play in its generous radius of effect get sucked into it. Possibly torps too, though my enemies weren't using any. It travels fairly slowly and recharges quickly enough that you can get pretty good coverage out of it, but not compete coverage. Planet missiles will tend to arc over it unless you fire one right as the planet missiles are arriving.

I used Leap mines in the cracker. I felt these had an appropriate amount of firepower and utility for the cost; they didn't feel as cheesy as regular minelayers sometimes can. Functionally, they most resemble Impactors in terms of how they are used and in terms of damage potential, but there are significant differences. It's easier to guarantee hits with Leap mine COLs than with Impactors, but they are subject to more overkill wasteage, are harder to target on a specific enemy ship, and don't give the benefit of knockback to keep enemies away. Moreover, the counters for these two weapon systems are very different. Overall, they were impressive enough, but not too impressive, given the amount of research needed to make them available. I think Impactors are generally the more useful and handier of the pair, but Impactors require AM whereas COL does not.
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Re: Exact Weapon Damage, the info You seek is Here

Post by MS_Cowboy » Sat Jul 24, 2010 6:12 am

You should try implosion mines. They have a huge damage radius and massive damage that makes them much stronger than leap mines against groups of ships, and if you manage your ships properly to fire in intervals and just behind the enemy group, the gravity effect will prevent them from advancing on you, like with impactors. The downside to them is that they will deal friendly fire, and you can easily destroy your own fleet making them useless at close range where leap crackers or impactors would still be useful. All in all, implosion crackers are my favorite specialty weapon.
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Re: Exact Weapon Damage, the info You seek is Here

Post by AlanF5 » Sat Sep 04, 2010 9:16 pm

I made a mistake in the warhead multiplyer values; it has been corrected.
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Re: Exact Weapon Damage, the info You seek is Here

Post by RELee » Mon Jan 17, 2011 4:14 pm

When someone has the time and patience, would you mind explaining to a poor, old country boy what the S, E, and M mean in the columns S Dmg, S Rng, etc, etc. I get everything else in Alan's excellent file except for those three single-letter abbreviations. :oops:

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Re: Exact Weapon Damage, the info You seek is Here

Post by ivra » Mon Jan 17, 2011 4:35 pm

RELee wrote:When someone has the time and patience, would you mind explaining to a poor, old country boy what the S, E, and M mean in the columns S Dmg, S Rng, etc, etc. I get everything else in Alan's excellent file except for those three single-letter abbreviations. :oops:


Short answer: Short, Effective and Max.

S Dmg = Damage at short range.
S Dev = Deviation at short range.
S Rng = The interval of short range. 0 to this value is considered short range.
E Dmg = Damage at effective range.
E Dev = Deviation at effective range.
E Rng = The range where the weapon is most effective.
M Dmg = Damage at max range.
M Dev = Deviation at max range.
M Rng = The maximum range of the weapon.

See the following wiki page for an example:
http://sots.rorschach.net/Red_Lasers
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Re: Exact Weapon Damage, the info You seek is Here

Post by RELee » Mon Jan 17, 2011 4:53 pm

Thanks so much! That was driving me nuts. No combination I could come up with made sense. :wink:

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Re: Exact Weapon Damage, the info You seek is Here

Post by BlueTemplar » Sun Feb 27, 2011 5:32 pm

Could someone please upload the excel files they have done?

Also, why this thread isn't in the weapons sub-forum?

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Re: Exact Weapon Damage, the info You seek is Here

Post by AlanF5 » Mon Feb 28, 2011 3:48 pm

The old Excel files are likely out of date. If you have Ecxel, it should be a relatively simple matter to create your own, by pasting the plain-text data into a worksheet and using the Data > Text to Columns tool.
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Re: Exact Weapon Damage, the info You seek is Here

Post by BlueTemplar » Mon Feb 28, 2011 7:24 pm

I've had some success in setting a fixed column width, but there's still much work to do to make that easily readable.

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Re: Exact Weapon Damage, the info You seek is Here

Post by AlanF5 » Mon Feb 28, 2011 7:27 pm

Yeah... 'S why I didn't do it. :oops:

I'd be inclined to put each weapon group on its own tab though.
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Re: Exact Weapon Damage, the info You seek is Here

Post by BlueTemplar » Tue Mar 01, 2011 1:32 am

I want to put them in the excel file to be able to easily order them following the criterion I want, like max range or damage per second.

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Re: Exact Weapon Damage, the info You seek is Here

Post by AlanF5 » Tue Mar 01, 2011 4:19 pm

Yeah, for that I'd still start with each group in its own worksheet, then build a new worksheet that has each of the columns I'm interested in, then copy the data from the groups into the big list, then sort. The biggest problem is that weapon groups are so different that there are multiple DPS calculations required. You might be better served by a 4-minute damage total anyways, some firing cycles will present misleading DPS values when averaged out to an infitely long combat. Or a 3-minute total to account for a minute of maneuver. An "alpha strike" value might also be useful: a salvo of X of these weapons will do 45k damage (about enough to one-shot a human DN with Magno armor). Or a bombardment value: X of these weapons will do 100M pop damage in 60 seconds. Further, not every column is present for every group. Like for beams, you allways have deviation of 0 and the min and effective range/damage are equal to the max.

And then there's the notes... The act of building this table did a good job of convincing me that a spreadsheet with sortable DPS and such would actually discourage experimentation and be less usefull, because those "statistics" would represent ideals much like the physicist's spherical cow.

I'll present the data in a way that's as broadly compatable and easy to import as I can, but as soon as I start getting into calculations or sorting, I start biasing the data with my assumptions about what is important (in fact, I already have: cost and hit point bonus are not on my tables, but no one's made a fuss about that) as well as limiting the number of people who can access/manipulate the data themselves.
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