Author Topic: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)  (Read 810 times)

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Offline AlfalphaCat

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #15 on: November 10, 2011, 11:10:17 PM »
What about lock on times for missile weapons?  Is it possible to get that in there somewhere.  I personally think the Arrow IV lock-on time is really small, like a second and half.  LRMs take at least 3 seconds.  Just curious really, even a quick list not included in the spreadsheet would be nice.  Good job Kai. :)

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Offline Hiruma Kai

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #16 on: November 11, 2011, 02:34:50 AM »
For locktimes, see attached file.

Also, for future reference, in your linux style prompt of choice (say mingw on Windows) in the same directory as the unpacked GameData.pak simply type:

grep autoaim_locktime * -r | sed 's[.*/\(.*\).xml.*value="\(.*\)".*[\1 \2[g' > locktimes.txt


Offline Cloak and Dagger

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #17 on: November 11, 2011, 04:49:39 AM »
Ha! The CERLBL has more DPS than the CERPPC! And people said I was stupid for liking it more.

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #18 on: November 11, 2011, 04:59:18 AM »
To one specific location, sure.  PPCs have splash damage, however, which greatly increases the total damage done to an asset.

Offline Cloak and Dagger

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #19 on: November 11, 2011, 05:02:33 AM »
How does the EMP damage work? Is it full damage or does it have a negative multiplier?

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #20 on: November 11, 2011, 05:10:41 AM »
EMP damage in its current form doesn't do damage to armor, but disables night vision and active NARC beacons on a target.  The reason CERPPCs do more appreciable damage is strictly due to the 2m splash radius; it'll do the full 711 damage to the section that it hits, and less damage to other components within 2m.  That lesser damage value is a coefficient based on its distance from the impact point.

Offline AlfalphaCat

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #21 on: November 11, 2011, 06:57:44 AM »
Really, half a second for A4s, but the Clan ones have 2.5 secs, seemed faster last time I used the Clan ones, and I was getting locked on by an MKII the other night really quick.

Also, it says an ELRM10 will lock in 0.1 seconds, so basically instantaneous, strange.  Oh well, it's not like the devs will actually make Arrows difficult to use.  C'est la vie.

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Offline Hiruma Kai

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #22 on: November 11, 2011, 02:43:28 PM »
I'm not quite quite sure what you're saying. No where do I see ELRM's listed as 0.1 second lock time - I see 2.65 for basic ones and 2.15 seconds for Air variants.  Similarly, Arrow IV and Clan_ArrowIV are both listed at 2.5 seconds.  Is the formatting on the file bad?  I'll paste in this post just to make sure.

Also, bear in mind by crouching, you reduce lock times, so that may explain faster locks you see in practice.

BA_SRM 0.5
BA_SRM2 0.5
ArrowIV 2.5
Clan_ArrowIV 2.5
Clan_ATM12 1.5
Clan_ATM3 1.5
Clan_ATM6 1.5
Clan_ATM9 1.5
Clan_DualStreakSRM4 0.6
Clan_DualStreakSRM6 0.6
Clan_LRM10 2.5
Clan_LRM15 2.5
Clan_LRM20 2.5
Clan_LRM5 2.5
Clan_StreakSRM2 0.3
Clan_StreakSRM4 0.3
Clan_StreakSRM4_air 0.1
Clan_StreakSRM6 0.3
Clan_StreakSRM6_air 0.1
DualStreakSRM4 0.6
DualStreakSRM4_air 0.1
DualStreakSRM6 0.6
DualStreakSRM6_air 0.1
ELRM10 2.65
ELRM10_air 2.15
ELRM15 2.65
ELRM15_air 2.15
ELRM20 2.65
ELRM20_air 2.15
ELRM5 2.65
ELRM5_air 2.15
LRM10 2.5
LRM10_air 2
LRM15 2.5
LRM15_air 2
LRM20 2.5
LRM20_air 2
LRM20_AntiAir 2.5
LRM5 2.5
LRM5_air 2
MRM10 1.5
MRM10_rot 1.5
MRM20 1.5
MRM20_rot 1.5
MRM30 1.5
MRM40 1.5
NARC 1.4
Piranha 1.5
StreakSRM2 0.3
StreakSRM4 0.3
StreakSRM4_air 0.1
StreakSRM6 0.3
StreakSRM6_air 0.1
StreakSRM6_Rot 0.3

Offline thEClaw

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #23 on: December 21, 2011, 08:50:24 AM »
Still alive out there? Is there a way to know whether your script works with updated versions of MWLL? I don't know Python and I don't really want to dig into your script to find out myself.

I never had a problem using your old script-versions with newer versions of MWLL, but you never know...
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
Edit your weapon-groups outside of MWLL (by me and Az)
Create random drop-lists (by me and, involuntarily, Az)