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  1. #1
    Ex. Reakktor Employee Thanatos's Avatar
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    Default Weapon discussion: Vehicle combat category

    There are a few additional factors that play a role for vehicle combat we will present in this discussion.

    When balancing the vehicle weapons, we did not treat them differently than the normal weapons – therefore they have been balanced like the other weapons in their category (Heavy Combat).

    As usual we are starting with the general definitions for all weapon classes.

    Damage (per time unit):
    -APU Weapons 100 %
    -Cannons 90 %
    -Rifles 80 %
    -Pistols 75 %
    -Melee Weapons 65 %

    Bonus-System:
    -HighTech Weapons + 5 % (additive)
    -Rare Weapons + 7.5 % (exclusive)
    -Epic Weapons + 9.5 % (exclusive)
    -WoC Weapons + 10 % (exclusive)

    Furthermore, additional weapon properties could change for rare, epic or WoC weapons: clip size, firing frequency, range etc.

    Aim speed (1.50 – 4.50 Seconds, Min | Max):
    -Melee Weapons deactivated
    -PPU Weapons deactivated
    -APU Weapons 0.75 1.50
    -Pistols 0.75 2.25
    -Rifles 1.00 3.00
    -Cannons 2.00 4.50
    Note: Smaller is better.

    Aim precision (Reticule, Min | Max):
    -APU Weapons 1.50 3.00
    -Rifles 1.50 3.50
    -Pistols 1.50 4.00
    -Cannons 1.50 5.00
    Note: Smaller is better.

    Firing frequency (45 – 120 shots/minute, Min | Max):
    -Rifles 45 120
    -Pistols 30 120
    -Melee Weapons 40 60
    -APU Weapons 30 60
    -Cannons 15 45


    Range (50 – 600 Meters, Min | Max):
    -Cannons 300 600
    -Rifles 200 600
    -APU Weapons 100 300
    -Pistols 50 150
    -Melee Weapons Striking distance (+ tolerance factor)

    Clip Size
    The clip size for vehicle weapons is generally somewhat larger compared to their H-C counterparts.

    Changes to the vehicle damage model:

    Health points / vehicle Units:
    This area has been reviewed and adjusted – depending on the vehicle types, the health point values can go up to 16000. The vehicle Units can be restored with a repair tool.

    If a vehicle is completely destroyed, an explosion damaging everything around the vehicle (including its passengers) is triggered. The force of the explosion depends on the vehicle’s weight.

    Modified armor concept:
    The general armor settings for all vehicles are a thing of the past – each vehicle now has its own setup. The armor value is used to calculate a resistance factor against a specific damage type, lowering its damage – this armor value is reduced when damage is being taken. The armor (and the resulting resistance) can therefore be shot down. When a vehicle is repaired, its armor values rise again with the vehicle Units.

    Damage transfer to the vehicle:
    When a runner uses a vehicle (independent from the seat he occupies), the damage is completely transferred to the vehicle. The system where part of the damage was transferred to the player has been removed.

    Vehicle Combat Ranks:
    A vehicle’s combat rank is determined by its weapon (if the corresponding seat is occupied) – everyone in the vehicle has the same combat rank. Only the people involved in combat (Driver, Gunner) will receive any experience points – this rule overrides any team experience rules.

    Anti-Vehicle Weapons:
    The „Anti Vehicle Rocket Launcher“ (AntiGround and AntiAir) are still available. They have been balanced as normal H-C weapons – a special damage type ensures that they destroy vehicle fast and more efficiently than normal weapons.

    We avoided any other changes (i.e. to the driving physics) so the balancing project wouldn’t be held up too much. The current properties like speed will therefore remain the same for now.



    Examples: Vehicles

    Example #1: NEXT Rhino4x4 Chaincraft V.2

    Vehicle Setup:
    Units: 12000 HealthPoints
    Weight: 9600 Kg
    Armor: 90 % Force
    70 % Piercing
    95 % Fire
    65 % Energy
    65 % X-Ray
    100 % Poison

    Weaponry:
    Weapon: NEXT VHC Laser Cannon
    Category: Heavy Combat, HighTech
    TechLevel: 90
    Modus: Single Shot
    Aim speed: 3.44 Seconds (76 %)
    Aim precision: 3.43 Reticule start size (69 %)
    Clip: 48 Shots
    Real Firing Frequency: 32.60 / Minute
    Range: 548.40 Meter
    Ammo: NEXT VHC Laser Cannon Powercell, 48 Units, 1040 Gramm

    Damage per shot: 409.3280 (Energy)
    Damage per minute: ca. 13335


    Beispiel #2: NEXT ER Combat Chaincraft V.1

    Vehicle Setup:
    Units: 6400 HealthPoints
    Weight: 940 Kg
    Armor: 80 % Force
    70 % Piercing
    90 % Fire
    65 % Energy
    65 % X-Ray
    100 % Poison

    Weaponry:
    Weapon: NEXT VHC 20mm Cannon
    Category: Heavy Combat, LowTech
    TechLevel: 61
    Modus: Burst (4)
    Aim speed: 3.81 Seconds (84 %)
    Aim precision: 3.98 Reticule start size (79 %)
    Clip: 80 Shots
    Real Firing Frequency: 141.20 / Minute
    Range: 480.47 Meter
    Ammo: NEXT VHC 20mm Cannon Ammo, 80 Units, 2980 Gramm

    Damage per shot: 49.0803 (Force, Piercing)
    Damage per minute: ca. 6928


    Beispiel #3: NEXT Heavy Assault Scorpion Trike

    Vehicle Setup:
    Zustand: 7800 HealthPoints
    Weight: 1980 Kg
    Armor: 85 % Force
    70 % Piercing
    90 % Fire
    65 % Energy
    65 % X-Ray
    100 % Poison

    Weaponry (Driver):
    Weapon: NEXT VHC Triple Rocket Launcher
    Category: Heavy Combat, LowTech
    TechLevel: 88
    Modus: Burst (3)
    Aim speed: 3.28 Seconds (73 %)
    Aim precision: 3.20 Reticule start size (64 %)
    Clip: 36 Shots
    Real Firing Frequency: 45.35 / Minute
    Range: 815.63 Meter (150 %)
    Ammo: NEXT VHC Rocket Packet, 36 Units, 3460 Gramm

    Damage per shot: 269.9813 (Force, Fire)
    Damage per minute: ca. 12251

    Weaponry (Gunner):
    Weapon: NEXT VHC 20mm Cannon
    Category: Heavy Combat, LowTech
    TechLevel: 79
    Modus: Burst (4)
    Aim speed: 3.46 Seconds (77 %)
    Aim precision: 3.46 Reticule start size (69 %)
    Clip: 80 Shots
    Real Firing Frequency: 141.20 / Minute
    Range: 522.60 Meter
    Ammo: NEXT VHC 20mm Cannon Ammo, 80 Units, 2980 Gramm

    Damage per shot: 73.1240 (Force, Piercing)
    Damage per minute: ca. 10323

    Note:
    When both seats are occupied, the Heavy Assault Scorpion Trike’s combat rang is considered 84 (TL 88 + TL 79 / 2).


    Beispiel #4: Advanced Assault Glider

    Vehicle Setup:
    Units: 5800 HealthPoints
    Weight: 640 Kg
    Armor: 85 % Force
    75 % Piercing
    95 % Fire
    80 % Energy
    80 % X-Ray
    100 % Poison

    Weaponry (Pilot):
    Weapon: DoY VHC Gatlin Cannon
    Category: Heavy Combat, LowTech
    TechLevel: 82
    Modus: Burst (4)
    Aim speed: 3.40 Seconds (76 %)
    Aim precision: 3.38 Reticule start size (68 %)
    Clip: 100 Shots
    Real Firing Frequency: 200.00 / Minute
    Range: 423.75 Meter
    Ammo: NEXT VHC Gatlin Cannon Explosive Ammo, 100 Units, 1980 Gramm

    Damage per shot: 54.7446 (Force, Piercing)
    Damage per minute: ca. 10948

    Weaponry (Gunner):
    Weapon: DoY VHC Advanced Bomb Thrower
    Category: Heavy Combat, LowTech
    TechLevel: 98
    Modus: Single Shot
    Aim speed: 3.09 Seconds (69 %)
    Aim precision: 2.92 Reticule start size (58 %)
    Clip: 8 Shots
    Real Firing Frequency: 18.46 / Minute
    Range: 567.20 Meter
    Ammo: NEXT VHC Vehicle Bomb Packet, 24 Units, 6400 Gramm

    Damage per shot: 789.4072 (Force, Piercing, Fire)
    Damage per minute: ca. 14573

  2. #2
    Bluenose Jodo's Avatar
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    Default

    Good to see the vehicles getting balanced too. I, like many others, have wanted the expoding vehicles to cause their own damage for ages. Sadly though, this will probably mean a renewed interest in runners targeting vehicles for their own amusement. Ah well, still good stuff.
    Will the Reveller now absorb more damage than it currently does? It often frustrates me that 99% of the time it seems to do nothing when I'm fired upon. I know it's an open vehicle but even when facing a mob head on it still seems to do nothing to protect me. Perhaps more frustratingly, when I'm out of the vehicle buffing myself *s******************* and crouched behind the ample sized rear wheels/tracks, it again seems to do little to protect me.
    Don't mention the war. I mentioned it once, but I think I got away with it all right. - Basil Fawlty

  3. #3
    Tech Haven Network Brammers's Avatar
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    Default

    Do the Combat versions of some vehicles have more hitpoints? As I think combat versions of some vehicles should be stronger than the normal version.

    So using the example above the NEXT ER Combat Chaincraft V.1 has 6400 hitpoints, where I would expect the non combat (NEXT ER Chaincraft V.1) version to have less (Say 6000)

  4. #4
    Roger Ramjet fanclub founder SorkZmok's Avatar
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    Default

    Why does it have to be energy that does the most damage to vehicles?

    Monks ftw?


  5. #5

    Default

    Rifles and pistols do energy damage as well. And a monk cannot use xrr.

  6. #6

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