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








