Does anyone know if this link is accurate? as far as range and that stuff for the new patches like 1.3 ta5?
http://www.bzfiend.com/bzguide/isdf_weapons.htm
Well it doesn't show the effects of armor against those rounds. (Laser, PL-Stab, and minigun are greatly weakened by armor if I recall correctly)(Laser is wonderful vs scouts, but weak against rocket tanks/assault/walkers).
It seems reasonable and is the only guide i've found as well. Not sure about TA5. I think they changed fire rates on some guns.
BZNES has a better chart which takes the various armor types into account (ie: Damage to L, M and H armors)
Values are combat and assault mode ranges, with damage per second agaisnt the three armor classes none, light, and heavy.
GUNS Combat N L H Assault N L H
------------------------------------------------------------
Minigun 110 220 160 100 150 300 240 160
Laser 120 250 150 50 100 350 200 75
Pummel 99 600 520 400 99 640 640 640
Chain gun 135 320 320 240 120 300 270 250
Ion 100 400 200 20 150 500 300 100
Gauss 139 300 220 140 179 200 190 160
Emp 100 10 10 10 45 - - -
CANNONS Combat N L H Assault N L H
------------------------------------------------------------
AT Stab 100 260 240 200 150 300 275 250
Pulse Stab 100 220 210 190 200 140 133 127
SP Stab 120 367 333 300 150 343 321 300
Plasma 189 500 380 150 260 375 263 153
Blast 170 400 300 150 250 450 320 200
Mag 100 v v v 150 v v v
Plasma cannon 100 303 242 48 40 600 400 300
Sonic 160 550 370 150 -- - - -
Quill 120 273 236 182 50 398 378 348
Arc 175 213 213 160 100 500 500 400
ROCKETS Combat N L H Assault N L H
------------------------------------------------------------
FAF 120 150 115 80 - - - -
Hornet - - - - 250 500 425 355
Tag 175 150 122 85 - - - -
Comet - - - - 350 400 300 300
Shadowers 200 200 160 107 - - - -
Salvo - - - - 150 617 583 550
Stinger 200 433 233 50 - - - -
Swarm - - - - 100 475 363 263
Multilock 170 100 90 70 - - - -
Wasp - - - - 600 120 80 40
MORTARS Combat N L H
------------------------------------------------------------
Mortar 208 250 200 153 - - - -
MDM >300 300 275 250 - - - -
Splinter(max) 180 875 375 125 - - - -
Howitzer 350 74 62 51 - - - -
Gas 200 45 45 45 - - - -
Resin (max) 40 2000 2000 2000 - - - -
Popper 200 375 300 125 - - - -
PILOT Combat N L H Assault N L H
------------------------------------------------------------
Rocket, ISDF 150 375 75 - - - -
Bazooka - - - - 200 320 201
Pulse 200 50 30 0 - - - -
Sniper - - - - 300 100 50 0
grenade <150 500 - 250 - - - -
Rocket, Scion 150 375 75 - - - -
Bazooka - - - - 200 320 201
Pulse 200 50 30 0 - - - -
Sniper - - - - 300 100 50 0
grenade <150 500 - 250 - - - -
-----------------------------------------------------------
Special thanks to {uscm}DarkFox for weapons data analysis.
I am thinking about making one, but not sure if anyone would read it.
this is TV's bz2 scraplessons, its essential to anyone that wants to play bz2 and not loose every game.
most 1.2 players know it but maybe some people here have never seen it.
http://www.timedisruptor.com/forum/viewtopic.php?t=295
this is a good guide with a lot of very usefull info i came across:
http://www2.cheat-da-game.net/battlezone_2_combat_commander/
nice and colorful i learned that from gsh's web site but all in writeing no pretty pictures
That one in BZNES is a toned-down version of the original. I just went looking for the original, but I couldn't find it. Think it might be in the rev.C data files for FE...
Either way, methinks you need to include ammo mileage and shield damage in there to get an accurate guide.
Quote from: DarkFox on June 28, 2009, 12:45:51 PM
That one in BZNES is a toned-down version of the original. I just went looking for the original, but I couldn't find it. Think it might be in the rev.C data files for FE...
Either way, methinks you need to include ammo mileage and shield damage in there to get an accurate guide.
You do have a point, a very good one. Generally as far as I understand how shield damage is set up on stock weapons that weapon damage will be modified in the following ways:
Against Absorbtion shields: "solid" projectiles like chaingun rounds or quill will do the same kind of damage that they would do to an unshielded, unarmored craft like a scout -- "energy" weapons like blast will do the same type of damage that it would do against H class armor (the type of armor that assault vehicles and buildings use) which is usually reduced quite heavily.
Against Deflection shields: Energy weapons like blast and arc will have the same type of effect as they would on an unshielded, unarmored craft. Solid weapons would be nerfed considerably as if they were hitting heavy armor. However, since chaingun rounds in particular are quite powerful versus heavy armor, they are reduced even further against deflection shields.
Against Stasis shields: Stasis shields are similar to upgrading a scion craft's armor from N to L. Increased damage resistance to both types of projectiles versus an unshielded craft. However note that L class armor doesnt increase damage resistance very much. Stasis shields increase damage resistance relatively equally against both energy and solid, as opposed to L class which tends to favor damage resistance towards energy weapons a little more.
so in other words the absorption shield seems the better choice since most later game units use energy weapons?
It nearly works that way, but not quite. A bunch of weapons have slight differences between their damage to heavy armour, and their damage vs the best shield.
Also, yes, absorbtion shields tend to be the best, but again, not always. Deflection can count for a lot against chainguns, in particular.
As silly as it sounds i do all my testing on my network at home and test to see what i think it the best counters to moves other players do. I found that works pretty damn good, but yeah there are lot's of charts kicking around........
i was more thinking strategy guide like PDF file.