Difference between revisions of "Aircraft Firepower Table"

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   <b>
 
   <b>
 
   <th class="vertical-align:top;">Armament</th>
 
   <th class="vertical-align:top;">Armament</th>
   <th>Cost<br>
+
   <th>Mode</th>
    $000s</th>
+
   <th>Avg<br>
  <th>$Shot</th>
 
   <th>Base<br>
 
 
     Damage</th>
 
     Damage</th>
 
   <th>Range<br>(km)</th>
 
   <th>Range<br>(km)</th>
 
   <th>Accuracy</th>
 
   <th>Accuracy</th>
   <th>Reload<br>Time(s)</th>
+
   <th>Reload<br>Time(gs)</th>
 
   <th>Shots</th>
 
   <th>Shots</th>
   <th>Fire-<br>
+
   <th>Dmg/gs</th>
    power</th>
+
   <th>$K / <br>Dmg/gs</th>
   <th>$ / Fire-<br>
 
    power</th>
 
 
   <th>Payload</th>
 
   <th>Payload</th>
 
   <th>$ / <br>Payload</th>
 
   <th>$ / <br>Payload</th>
Line 29: Line 25:
 
  <tr>
 
  <tr>
 
   <td>Cannon</td>
 
   <td>Cannon</td>
   <td>$30</td>
+
   <td>ALL</td>
   <td>$25</td>
+
   <td>7.5</td>
  <td >10</td>
 
 
   <td>10</td>
 
   <td>10</td>
 
   <td>25%</td>
 
   <td>25%</td>
 
   <td>2</td>
 
   <td>2</td>
 
   <td>200</td>
 
   <td>200</td>
   <td>75</td>
+
   <td>0.9</td>
   <td>$400</td>
+
   <td>$32.0</td>
   <td>500</td>
+
   <td>375</td>
   <td>$60</td>
+
   <td>$80</td>
 
   <td>$744</td>
 
   <td>$744</td>
   <td>$10</td>
+
   <td>$13</td>
  
 
  </tr>
 
  </tr>
 
  <tr>
 
  <tr>
 
   <td>Stingray</td>
 
   <td>Stingray</td>
   <td>$16</td>
+
   <td>Aggressive</td>
   <td>$3,000</td>
+
   <td>52.5</td>
  <td>70</td>
 
 
   <td>30</td>
 
   <td>30</td>
 
   <td>70%</td>
 
   <td>70%</td>
   <td>15</td>
+
   <td>16</td>
 
   <td>6</td>
 
   <td>6</td>
   <td>196</td>
+
   <td>2.3</td>
 +
  <td>$7.0</td>
 +
  <td>221</td>
 +
  <td>$73</td>
 +
  <td>$11,250</td>
 
   <td>$82</td>
 
   <td>$82</td>
  <td>294</td>
 
  <td>$54</td>
 
  <td>$12,000</td>
 
  <td>$61</td>
 
  
 
  </tr>
 
  </tr>
  <tr >
+
<tr>
 +
  <td>Stingray</td>
 +
  <td>Standard</td>
 +
  <td>52.5</td>
 +
  <td>30</td>
 +
  <td>70%</td>
 +
  <td>24</td>
 +
  <td>6</td>
 +
  <td>1.5</td>
 +
  <td>$10.4</td>
 +
  <td>221</td>
 +
  <td>$73</td>
 +
  <td>$11,250</td>
 +
  <td>$82</td>
 +
 
 +
</tr>
 +
<tr>
 +
  <td>Stingray</td>
 +
  <td>Cautious</td>
 +
  <td>52.5</td>
 +
  <td>30</td>
 +
  <td>70%</td>
 +
  <td>32</td>
 +
  <td>6</td>
 +
  <td>1.1</td>
 +
  <td>$13.9</td>
 +
  <td>221</td>
 +
  <td>$73</td>
 +
  <td>$11,250</td>
 +
  <td>$82</td>
 +
 
 +
</tr>
 +
<tr>
 +
  <td>Avalanche</td>
 +
  <td>Aggressive</td>
 +
  <td>75</td>
 +
  <td>60</td>
 +
  <td>80%</td>
 +
  <td>24</td>
 +
  <td>3</td>
 +
  <td>2.5</td>
 +
  <td>$6.8</td>
 +
  <td>180</td>
 +
  <td>$94</td>
 +
  <td>$22,500</td>
 +
  <td>$150</td>
 +
 
 +
</tr>
 +
  <tr>
 
   <td>Avalanche</td>
 
   <td>Avalanche</td>
   <td>$17</td>
+
   <td>Standard</td>
   <td>$9,000</td>
+
   <td>75</td>
  <td>100</td>
 
 
   <td>60</td>
 
   <td>60</td>
 
   <td>80%</td>
 
   <td>80%</td>
   <td>20</td>
+
   <td>36</td>
 
   <td>3</td>
 
   <td>3</td>
   <td>240</td>
+
   <td>1.7</td>
   <td>$71</td>
+
   <td>$10.2</td>
   <td>240</td>
+
   <td>180</td>
   <td>$71</td>
+
   <td>$94</td>
   <td>$27,000</td>
+
   <td>$22,500</td>
   <td>$113</td>
+
   <td>$150</td>
  
 
  </tr>
 
  </tr>
 
  <tr>
 
  <tr>
 +
  <td>Avalanche</td>
 +
  <td>Cautious</td>
 +
  <td>75</td>
 +
  <td>60</td>
 +
  <td>80%</td>
 +
  <td>48</td>
 +
  <td>3</td>
 +
  <td>1.3</td>
 +
  <td>$13.6</td>
 +
  <td>180</td>
 +
  <td>$94</td>
 +
  <td>$22,500</td>
 +
  <td>$150</td>
 +
 +
</tr>
 +
<tr>
 
   <td>Laser Cannon</td>
 
   <td>Laser Cannon</td>
   <td>$211</td>
+
   <td>ALL</td>
   <td>$0</td>
+
   <td>52.5</td>
  <td>70</td>
 
 
   <td>21</td>
 
   <td>21</td>
 
   <td>35%</td>
 
   <td>35%</td>
   <td>4</td>
+
   <td>12</td>
 
   <td>99</td>
 
   <td>99</td>
   <td>368</td>
+
   <td>1.5</td>
   <td>$574</td>
+
   <td>$137.8</td>
   <td>2426</td>
+
   <td>1819</td>
   <td>$87</td>
+
   <td>$116</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
  
 
  </tr>
 
  </tr>
  <tr >
+
  <tr>
 
   <td>Laser Cannon (XCU)</td>
 
   <td>Laser Cannon (XCU)</td>
   <td>$283</td>
+
   <td>ALL</td>
   <td>$0</td>
+
   <td>26.3</td>
  <td>35</td>
 
 
   <td>35</td>
 
   <td>35</td>
 
   <td>35%</td>
 
   <td>35%</td>
   <td>4</td>
+
   <td>12</td>
 
   <td>99</td>
 
   <td>99</td>
   <td>184</td>
+
   <td>0.8</td>
   <td>$1540</td>
+
   <td>$369.6</td>
   <td>1213</td>
+
   <td>910</td>
   <td>$234</td>
+
   <td>$311</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
  
 
  </tr>
 
  </tr>
  <tr >
+
  <tr>
 
   <td>Plasma Beam</td>
 
   <td>Plasma Beam</td>
   <td>$319</td>
+
   <td>ALL</td>
   <td>$0</td>
+
   <td>105.0</td>
  <td>140</td>
 
 
   <td>52</td>
 
   <td>52</td>
 
   <td>50%</td>
 
   <td>50%</td>
   <td>6</td>
+
   <td>12</td>
 
   <td>100</td>
 
   <td>100</td>
   <td>700</td>
+
   <td>4.4</td>
   <td>$456</td>
+
   <td>$72.9</td>
   <td>7000</td>
+
   <td>5250</td>
   <td>$46</td>
+
   <td>$61</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
Line 131: Line 185:
 
  <tr>
 
  <tr>
 
   <td>Plasma Beam (XCU)</td>
 
   <td>Plasma Beam (XCU)</td>
   <td>$698</td>
+
   <td>ALL</td>
   <td>$0</td>
+
   <td>105.0</td>
  <td>140</td>
 
 
   <td>52</td>
 
   <td>52</td>
 
   <td>50%</td>
 
   <td>50%</td>
   <td>6</td>
+
   <td>12</td>
 
   <td>100</td>
 
   <td>100</td>
   <td>700</td>
+
   <td>4.4</td>
   <td>$997</td>
+
   <td>$159.5</td>
   <td>7000</td>
+
   <td>5250</td>
   <td>$100</td>
+
   <td>$133</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
Line 147: Line 200:
 
  </tr>
 
  </tr>
 
  <tr>
 
  <tr>
   <td >Fusion Ball Launcher</td>
+
   <td>Fusion Ball Launcher</td>
   <td>$281</td>
+
  <td>Aggressive</td>
   <td>$69,000</td>
+
  <td>172.5</td>
   <td>230</td>
+
  <td>65</td>
 +
  <td>100%</td>
 +
  <td>16</td>
 +
  <td>2</td>
 +
  <td>10.8</td>
 +
   <td>$26.1</td>
 +
  <td>345</td>
 +
   <td>$814</td>
 +
  <td>$138,000</td>
 +
   <td>$400</td>
 +
 
 +
</tr>
 +
<tr>
 +
  <td>Fusion Ball Launcher</td>
 +
  <td>Standard</td>
 +
  <td>172.5</td>
 +
  <td>65</td>
 +
  <td>100%</td>
 +
  <td>24</td>
 +
  <td>2</td>
 +
  <td>7.2</td>
 +
  <td>$39.1</td>
 +
  <td>345</td>
 +
  <td>$814</td>
 +
  <td>$138,000</td>
 +
  <td>$400</td>
 +
 
 +
</tr>
 +
<tr>
 +
  <td>Fusion Ball Launcher</td>
 +
  <td>Cautious</td>
 +
  <td>172.5</td>
 
   <td>65</td>
 
   <td>65</td>
 
   <td>100%</td>
 
   <td>100%</td>
   <td>25</td>
+
   <td>32</td>
 
   <td>2</td>
 
   <td>2</td>
   <td>460</td>
+
   <td>5.4</td>
   <td>$611</td>
+
   <td>$52.1</td>
   <td>460</td>
+
   <td>345</td>
   <td>$611</td>
+
   <td>$814</td>
 
   <td>$138,000</td>
 
   <td>$138,000</td>
   <td>$300</td>
+
   <td>$400</td>
  
 
  </tr>
 
  </tr>
Line 167: Line 251:
 
   
 
   
 
</table>
 
</table>
 
'''Note''': All figures above reflect weapons doing MAXIMUM damage. Actual damage dealt is between 50% to 100% of the listed damage.
 
  
 
<u>Key:</u>
 
<u>Key:</u>
 
*'''Cost''' is for the weapon system alone, not including the aircraft, hangar and any Elerium to operate it
 
*'''Cost''' is for the weapon system alone, not including the aircraft, hangar and any Elerium to operate it
*'''Firepower''' = average damage rate dealt per 60s (or until ammo exhausted)
+
*'''Dmg/gs''' = average damage rate dealt per game second (gs)
*'''$/Firepower''' = cost of the weapon system per unit of Firepower
+
*'''$K/Dmg/gs''' = cost of the weapon system per (damage per second), in $thousands
*'''Payload''' = total average damage dealt if entire ammo load can be fired, if each shot were to do 100% damage... to get the actual average damage dealt, multiply this figure by 75%.
+
*'''Payload''' = total average damage dealt if entire ammo load can be fired.
 
*'''$/Payload''' = cost of the weapon system per unit of Payload
 
*'''$/Payload''' = cost of the weapon system per unit of Payload
*'''$/Ammo rate''' = cost of ammo expended per 60s (same time frame as Firepower measurement)
+
*'''$/Ammo rate''' = cost of ammo expended per 60 game seconds
 
*'''$Ammo/Dmg''' = cost of ammo expended per unit of average damage dealt
 
*'''$Ammo/Dmg''' = cost of ammo expended per unit of average damage dealt
  
Line 183: Line 265:
 
*Costs are the higher of: sale price (i.e. opportunity cost) or complete manufacturing cost from "XCOM_Profits.xls"
 
*Costs are the higher of: sale price (i.e. opportunity cost) or complete manufacturing cost from "XCOM_Profits.xls"
 
*Damage, cost etc listed here is per single weapon; typically they will be mounted in pairs.  
 
*Damage, cost etc listed here is per single weapon; typically they will be mounted in pairs.  
*Accuracy figures differ from in-game UFOPaedia but are from code inspection (UFOPaedia.org)
+
*Accuracy figures differ from in-game UFOPaedia but are from code inspection (UFOPaedia.org).
*Apparently the combat mode (Cautious etc) affects the firing rate. This is not modeled here.  
+
*Rates of fire differ from in-game UFOPaedia but are taken from [[Talk:UFO_Interception#Firepower_Based_on_Observed_Rates_of_Fire|repeated observations]].
*"Last shot misses" bug is not modeled here; assumes craft is Aggressive or switches to Aggressive for last shot
+
*"Last shot misses" bug is not modeled here; assumes craft is Aggressive or switches to Aggressive for last shot.
 +
*The strict definition of a game second is that 2 gs = the average reload time of a Cannon. A secondary definition is 2 gs = the time to close 1km of range. This will ''not'' equate to elapsed seconds playing the air combat part of the game. These time units are referred to as 'game seconds' only because the in-game UFOPaedia quotes 2 seconds as the reload rate of the Cannon.
  
  
Line 193: Line 276:
 
**There is not much point to this weapon, apart from the fact that you start the game with a free stock of them. The slightly higher total payload does not really compensate for the lower firepower and much lower first-volley lethality. As most Commanders attest, Avalanche is the way to go. The Stingray may have a niche role in shooting down [[Small Scout#Tactics for Hunting Small Scouts|Small Scouts]] early in the game. Apart from that, upgrade.
 
**There is not much point to this weapon, apart from the fact that you start the game with a free stock of them. The slightly higher total payload does not really compensate for the lower firepower and much lower first-volley lethality. As most Commanders attest, Avalanche is the way to go. The Stingray may have a niche role in shooting down [[Small Scout#Tactics for Hunting Small Scouts|Small Scouts]] early in the game. Apart from that, upgrade.
 
*[[Laser Cannon]]
 
*[[Laser Cannon]]
**Except for range and price, the Laser Cannon is superior to conventional weapons.
+
**It has ten times the total payload of the Avalanche. Both Avalanche- and Stingray-armed aircraft will struggle to bring down large UFOs, due to their small total payload. In the early-mid game, the Laser Cannon could be the best option for tackling large UFOs, even though its shorter range and lower damage rate will expose aircraft to more enemy fire.  
**And as to price, the Laser Cannon is free to operate, unlike the conventional weapons and the Fusion Ball Launcher.
 
**It has nearly double the firepower of the Stingray, 50% more than the Avalanche.
 
**It has ten times the total payload of the Avalanche.
 
***(Both Avalanche- and Stingray-armed aircraft will struggle to bring down large UFOs, due to their small total payload).
 
**The range difference compared to the Stingray is insignificant. But not when compared to the Avalanche.
 
**In conclusion, the Laser Cannon is a good choice for an Aggressive engagement, and arguably a better general purpose weapon than Avalanches, as long as you can tolerate a bit of damage to your aircraft fleet.  
 
 
*[[Fusion Ball Launcher]]
 
*[[Fusion Ball Launcher]]
** The Fusion Ball Launcher has the greatest standoff range and power per hit
+
** The Fusion Ball Launcher has the greatest standoff range and power per hit. Though as noted elsewhere the standoff range is useless because it does not work vs Battleships and other weapons are capable of standing off vs all other UFO types.
 
** It is cost-inefficient to maintain and has a low payload. Payload may be more important than Firepower in situations where an important large UFO target is attacked with limited resources.
 
** It is cost-inefficient to maintain and has a low payload. Payload may be more important than Firepower in situations where an important large UFO target is attacked with limited resources.
 +
** On the other hand it has by far the highest damage rate. This could reduce the amount of time aircraft are exposed to enemy fire, reducing aircraft damage and losses. In turn this prevents gaps in interception coverage which can be extremely costly (either due to lost intercepts, or the cost of maintaining extra spare aircraft).
 
* Weapons impacted by the ''last shot'' bug where the ship pulls out of range when the last shot is fired:
 
* Weapons impacted by the ''last shot'' bug where the ship pulls out of range when the last shot is fired:
 
**The Fusion Ball Launcher is the worst-impacted losing 50% of it's payload.  
 
**The Fusion Ball Launcher is the worst-impacted losing 50% of it's payload.  
Line 209: Line 287:
 
*Of course the "cost" of downing a UFO will generally be small in proportion to the "value" of that downed UFO. Bean counters beware!
 
*Of course the "cost" of downing a UFO will generally be small in proportion to the "value" of that downed UFO. Bean counters beware!
 
*It would be interesting (and easy) to calculate the cost of damage sustained by aircraft. It would then be possible to put an economic value on stand-off capability.
 
*It would be interesting (and easy) to calculate the cost of damage sustained by aircraft. It would then be possible to put an economic value on stand-off capability.
*It would also be interesting to measure the time taken to close to short range, in order to calculate the damage that would sustained. This could be done by:
+
*Time taken to close range with a target is 2gs (game seconds) per km, or one Cannon shot per km. So for example an aircraft with Plasma Cannons (range 52km) closing on a Battleship (range 65km) will be exposed to (65km-52km = 13km, x2gs =) 26 game seconds of enemy fire before entering weapons range.
**Equipping a craft with one test weapon and one magic weapon.
 
**The magic weapon is a modified Cannon (or Laser Cannon, if the test weapon is a Cannon)
 
**The magic weapon is hacked to do zero damage and/or have zero accuracy
 
**The magic weapon is hacked to have its range be greater than or equal to the maximum range of an aerial engagement (100km?), so it starts firing straight away (but not so it changes the starting engagement distance).
 
**You then use the ammo count on the magic weapon as a timer, ticking off 2 game seconds per volley (or 4 seconds if using a magic Laser Cannon)
 
**Note the ammo count when the second weapon, the test weapon, begins firing
 
**Huzzah! You have now deduced the time required for the test weapon to enter firing range
 
**You can now calculate minimum, average and maximum damage sustained whilst closing to firing range
 
**Now repeat the test for Cautious, Standard and Aggressive modes & see if it makes any difference.
 
  
 
=See Also=
 
=See Also=
Line 224: Line 293:
 
* [[Craft]]
 
* [[Craft]]
 
[[Category: Data tables]]
 
[[Category: Data tables]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 03:42, 23 July 2013

Armament Mode Avg
Damage
Range
(km)
Accuracy Reload
Time(gs)
Shots Dmg/gs $K /
Dmg/gs
Payload $ /
Payload
Ammo
$Rate
Ammo
$/Dmg
Cannon ALL 7.5 10 25% 2 200 0.9 $32.0 375 $80 $744 $13
Stingray Aggressive 52.5 30 70% 16 6 2.3 $7.0 221 $73 $11,250 $82
Stingray Standard 52.5 30 70% 24 6 1.5 $10.4 221 $73 $11,250 $82
Stingray Cautious 52.5 30 70% 32 6 1.1 $13.9 221 $73 $11,250 $82
Avalanche Aggressive 75 60 80% 24 3 2.5 $6.8 180 $94 $22,500 $150
Avalanche Standard 75 60 80% 36 3 1.7 $10.2 180 $94 $22,500 $150
Avalanche Cautious 75 60 80% 48 3 1.3 $13.6 180 $94 $22,500 $150
Laser Cannon ALL 52.5 21 35% 12 99 1.5 $137.8 1819 $116 $0 $0
Laser Cannon (XCU) ALL 26.3 35 35% 12 99 0.8 $369.6 910 $311 $0 $0
Plasma Beam ALL 105.0 52 50% 12 100 4.4 $72.9 5250 $61 $0 $0
Plasma Beam (XCU) ALL 105.0 52 50% 12 100 4.4 $159.5 5250 $133 $0 $0
Fusion Ball Launcher Aggressive 172.5 65 100% 16 2 10.8 $26.1 345 $814 $138,000 $400
Fusion Ball Launcher Standard 172.5 65 100% 24 2 7.2 $39.1 345 $814 $138,000 $400
Fusion Ball Launcher Cautious 172.5 65 100% 32 2 5.4 $52.1 345 $814 $138,000 $400

Key:

  • Cost is for the weapon system alone, not including the aircraft, hangar and any Elerium to operate it
  • Dmg/gs = average damage rate dealt per game second (gs)
  • $K/Dmg/gs = cost of the weapon system per (damage per second), in $thousands
  • Payload = total average damage dealt if entire ammo load can be fired.
  • $/Payload = cost of the weapon system per unit of Payload
  • $/Ammo rate = cost of ammo expended per 60 game seconds
  • $Ammo/Dmg = cost of ammo expended per unit of average damage dealt


Notes

  • Costs are the higher of: sale price (i.e. opportunity cost) or complete manufacturing cost from "XCOM_Profits.xls"
  • Damage, cost etc listed here is per single weapon; typically they will be mounted in pairs.
  • Accuracy figures differ from in-game UFOPaedia but are from code inspection (UFOPaedia.org).
  • Rates of fire differ from in-game UFOPaedia but are taken from repeated observations.
  • "Last shot misses" bug is not modeled here; assumes craft is Aggressive or switches to Aggressive for last shot.
  • The strict definition of a game second is that 2 gs = the average reload time of a Cannon. A secondary definition is 2 gs = the time to close 1km of range. This will not equate to elapsed seconds playing the air combat part of the game. These time units are referred to as 'game seconds' only because the in-game UFOPaedia quotes 2 seconds as the reload rate of the Cannon.


Observations & Conclusions

  • With the conventional weapons, there is an elegant trade-off between range and firepower, vs payload.
  • Stingray
    • There is not much point to this weapon, apart from the fact that you start the game with a free stock of them. The slightly higher total payload does not really compensate for the lower firepower and much lower first-volley lethality. As most Commanders attest, Avalanche is the way to go. The Stingray may have a niche role in shooting down Small Scouts early in the game. Apart from that, upgrade.
  • Laser Cannon
    • It has ten times the total payload of the Avalanche. Both Avalanche- and Stingray-armed aircraft will struggle to bring down large UFOs, due to their small total payload. In the early-mid game, the Laser Cannon could be the best option for tackling large UFOs, even though its shorter range and lower damage rate will expose aircraft to more enemy fire.
  • Fusion Ball Launcher
    • The Fusion Ball Launcher has the greatest standoff range and power per hit. Though as noted elsewhere the standoff range is useless because it does not work vs Battleships and other weapons are capable of standing off vs all other UFO types.
    • It is cost-inefficient to maintain and has a low payload. Payload may be more important than Firepower in situations where an important large UFO target is attacked with limited resources.
    • On the other hand it has by far the highest damage rate. This could reduce the amount of time aircraft are exposed to enemy fire, reducing aircraft damage and losses. In turn this prevents gaps in interception coverage which can be extremely costly (either due to lost intercepts, or the cost of maintaining extra spare aircraft).
  • Weapons impacted by the last shot bug where the ship pulls out of range when the last shot is fired:
    • The Fusion Ball Launcher is the worst-impacted losing 50% of it's payload.
    • The Avalanche loses 33%
    • The Stingray loses 17%.
  • Of course the "cost" of downing a UFO will generally be small in proportion to the "value" of that downed UFO. Bean counters beware!
  • It would be interesting (and easy) to calculate the cost of damage sustained by aircraft. It would then be possible to put an economic value on stand-off capability.
  • Time taken to close range with a target is 2gs (game seconds) per km, or one Cannon shot per km. So for example an aircraft with Plasma Cannons (range 52km) closing on a Battleship (range 65km) will be exposed to (65km-52km = 13km, x2gs =) 26 game seconds of enemy fire before entering weapons range.

See Also