Difference between revisions of "Aircraft Firepower Table"

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m (Decluttered table, and applied Zombie's sortable table formatting just to see how it goes.)
m (Damage of XcomUtil Laser Cannon is halved, to 35, to compensate for increased range)
Line 6: Line 6:
 
     $000s</th>
 
     $000s</th>
 
   <th>$Shot</th>
 
   <th>$Shot</th>
   <th>Average<br>
+
   <th>Base<br>
 
     Damage</th>
 
     Damage</th>
 
   <th>Range<br>(km)</th>
 
   <th>Range<br>(km)</th>
Line 99: Line 99:
 
   <td>$283</td>
 
   <td>$283</td>
 
   <td>$0</td>
 
   <td>$0</td>
   <td>70</td>
+
   <td>35</td>
 
   <td>35</td>
 
   <td>35</td>
 
   <td>35%</td>
 
   <td>35%</td>
 
   <td>4</td>
 
   <td>4</td>
 
   <td>99</td>
 
   <td>99</td>
   <td>368</td>
+
   <td>184</td>
   <td>$770</td>
+
   <td>$1540</td>
   <td>2426</td>
+
   <td>1213</td>
   <td>$117</td>
+
   <td>$234</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>
 
   <td>$0</td>

Revision as of 16:43, 11 October 2008

Armament Cost
$000s
$Shot Base
Damage
Range
(km)
Accuracy Reload
Time(s)
Shots Fire-
power
$ / Fire-
power
Payload $ /
Payload
Ammo
$Rate
Ammo
$/Dmg
Cannon $30 $25 10 10 25% 2 200 75 $400 500 $60 $744 $10
Stingray $16 $3,000 70 30 70% 15 6 196 $82 294 $54 $12,000 $61
Avalanche $17 $9,000 100 60 80% 20 3 240 $71 240 $71 $27,000 $113
Laser Cannon $211 $0 70 21 35% 4 99 368 $574 2426 $87 $0 $0
Laser Cannon (XCU) $283 $0 35 35 35% 4 99 184 $1540 1213 $234 $0 $0
Plasma Beam $319 $0 140 52 50% 6 100 700 $456 7000 $46 $0 $0
Plasma Beam (XCU) $698 $0 140 52 50% 6 100 700 $997 7000 $100 $0 $0
Fusion Ball Launcher $281 $69,000 230 65 100% 25 2 460 $611 460 $611 $138,000 $300


Key:

  • 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)
  • $/Firepower = cost of the weapon system per unit of Firepower
  • 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 60s (same time frame as Firepower measurement)
  • $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)
  • Apparently the combat mode (Cautious etc) affects the firing rate. This is not modelled here.
  • "Last shot misses" bug is not modelled here; assumes craft is Aggressive or switches to Aggressive for last shot

Observations & Conclusions:

  • With the conventional weapons, there is an elegant trade-off between range and firepower, vs payload.
  • The Laser Cannon is costlier, but superior to, all the conventional weapons - except for range.
  • Therefore the Laser Cannon is a good choice for an Aggressive, non-standoff engagement.
  • The Fusion Ball Launcher is a cost-inefficient and relatively weak weapon, apart from its standoff range.
  • Payload may be more important than Firepower in situations where an important large UFO target is attacked with limited resources.
  • Fusion Ball Launcher and Avalanche are worst-impacted by the "last shot misses" bug.
  • 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.