Aircraft Firepower Table

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Revision as of 08:50, 31 March 2008 by Spike (talk | contribs) (added category Crafts)
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Armament Cost
$000s
$Shot Average
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 70 21 35% 4 99 368 $770 2426 $117 $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.