Difference between revisions of "Weapons Summaries (TFTD)"
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For the following tables, the numbers are read from the least to the most clip capacities. | For the following tables, the numbers are read from the least to the most clip capacities. | ||
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− | |colspan = "2" | Clip Size | + | | colspan = "2" | Clip Size |
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| Weapon || Ammo in clip | | Weapon || Ammo in clip | ||
− | |||
|- | |- | ||
− | | Torpedo Launcher | + | | Torpedo Launcher || 1 |
− | | 1 | ||
|- | |- | ||
− | | Thermal Shok Launcher | + | | Thermal Shok Launcher || 1 |
− | | 1 | ||
|- | |- | ||
− | | Disruptor Pulse Launcher | + | | Disruptor Pulse Launcher || 1 |
− | | 1 | ||
|- | |- | ||
− | | All grenades | + | | All grenades || 1 |
− | | 1 | ||
|- | |- | ||
− | | Gas Cannon | + | | Gas Cannon || 8 |
− | | 8 | ||
|- | |- | ||
− | | Jet Harpoon | + | | Jet Harpoon || 10 |
− | | 10 | ||
|- | |- | ||
− | | Sonic Cannon | + | | Sonic Cannon || 10 |
− | | 10 | ||
|- | |- | ||
− | | Heavy Gauss | + | | Heavy Gauss || 10 |
− | | 10 | ||
|- | |- | ||
− | | Dart Gun | + | | Dart Gun || 12 |
− | | 12 | ||
|- | |- | ||
− | | Hydro-Jet Launcher | + | | Hydro-Jet Launcher || 14 |
− | | 14 | ||
|- | |- | ||
− | | Sonic Blasta-Rifle | + | | Sonic Blasta-Rifle || 15 |
− | | 15 | ||
|- | |- | ||
− | | Gauss Rifle | + | | Gauss Rifle || 15 |
− | | 15 | ||
|- | |- | ||
− | | Sonic Pistol | + | | Sonic Pistol || 20 |
− | | 20 | ||
|- | |- | ||
− | | Gauss Pistol | + | | Gauss Pistol || 20 |
− | | 20 | ||
|- | |- | ||
− | | Thermal Tazer | + | | Thermal Tazer || Infinite |
− | | Infinite | ||
|- | |- | ||
− | | All drills | + | | All drills || Infinite |
− | | Infinite | ||
|} | |} | ||
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== Weapons by Damage == | == Weapons by Damage == | ||
For the following tables, the numbers are read from the least to the most damage dealt before applying armor or any percentage reductions. Keep in mind that damage is calculated by multiplying these numbers by a random percentage between 0 and 200%(or 50-150% if it's HE damage). Also keep in mind that Incendiary damage ratings simply indicate the spread of the fire, not the damage actually dealt. | For the following tables, the numbers are read from the least to the most damage dealt before applying armor or any percentage reductions. Keep in mind that damage is calculated by multiplying these numbers by a random percentage between 0 and 200%(or 50-150% if it's HE damage). Also keep in mind that Incendiary damage ratings simply indicate the spread of the fire, not the damage actually dealt. | ||
+ | <!-- start of the table that wraps the entire rest of the article. --> | ||
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Revision as of 11:52, 24 August 2011
Numbers. Numbers. Mind boggling numbers! Enough to create a gravitational vortex that'll suck your mind into oblivion, and run away with your shoes.
Weapons by Accuracy
For the following tables, the numbers are read from the worst to the best accuracies.
|
|
|
Launch | |
Weapon | Accuracy% |
Disruptor Pulse Launcher | 120% |
Technically, an aimed shot, but this value isn't used. A launched weapon's accuracy depends entirely on the players ability to plot waypoints. |
Stun (or Hit) | |
Weapon | Accuracy% |
Thermal Tazer | 120% |
Vibroblade | 100% |
Thermic Lance | 100% |
Heavy Thermic Lance | 100% |
Again, this value isn't used as all melee attacks hit their target. |
Weapons by Speed
The following numbers are read from the best to worst.
|
|
|
Launch | |
Weapon | TU Cost% |
Disruptor Pulse Launcher | 75% |
Stun (or Hit) | |
Weapon | TU Cost% |
Vibroblade | 10% |
Thermic Lance | 15% |
Heavy Thermic Lance | 20% |
Thermal Tazer | 40% |
Prime and Throw | ||
Grenade | Priming TU Cost% | Throwing TU Cost% |
All grenades | 50% | 25% |
Weapons by Weight
The values in the following tables are read from the lightest to the heaviest
|
|
|
Melee Weapons | |
Weapon | Weight |
Thermal Tazer | 6 |
Vibroblade | 10 |
Thermic Lance | 10 |
Heavy Thermic Lance | 15 |
Grenades | |
Grenade | Weight |
Magna Blast Grenade | 3 |
Sonic Pulser | 3 |
Particle Disturbance Grenade | 3 |
Dye Grenade | 3 |
Magna-Pack Explosive | 6 |
Weapons by Ammo Capacity
For the following tables, the numbers are read from the least to the most clip capacities.
Clip Size | |
Weapon | Ammo in clip |
Torpedo Launcher | 1 |
Thermal Shok Launcher | 1 |
Disruptor Pulse Launcher | 1 |
All grenades | 1 |
Gas Cannon | 8 |
Jet Harpoon | 10 |
Sonic Cannon | 10 |
Heavy Gauss | 10 |
Dart Gun | 12 |
Hydro-Jet Launcher | 14 |
Sonic Blasta-Rifle | 15 |
Gauss Rifle | 15 |
Sonic Pistol | 20 |
Gauss Pistol | 20 |
Thermal Tazer | Infinite |
All drills | Infinite |
Weapons by Damage
For the following tables, the numbers are read from the least to the most damage dealt before applying armor or any percentage reductions. Keep in mind that damage is calculated by multiplying these numbers by a random percentage between 0 and 200%(or 50-150% if it's HE damage). Also keep in mind that Incendiary damage ratings simply indicate the spread of the fire, not the damage actually dealt.
Skirmish Firepower: pre-Armour On-Target Damage/turnDart Gun 16 Mag Grd 33 Torp Sm 44 GC - AP 45 P D Grd 46 HvyGauss 47 Jet Harpoon 48 GC - HE 49 Torp Lg 50 JC - AP 60 Mag Pack 65 Gauss P 68 Thermal SL 72 JC - HE 75 Sonic Pulser 78 Sonic P 87 Sonic R 89 Sonic C 107 Gauss R 113 Disruptor PL 200 Shock Firepower: pre-Armour Raw Damage/turn (e.g @ Point Blank)Mag Grd 50 PD Grd 70 Dart Gun 80 Torp Sm 80 Torp Lg 90 Mag Pack 100 Thermal SL 120 Sonic Pulser 120 GC - AP 150 GC - HE 163 HvyGauss 188 Disruptor PL 200 Therm Tazer 200 Sonic R 238 Jet Harpoon 240 Sonic C 260 Sonic P 267 JC - AP 300 JC - HE 375 Gauss P 450 Gauss R 450 Note that armour, and damage type resistance, are major factors in TFTD. So a general firepower number like this is of limited use, especially in relation to the stronger monsters. Weapons By CostPurchase CostsThe weapons have been organized from least to most expensive in dollars. Note that clips are listed SEPARATELY from the weapons they go in.
Manufacture CostsThe weapons have been organized from least to most expensive in dollars. Note that clips are listed SEPARATELY from the weapons they go in. The cost of special materials, such as Elerium and Alien Alloys has been omitted; only the dollar cost is listed.
Sale PriceThe weapons have been organized from least to most expensive in dollars. Note that clips are listed SEPARATELY from the weapons they go in. The cost of special materials, such as Elerium and Alien Alloys has been omitted; only the dollar cost is listed.
Store UsageThe weapons have been organized from least to most store usage. Note that clips are listed SEPARATELY from the weapons they go in. In the event of a tie, weapons are listed ALPHABETICALLY.
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