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Area-Damage of Weapons: What brings the most pain?

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  • Area-Damage of Weapons: What brings the most pain?

    I was in a debate in the C75 Viper thread about the relative anti-infantry merits of the 75mm "Viper" HEAT and the 100mm HE cannon. I know the 100mm HE absolutely wrecks blobs of infantry with its large blast radius, but I lacked the means to express that in a direct comparison.

    You know me, I like my numbers. So at 0330 I set about using the old calculus to integrate the area-damage of the 75mm HEAT and 100mm HE. And it was so fun I spent some time today doing a bunch more weapons. I found it interesting, so I thought you might too.

    It's hard to get a real sense of how powerful a weapon's splash damage is from the stats. An AP cannon can deal up to 500 splash damage. Does that mean its splash is half as effective as an HE cannon that can deal up to 1000 damage? Not even close. Why bother buying an HE cannon if a HEAT cannon fires faster and has the same max splash damage? How much of a difference does that 3m greater minimum damage distance make? Up until now all I could say was "I FEEL a lot more effective with HE than with HEAT" and "You will never, ever kill someone with AP splash damage." Now I have some numbers to show why.

    Area-Damage (Single Shot)
    Units in Damage*m^2

    95286 150mm "Dalton" HEAT
    87540 150mm "Titan" HE (Same as Supernova VPC)
    81815 100mm HE
    61154 120mm HE
    48672 105mm "Zephyr" HE
    36867 150mm "Titan" HEAT (Same as Supernova PC)
    32670 60mm "Bulldog" HE
    32461 100mm HEAT
    29106 Infantry Rockets (all dumbfires and AA lock-on, AT lockon slightly higher)
    25470 120mm HEAT
    11537 75mm "Viper" HEAT
    -9195 "Breaker" Rockets
    -6596 PPA (Ground Version)
    -5713 PPA (Airborne Version)
    -4519 40mm "Fury" HE Grenade Launcher
    -1388 "Lasher X2" Energy Weapon
    --917 100mm AP (Same as all AP weapons)

    Area-Damage Per Minute
    Units in Damage*m^2 (thousands)

    2503k 105mm "Zephyr" HE
    2287k 150mm "Dalton" HEAT
    1631k 120mm HE
    1309k 100mm HE
    1106k 150mm "Titan" HE (Same as Supernova VPC)
    1023k 60mm "Bulldog" HE
    -873k 120mm HEAT
    -825k PPA (Ground Version)
    -807k PPA (Airborne Version)
    -798k "Breaker" Rockets
    -692k 75mm "Viper" HEAT
    -649k 100mm HEAT
    -590k Supernova PC
    -553k 150mm "Titan" HEAT
    -374k 40mm "Fury" HE Grenade Launcher
    -349k Infantry Rockets (average, for 5 second reload)
    -334k "Lasher X2" Energy Weapon (assuming long reload)
    --18k 100mm AP

    *All weapons are using default clip sizes and rates-of-fire. Some weapons (generally ones with clip or magazine size increases) scale slightly better when upgraded.

    Obviously there's a lot more nuance to the different weapons than this. I like to think of this as a sort of chaos-rating. How much pain can a given weapon cause firing into a large group of infantry? Approximately this much.

    What do you think? How well do these numbers appear to represent the effectiveness of these weapons in the field?

    PS: Does anyone have any data for grenade / C4 / Mine splash damages? The game is silent on these except for mines which... don't make sense. (AP mines show 1250 damage at 5 meters and 10 damage at 1m, might just be backwards)


    Sample Calculation: (We need spoiler tags for this sort of thing)

    100mm HE does a max of 1000 damage out to 1.5m, falling linearly to 1 damage at 8m

    What is the area-of-effect damage potential of this weapon?

    1000 dam / (8m - 1.5m) = 154 dam/m

    154 dam/m * 8m = 1231 dam

    Damage at any radius between 1.5 and 8m = 1231 - 154r

    Area at any radius = circumference * change in radius = 2πr dr

    damage * area = (1231 - 154r) 2πr dr

    ∫(1231 - 154r) 2πr dr =

    1231πr^2 - 103πr^3

    1231πr^2 - 103πr^3| evaluated between 1.5 and 8.0 is 82624 - 7614 = 75010 dam*m^2

    Damage potential of center section = 2πr^2 * dam = 2π(1.5)^2 * 1000 = 14137 dam*m^2

    Total = 75010+14137 = 89147 dam*m^2
    Teamwork and Tactics are OP


    Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

  • #2
    Re: Area-Damage of Weapons: What brings the most pain?

    Very nice work and interesting view at the rather abstract concept of AOE. A little while ago I did a less math intensive chart for a few specific weapons. I think this shows that the 150mm HE is an underperformer in low density environments. I hope, actually, that the developers could reduce the reload times slightly or buff the reload cert path for MBT HE cannons.


    PS2 HE cannon.PNG

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    • #3
      Re: Area-Damage of Weapons: What brings the most pain?

      This is actually consistent for all the 100mm Lightning guns.

      A lot of people don't realize that the Lightning actually outputs more damage over time than the Magrider or the Vanguard for AP, HEAT, and HE guns for direct damage. Turns out they're better for splash damage as well.
      Teamwork and Tactics are OP


      Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

      Comment


      • #4
        Re: Area-Damage of Weapons: What brings the most pain?

        Gosh, I saw so many numbers and I got so confused :row__689: Anyways, nice job on the numbers and while I get someone to decode all of this for me, I will try some of these weapons in game.
        Questions about those who deserve it!
        "Remember, no survivors" -Myself and probably what explains my methods the most

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        • #5
          Re: Area-Damage of Weapons: What brings the most pain?

          Seeing as MBT's get both, increased armor and a secondary turret I'm perfectly OK with the way the Titan HE stands right now

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