User:76561198031004412
How do pirate speed, Pike's Perk, and the ap drug stack?
Vehicle type different ap costs.
Big tables to compare weapons across.types.
Achievements Friendly units Add chassiss to faction pages once heavy truck issue known
SL dupl9y promotion cost
Tbalr rank icons value.
Skeuomorphic
| alien wildlife orbat | ||||||||||
| hq|cavalry queen |
||||||||||
| armored|artillery bombardier |
infantry stinger |
reconnaissance spiderling | ||||||||
| armored|cavalry warrior |
infantry stinger |
reconnaissance spiderling | ||||||||
| armored|antitank blaster bug |
infantry stinger |
reconnaissance spiderling | ||||||||
Traditional
| Alien Wildlife | |
|---|---|
| Melee | |
| Ranged | |
| Heavy | |
Heavy
| Alien Wildlife | ||||
|---|---|---|---|---|
| Alien Spiderling | Alien Stinger | Alien Dragonfly | Alien Harpy | |
| Young Alien Warrior | Alien Warrior | Alien Bombardier | Blaster Bug | Alien Queen |
| Characters | |
|---|---|
| Squad Leaders | Jane Darby |
| Pilots | |
| NPCs |
weapon mechancis
K-pac MinRange 1 IdealRange 4 MaxRange 8 AccuracyBonus 0 AccuracyDropoff -6 Damage 9 DamageDropoff -0.8 DamagePctCurrentHitpoints 0 DamagePctCurrentHitpointsMin 0 DamagePctMaxHitpoints 0 DamagePctMaxHitpointsMin 0 ArmorPenetration 30 ArmorPenetrationDropoff -1.8 DamageToArmorDurability 9 DamageToArmorDurabilityMult 1 DamageToArmorDurabilityDropoff -0.6 DamageToArmorDurabilityDropoffMult 1 Suppression 3 BlackMarketMaxQuantity 1
Salvo stats:
"active.fire_assault_rifle_tier1_556" PathID 107675 Title "Salvo" ShortDescription "" Description "A burst of several rounds. Effective on short to medium distance in suppressing and eliminating soft targets." Icon "skill_05 @5042.png" Tags Empty array ActionPointCost 0 IsLimitedUses true Uses 16 IsSilent false IsTargeted true IsLineOfFireNeeded true IsAttack true MinRange 1 IdealRange 1 MaxRange 8 Repetitions 3 AoEType 0 AoEChanceToHitCenter 50 SelectableTiles 3 ScatterMode 0 Scatter 0 ScatterChance 50
Title "Sustained Fire"
ShortDescription ""
Description "Sustained semi-automatic fire over an extended period of time with the goal to suppress an enemy unit and keep it suppressed."
Icon "skill_04 @4855.png"
Tags
Empty array
ActionPointCost 0
IsLimitedUses true
Uses 16
IsSilent false
IsTargeted true
IsLineOfFireNeeded true
IsAttack true
MinRange 1
IdealRange 1
MaxRange 8
Repetitions 8
AoEType 0
AoEChanceToHitCenter 50
SelectableTiles 3
ScatterMode 0
Scatter 0
ScatterChance 50
| Weapon | K-PAC | Skill | Salvo | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Range (Tiles) |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Accuracy | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Armor Penetration | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Base HP Damage per shot | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Expected HP Damage per rifleman | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Base Armor Damage per shot | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Expected Armor Damage per rifleman | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Expexted accueXy per tile Damage per tile Post accuracy damage ler tile Post accuracy armor damage per tile Armor pen per tile
Questions: How do range expansions interact with this?
C+P from the discord
I've been working on a tool to generate the Acc/Dmg graphs for the wiki. The logic I came up with, based purely on looking at the graphs and weapon stats, is as follows: To display the graph, you only need seven parameters: MinRange, MaxRange, IdealRange, AccModifier, AccDropoff, Damage, and DamageDropoff. The x-axis shows values from 1 to 15 and the y-axis shows values from 0 to 100.
Generating accuracy curve:
- The IdealRange determines the x-value at which the accuracy is highest. The point `(x, y) = (IdealRange , 50)` therefore becomes the starting point of the accuracy curve.
- AccModifier simply adds its value to the initial accuracy at x = IdealRange. Therefore, we actually start at `(IdealRange, 50 + AccModifier)`.
- The curve then descends linearly in both directions using the absolute distance from IdealRange in tiles * AccDropoff. For each y value, it is `(50 + AccModifier) – abs(x – IdealRange) * abs(AccDropoff)`.
- Then all values outside the {MinRange, MaxRange} range are cut off
Generating damage curve:
- For most weapons, the displayed in-game curve starts at y = 100 and drops off using the DamageDropoff parameter. At y = 100, the damage is at 100%, so the dropoff needs to be relative to this (`relativeDMGDropoff = (DamageDropoff * 100) / Damage`) - Then, calculate the damage curve similarly to the accuracy curve above, but this time only dropping off in one direction. - Finally, cut off all values outside the MinRange and MaxRange. - Should the damage drop-off be 0, the game usually starts the damage curve at y = 50 instead of y = 100.
From reddit
Something else important to note about impossible shot is that it increases max range but doesn't increase the damage dropoff. If you're not careful about reading charts it's possible to do 0 damage on hit, especially with AP ammo since it reduces damage.
- extend range on table out, but denote over range with red to give info on imp shot?
Match gives +1 range, +10 accuracy, and modifies the accuracy curve by -2 accuracy per tile (so the bonus drops off at long range)
Match doesn’t modify damage dropoff, but that’s based on distance, so you’ll do less damage in the bonus range



