Info:Weapon StatisticsFrom CoH-StatsWeapon StatisticsDamageThe damage each round or bullet will do. RangeThe range of the weapon, long(L), medium(M) and short(S). AccuracyThe accuracy for each bullet at different distances. ReloadReload occures at the end of each firing cycle. Reload MultiplierMultiplier that increases or decreses the reload time for different ranges. CooldownThe delay between bursts or rounds. Cooldown MultiplierMultiplier that increases or decreses the cooldown time for different ranges. Wind UpDelay just before firing a shot or burst, usually associated with an animation. It can be combined with cooldown, but it is not affected by the cooldown multipliaer. Wind DownDelay after a burst or rounds has been fired, usually associated with an animation. It can be combined with cooldown, but it is not affected by the cooldown multipliaer. Setup TimeTime required to set up the weapon before it can be fired. Burst DurationBurst duration only apply to MG type weapons. It's the duration which the weapon will fire continuously. Rate of FireNumber of Bullets PER SECOND. Burst type weapons only. Reload FrequencyDetermines the number of bursts or rounds that needs to be fired before starting to reload. The actual clip size is Reload Frequency + 1. Moving AccuracyThis accuracy bonus or penalty is applied when the unit using this weapon is moving. Moving BurstThis burst bonus or penalty is applied when the unit using this weapon is moving. Moving CooldownThis cooldown bonus or penalty is applied when the unit using this weapon is moving. Acc. IncrementalSee Info:Accuracy Increment for a more detailed explaniation and data. Search RadiusSee Info:Accuracy Increment for a more detailed explaniation and data. Fire Aim TimeDelay before each shot, this excludes the first shot. Aim MultiplierMultiplier that increases or decreses the fire aim time for different ranges. Ready Aim TimeDelay before the first shot, as long as you do not change targets it will only count once per session. Post Firing Aim TimeThe duration which weapon stays in aimed animation after battle, for tanks its the duration which the turret locks after battle. Post Firing CooldownFunctions unknown PenetrationPenetration is the chance to do full damage. This is the base value Deflection MultiplierThe multiplier that is applied to damage for any defelected shorts (unpenetrated). SuppressionWeapon's suppression strength. More information about suppression can be found at Info:Suppression. Nearby Supp. MultiplierNearby Suppression Multiplier doest not affect the targeted unit, only units around it. Nearby Supp. RadiusNearby Suppression Radius is the radius of the suppression area of effect. Vs. Supp. TargetsA special group of multipliers that is applied when shooting suppressed targets. Multipliers for vs. Pinned units are not listed. Scatter AngleDegree of scatter. See Info:Scatter for more information. Scatter MaxMaximum scatter distance. See Info:Scatter for more information. Scatter OffsetComplicated. See Info:Scatter for more information. Scatter RatioSimilar to Scatter Max. See Info:Scatter for more information. FoW Angle Mult.Angle Scatter Multiplier for when firing into the Fog of War. Distance Mult.Scatter Distance Multiplier for when firing into the Fog of War. AOE DistanceArea of effects distance, the area of effect is almost always circular. AOE AccuracyArea of effect accuracy for different AOE distances, this value is usually above 1. AOE DamageArea of effect damage based on different AOE distances. The first value is vs. enemy units, the second value is for friendly fire. AOE PenetrationArea of effect penetration based on different AOE distances. AOE SuppressionArea of effect suppression based on different AOE distances. The first value is vs. enemy units, the second value is for friendly fire. Fire Cone AngleTests Pending. Tracking VerticalThe max and min values for vertical weapon movement. Tracking HorizontalThe max and min values for horizontal weapon movement. Speed VerticalSpeed of vertical tracking. Speed HorizontalSpeed of horizontal tracking. AA WeaponIf ture, the weapon can fire at air units. Attack GroundIf true, the weapon can be used to target ground. ProjectileThe type of projectile that is fired by this weapon. See Info:Projectiles for more information Cover TableOpen CoverSo far there has been no evidence that this cover type is in use. Target TableTarget TypeTarget type is not the same as unit name, many units share the same target type. AccAccuracy multiplier. MovThis accuracy multiplier is applied when the target is moving. DmgDamage multiplier. PenPenetration multiplier. R-PenRear penetration multiplier. Since this is a multiplier the true value of rear penetration is (Penetration x Pen x R-Pen) SupSuppression multiplier. PriWeapon priority against this target type. |