Su 100 muzzle flash png4/11/2024 This starts immediately after the bullet has left the effective range of the weapon. Their values can be seen under the weapon's Ammunition section.ĭamage Falloff: Determines how much stopping power the bullet will lose for every tile it travels by. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. No Longer usedĪrmor Penetration: Determines the probability of a weapon bypassing the target's armour.īurst Count: Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.ĭamage: Determines how much damage a weapon deals per attack/projectile. It may not reduce damage falloff from distance travelled by a projectile.Īrmor Punch: Determines the probability of a weapon breaking the target's armour. A projectile's accuracy normally decays with each tile travelled the further a projectile moves, the less likely it is to hit a target. Tends to decrease when a weapon is in burst mode. Melee weapons do not use this parameter and always hit their target if it's in range barring special exceptions, like shields and weapons that can deflect melee blows. The following are parameters most weapons have in some combination:Īccuracy: Determines the probability of a ranged weapon hitting a target when its projectiles enter the target's space. They have a load-out of a lot of equipment. The Colonial Marines are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher." ―Corporal Hicks, Aliens " I wanna introduce you to a personal friend of mine. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks." - Private Hudson, Aliens We got tactical smart missiles, phase plasma pulse rifles, RPGs. Independently targeting particle-beam phalanx.
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