Game Overview, Tips & Analysis
Base Equipment & Deployables - Health & Shield Damage Analysis



Health
The table lists health damage inflicted on equipment by base turrets, deployable turrets & packs, environment, grenades, mines, vehicles and weapons. Note that shields will usually need to be depleted before damage is inflicted on health, unless of course the source of damage has the ability to bypass shields. Tables are sorted by category with a scale value as an indicator of damage inflicted. The higher the scale value the more damage inflicted, the lower the scale value the less damage inflicted.

NOTE: You should also take into account the rate of fire and amount of projectiles per firing cycle for turrets, weapons etc. Damage scale value entries in the table are for damage inflicted by a single projectile, not multiple projectiles per firing cycle.

Base Turrets Scale
Mortar Base Turret 2.64
Missile Base Turret 2.00
Plasma Base Turret 1.00
AntiAircraft Base Turret 0.25
Sentry Base Turret 0.10


Deployable Turrets & Packs Scale
Deployable SatchelPack 2.40
Landspike Deployable Turret 0.24
SpiderClamp Deployable Turret 0.14


Environment & General Scale
Lightning, meteors etc. 2.00
Vehicle Impact etc. 1.25
Ground or Terrain Impact ** N/A
Explosion of vehicles, equipment etc. 0.50


Grenades & Mines Scale
Mine 1.20
Basic Grenade 0.48


Vehicles Scale
Beowulf Class Grav Tank Mortar 2.00
Thundersword Class Bomber PlasmaBombs 1.10
Thundersword Class Bomber Blasters 0.42
Shrike Class Fighter Blasters 0.25
Beowulf Class Grav Tank Chainguns 0.16


Weapons Scale
Fusion Mortar 2.00
Missile Launcher 1.60
Spinfusor 0.57
Plasma Rifle 0.56
Grenade Launcher 0.48
ShockLance 0.45
Laser Rifle 0.40
Blaster 0.15
Chaingun 0.08
Electron Flux Projector 0.00





Shield
The table lists shield damage inflicted on equipment by base turrets, deployable turrets & packs, environment, grenades, mines, vehicles and weapons. Note that shields will usually need to be depleted before damage is inflicted on health, unless of course the source of damage has the ability to bypass shields. Tables are sorted by category with a scale value as an indicator of damage inflicted. The higher the scale value the more damage inflicted, the lower the scale value the less damage inflicted.

NOTE: You should also take into account the rate of fire and amount of projectiles per firing cycle for turrets, weapons etc. Damage scale value entries in the table are for damage inflicted by a single projectile, not multiple projectiles per firing cycle.

Base Turrets Scale
Mortar Base Turret 3.96
Missile Base Turret 3.00
Plasma Base Turret 1.00
AntiAircraft Base Turret 0.25
Sentry Base Turret 0.00


Deployable Turrets & Packs Scale
Deployable SatchelPack 3.60
Landspike Deployable Turret 0.24
SpiderClamp Deployable Turret 0.14


Environment & General Scale
Lightning, meteors etc. 2.00
Vehicle Impact etc. 1.25
Explosion of vehicles, equipment etc. 1.00
Ground or Terrain Impact ** N/A


Grenades & Mines Scale
Mine 1.20
Basic Grenade 0.48


Vehicles Scale
Beowulf Class Grav Tank Mortar 3.00
Thundersword Class Bomber PlasmaBombs 2.20
Thundersword Class Bomber Blasters 0.52
Shrike Class Fighter Blasters 0.25
Beowulf Class Grav Tank Chainguns 0.24


Weapons Scale
Fusion Mortar 3.00
Missile Launcher 2.40
Electron Flux Projector 1.00
Plasma Rifle 0.67
Spinfusor 0.50
Grenade Launcher 0.48
ShockLance 0.45
Laser Rifle 0.40
Blaster 0.12
Chaingun 0.08

 

** The value shown is damage scale once ground or terrain impact has been registered as hard enough to cause damage. Speed at time of impact is another factor to take into account. The ground or terrain impact damage tolerance varies across game entities, especially for vehicles. A Wildcat Class Grav Cycle has a much higher tolerance threshold before an impact is registered than a Beowulf Class Grav Tank.


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