Missile weapon combat: Difference between revisions

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Add list of missile weapons
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(Add list of missile weapons)
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* It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°.
* It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°.
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect. You can test your character's aim variance by using a weapon that has 0 accuracy, such as the {{favilink|sniper rifle}}, {{favilink|nullray pistol}}, or {{favilink|arc cannon}}. If all of your shots with that weapon hit a far away target without missing, your aim variance is already 0 (or near enough to zero) that [[scoped]] will not be useful to you on ''any'' weapon.
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect. You can test your character's aim variance by using a weapon that has 0 accuracy, such as the {{favilink|sniper rifle}}, {{favilink|nullray pistol}}, or {{favilink|arc cannon}}. If all of your shots with that weapon hit a far away target without missing, your aim variance is already 0 (or near enough to zero) that [[scoped]] will not be useful to you on ''any'' weapon.
= List of Missile Weapons =
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
=== Pistols ===
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD
| join on=MWD.JoinKey=IT.JoinKey
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage
| where=IT.Skill='Pistol' AND MWD._pageName NOT LIKE 'Data:%'
| order by=IT.MaxPV DESC,IT.Damage DESC
| format=table
}}
=== Bows ===
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD
| join on=MWD.JoinKey=IT.JoinKey
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName = 'arrow' AND MWD._pageName NOT LIKE 'Data:%'
| order by=IT.MaxPV DESC,IT.Damage DESC
| format=table
}}
</div>
<div style="margin-right: 2.5em;">
=== Rifles ===
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD
| join on=MWD.JoinKey=IT.JoinKey
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage
| where=IT.Skill='Bow and Rifle' AND MWD.AmmoName <> 'arrow' AND MWD._pageName NOT LIKE 'Data:%'
| order by=IT.MaxPV DESC,IT.Damage DESC
| format=table
}}
</div>
<div style="margin-right: 2.5em;">
=== Heavy Weapons ===
{{#cargo_query:tables=ItemsTable=IT,MissileWeaponData=MWD
| join on=MWD.JoinKey=IT.JoinKey
| fields=CONCAT('{{((}}favilink id{{!}}',CONCAT(IT.ObjectID),'{{))}}')=Weapon,CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,CONCAT(CASE WHEN IT.Damage IS NOT NULL THEN CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}') ELSE 'ammo-based' END)=Damage
| where=IT.Skill='Heavy Weapon' AND MWD._pageName NOT LIKE 'Data:%'
| order by=IT.MaxPV DESC,IT.Damage DESC
| format=table
}}
</div>
</div>


= References =
= References =

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