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So for example, the abrams rear engine is 87 and the rear turret is 90, meaning it takes loads of damage to the rear, or even to the front if your turret is facing the wrong way.
Abrams is more of an exception, need to correct the post then. Thank you for correcting me.
At least you are getting close to the endgame and there's always another playthrough :D
I'm on my fourth, but I always drop around Fort Worth to try and play everything again with more efficiency, so never actually finished.
It doesn't decrease movement speed and acceleration. (Need checking)
If you do the math, with 0,77 effectiveness on Abrams, they have the same values against plasma them a normal Abrams.
You can get in taos for the striker and m113, it will help them against cartel, a lot, a striker with carbon, plasma machine-gun and smoke will help a lot vs cartel.
You can get for the Abrams after the cartel missions, you will be fighting legion, there is one carbon armor and one ceramic armor, and you have two Abrams, get one for each. The Frontline will get the ceramic and APS, the suport one will get carbon to move faster to help engage after the first one start engaging.
In a perfect world, both would have ceramic.
Plasma weapons are 30% of legion weapons, ceramic will help against the other 70% of legion weapons.
It does, but not as much of a decrease as with the other armours. Carbon is applicable to Stryker, M113, Abrams and Bradley - any other armour decreases movement speed, acceleration, deceleration by 20%, while Carbon decreases them only by 10%. So yeah, speed is a factor, if you rely on fast response.
For other vehicles it's more difficult, since they do not have Carbon avaliable to them. Basically Junk armour is a 20% decrease from the base speed value, Steel armour is a 30% decrease, Cartel Steel 40% decrease. Cage Steel differs a bit - for Dozer it's 40% decrease, for Main Tractor it's 50% decrease, for passenger trailer it's 60% decrease,
For instance, here are three assault rifles you can get - the damage depends on the level of the shooter squad. Plasma rifle looks like this in the game files, for instance:
lvl 0 - therm18 0.5-0.6:he10 fl7
lvl 1 - 5
lvl 2 - 5
lvl 3 - 6
lvl 4 - 6
lvl 5 - 6
lvl 1 - 9
lvl 2 - 14
lvl 3 - 19
lvl 4 - 24
lvl 5 - 29
lvl 1 - 16
lvl 2 - 16
lvl 3 - 16
lvl 4 - 17
lvl 5 - 17
lvl 1 - 8
lvl 2 - 13
lvl 3 - 18
lvl 4 - 23
lvl 5 - 28
lvl 1 - 12
lvl 2 - 17
lvl 3 - 22
lvl 4 - 27
lvl 5 - 32
lvl 1 - 18
lvl 2 - 18
lvl 3 - 18
lvl 4 - 18
lvl 5 - 18
lvl 0 - 10
lvl 1 - 10
lvl 2 - 10
lvl 3 - 10
lvl 4 - 10
lvl 5 - 10
Plasma gets interesting - AP is no more, instead we get Therm that is plasma damage, "0.5-0.6" is, I assume, the range around the impact point where HE damage splashes, FL is again damage to humans.
Some ammo types do not depend on levels at all:
.50cal MG (on vehicles or heavy weapons squad) - ap28 fl40
.50cal Sniper (Barret) - ap28 fl200
Plasma recoilless - therm500 1-3:he70 0.5-1:fl30
ATGM anti tank rocket - cm750 1-4:he70 1-8:fr40 1:fl50
ATMG is a nightmare to decipher. CM is cumulative damage, 1-4 range of the HE damage splash, 1-8 range of the fragmentation damage splash and FL is again damage to humans.
Overall the golden rule seems to be to give your most advanced weapons to most experienced soldiers since top of the line 6.8 ammo assault rifle will do little in the hands of lvl 0 militia, but will pack a punch in the hands of lvl 4 one.
The speed debuff is confirmed to be 10%, the smallest comparing with the others.
THERE IS NOT AN INCREASE IN PLASMA DAMAGE FOR ANY VEHICLE WITH CARBON!
I did the math with the tanks, on this topic, to confirm there is not an increase damage on tanks.
Now I did the math with armored vehicles, the m113 and the strikes.
They still do not take extra damage, the decrease in plasma resistance is to keep the armor the same from both original and upgraded to carbon.
Striker, forward default armor: 82
Plasma multi: 0.69
End value: 56.58
Striker, foward carbon armor: 120
Plasma multi: 0.47
End Valeu: 56.4
Just like the abbrams, they keep the same original armor, and like I said, plasma attacks are only 30% of legion weapons, it is not worth changing to junk armor because of it, but upgrade to ceramic as soon as you can.
On the first week of release the devs were talking on this forum, and they did the abrams math to me, and said it applies to all vehicles in carbon armor.
\Steam\steamapps\common\Terminator Dark Fate - Defiance/basis.pak/scripts/species/armor_types
That is really interesting is that if you have a cartel humvee, which has 20 more hp than regular armored humvee, they can actually surrive a hit from plamsa reconilless if they are luck
with hp and armor just equal to 500
and it seems if your infantry is low on experience plasma rifle is better.
but once they have higher veterence, the advance rifle is a actually an alternative.
the weapon i am most curious about is actually
the 3 different rpgs
rpg 7
shaw
and the wierd homing one
do they all do the same damage?
because rpg 7 seems to have a better rate of fire and with the extra ammo, you can just put so much fire power out at the right situation, i end up having a really hard time decideing what to take.
and then there is the homing one where we know next to nothing other than it has guidence system and it has shorter range.
and because it is a guidence missile its velocity is actually lower leaving you units more vulnerable
damage
humans
damage
damage
(default launcher)
50
(default launcher)
60
60
60
lvl 1 - 405
lvl 2 - 410
lvl 3 - 430
lvl 4 - 460
lvl 5 - 499
50
70
70
70
lvl 1 - 405
lvl 2 - 410
lvl 3 - 430
lvl 4 - 460
lvl 5 - 499
50
70
70
70
lvl 1 - 505
lvl 2 - 510
lvl 3 - 530
lvl 4 - 560
lvl 5 - 599
50
40
50
120
140
50
70
40
350
Something like that. Just for the sake of info completeness added ATGM damages as well.
Mind that splash radius is kinda my speculation, but seems very logical - in game files it's like "3-10:140fr" that I translated as "140 Fragmentation damage in a splash radius of 3-10". HEAT rockets are what you have by default and HE you unlock in addition to them when taking a perk.
So RPG is exactly similar in damage to SMAW, but SMAW has 10 more range basically. The SRAW launcher is quite a bit more powerful, real close to ATGM numbers, plus it has autoaim to some extend and has the same range as RPGs.
Interesting that Cumulative damage increases a tiny bit with leveling up. So again - give the best launchers to the most leveled up troops if you want them to deal the most damage.
Also one cute little random detail - rev terminators are classified as light vehicle, thus they will get targeted by AT rockets and ATGMs. They have health of 350, so right around your ordinary humvee.
Plus they have same camo value as rangers/guerillas/sharpshooters, so imagine 3 real stealthy humvees with plasma MGs. Terrifying.
Each upgrade with the RPG's also increase their damage. RPG's usually won't 1 hit a HC platform, where as a SMAW will. Plus it does have increased ranged which can really make a difference. The SRAW I have no idea where it lands, but everything it has hit outside of a tank has died in one hit so far. It is definitely nice if you have the HE rockets as well. That being said, having such a low ammo count and the long reload really does hurt it. I would say SMAW's over RPGs, with like a 1-4 ratio of SRAW's to SMAW's in the end.