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Combat in numbers

Target locking

A certain amount of time that the targeting computer needs to process a selected landmark. The enemy can lenghten this time by using sensor suppressors, or totally confuse the computer with ECMs, forcing the attacker to restart the locking procedure.

Cycle time

The amount of time between two firing cycles, which can be shortened by extensions and tunings.

Damage model

Each type of weapon can shoot four different kinds of ammunition, and each of them are a combination of the four different damage types, kinetic, seismic, thermal, and chemical damage. Targeted enemy armors provide some defense against these damages, each to a different extent of course.

Turrets: Target size / Hit dispersion

The quotient of the two parameters show the chance of a hit. For example the target size of your enemy is 5, your weapon's dispersion is 7. Due to this formula, the chance of hit in one cycle is (5/7=0,71) 71%. In case the enemy's target size is 4, and your weapon's dispersion is 4, the chance of hit is (4/4=1) 100%.

Missiles: Target size / Explosion size

A major advantage of ballistic warfare is that missiles almost always hit, there is only a default 10% chance of missing. Unlike turrets, where the denominator element of the quotient is given by the weapon, the explosion size is a property of the ammunition (the missile). The quotient of the target and explosion size shows how much of the missile's damage affects the target. For example the target size of your enemy is 5, your missile's explosion size is 7. Due to this formula, the missile unfolds only (5/7=0,71) 71% of its total damage. In case the enemy's target size is 4, and your missile's explosion size is 4, the missile has a full effect (4/4=1) 100% on the target.

Optimal range

The most important parameter of weapons. While you shoot your target inside this range, the damage rate is maximum. Once the target gets out of it, you have to take falloff into account.

Falloff

In case the target gets out of your optimal range, the rate of damage decreases in the ratio of range, until the target moves out of the falloff range too. The weapon then stops shooting.

Critical hit

The default damage rate of your weapon is what the information panel tells you. However, there is an extension called critical hit for you to raise the chance to reach an increased damage, a 1.75 multiplier of your weaponry's default damage.

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