ClockWork wrote:
There is an armor piercing research for the machineguns. Its called APDSB, (Armor-piercing discard sabot bullets) upgrades machinegun damage. All machineguns upgraded automatically. also, the machineguns work better on cyborgs, and are weaker against tanks in general.
It technically isn't actually armor piercing:
http://celerisdrive.com/wz/r/r.php?apdsbmgbullets
It's just a machinegun damage upgrade. Not enough to punch through any reasonable armor, unfortunately. The most damage a machinegun can do is a fully upgraded Heavy Machinegun: 34.2, still not enough to do much of a dent against any reasonable armor. (Consider the Viper has 37 armor.)
Warzone damage calculations:
It's probably best to know that Warzone weapons have four attributes: direction, type, class, and subclass
Direction is one of: indirect, direct, homing-direct
Direction relevant for accuracy calculations, but not for damage calculations. The others, however, are.
Type: anti-personnel, anti-tank, anti-air, flamer, artillery, bunker buster. Affects how effective a weapon is against a given target.
Class: kinetic or thermal. Affects what kind of armor is used to defend against it (Note that thermal armor is pretty much
always weaker than kinetic, and significantly so for most tanks - too bad there are no anti-tank thermal weapons.)
Subclass: machinegun, flamer, mortar, howitzer, cannon, rocket, slow rocket, missile, gauss, laser, aa-gun, lassat, etc. Affects which weapon upgrades affect the weapon. Yes - mini-rocket, rocket, and missile are different subclasses (general rule: If it doesn't have "mini", "missile", or "SAM" in its name, it's a rocket). A Scourge Missile is weaker than a Lancer when you first get it.
[base damage] = the base damage of the weapon, from
http://celerisdrive.com/wz/w/ - multiply by 3 if you're hitting a VTOL on the ground
[type modifier] = anti-tank weapons do more damage to tanks, etc. e.g. for Heavy Machinegun, I think it's 1.4 against cyborgs in trunk (My rebalancing put it at 1.6)
[subclass damage upgrades] = how much your research upgrades that weapon damage. e.g. Heavy Machinegun's subclass is machinegun, so it takes machinegun upgrades:
APDSB MG Bullets, it's 1.6
[experience modifiers] = subtract 6% from damage taken for each experience level a hit droid has, e.g. a Regular (experience level 3), this would be 0.82
[class armor] = the hit object's thermal armor for thermal weapons, or kinetic armor for kinetic weapons
[class armor upgrades] =
Composite Alloys and
Thermal Armor - check the Guide for exact values. Also Improved Hardcrete and Hardened Base Structure Materials for structures. I'm not entirely sure which upgrades apply to which structures (Is it as simple as "base structures" and "everything else"?).
[base damage] * [type modifier] * [subclass damage upgrades] * [experience modifiers] = [modified damage]
The damage done is one of:
-> [modified damage] - [class armor] * [class armor upgrades],
-> [modified damage] / 3,
-> 1
whichever is highest.
I'm probably missing a few modifiers. (I've tracked objDamage() and droidDamage() and still haven't found the type modifier in the source.)