CW2 Unit Data Overview

UpperKEES · 58094

UpperKEES

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on: March 09, 2011, 09:34:50 pm
I thought it would be nice to have an overview of all CW2 unit data:

Liberation ShipAmount# UpgradesUpgrade Effect
Health20
0
-
Heal rate0.09/sec
0
-
Energy generation1.0
5
+10%
Energy storage20
5
+40
Ore storage20
10
+100
Packet speed5 cells/sec
5
+1.25 cells/sec
Movement speed1.25 cells/sec
0
-
Beacon range12.5
0
-


System

Cost / -20%

Function
Energy
per sec

Health
Heal
rate
Amount of
upgrades

Upgrade Effect
Reactor
5 / 4
0.15 energy/sec0
0
-
5
+10% energy
Ore Rig
10 / 8
1 ore/sec0.06
0
-
5
+10% ore
Beacon
15 / 12
power area (radius 9.5)0.06
0
-
3
+2 cells radius
Tech Dome
10(+5) / 8(+4)
0.021 technyte/sec0.06
0
-
3
+10% technytes
Shield
5 / 4
block creeper0
75
0.03/sec
0
-
Microrift
50 / 40
instant transport0
0
-
0
-


Weapon

Cost / -20%
Ammo
capacity
Energy
per shot

Health
Heal
rate
Max. damage
per shot
Blaster
25 / 20
8
0.2
5
0.09/sec
184,000
Maker
50 / 40
-
0
5
0.09/sec
120,000
Nullifier
50 / 40
-
0
0
-
1 health/emitter
Launcher
50 / 40
12
3
5
0.09/sec
11,500,000
Repulsor
20 / 16
15
0.05/cell/sec
5
0.09/sec
-
Phantom Coil
5 / 4
10
2.4/sec
0.5
0.09/sec
0.6/sec/phantom


Experimental

Cost / -20%
Ammo
capacity
Energy
usage

Health

Heal rate

Max. damage
Conversion Bomb
80 / 64
-
-
10
0.09/sec
creeper in range x 2
Dark Beam
100 / 80
100
12/sec
0.5
0.09/sec
creeper in range
Dark Mirror
5 / 4
-
-
2
0.09/sec
-

Weapon & Exp.
upgrades
Fire rate (shots/sec)
 0 / 1 / 2 / 3
Fire range (cells)
 0 / 1 / 2 / 3
Move speed (cells/sec)
 0 / 1 / 2 / 3
Blaster
3 / 3.75 / 5 / 7.5
3 / 4 / 5 / 6
1.25 / 1.56 / 1.88 / 2.19
Maker
1 / 1.2 / 1.5 / 2
7.5M / 15M / 30M / 60M*
0.63 / 0.78 / 0.94 / 1.09
Nullifier
1 time use
2 / same
-
Launcher
0.33 / 0.38 / 0.43 / 0.5
5 / 6 / 7 / 8
0.94 / 1.17 / 1.41 / 1.64
Repulsor
continuous
3-6-9 / same
1.25 / 1.56 / 1.88 / 2.19
Phantom Coil
continuous
5 / 6 / 7 / 8
0.94 / 1.17 / 1.41 / 1.64
Conversion Bomb
1 time use
2 / same
0.50 / 0.63 / 0.75 / 0.88
Dark Beam
continuous
unlimited
-
Dark Mirror
-
-
2.50 / 3.13 / 3.75 / 4.38

* For makers the fire range upgrade increases the burst tank capacity.

From the above tables the following information can be deducted:

Number of
fire rate
upgrades

Max. damage/sec
 0 / 1 / 2 / 3
Max. energy
usage/sec
 0 / 1 / 2 / 3
Max. damage /
unit of energy
 0 / 1 / 2 / 3
Blaster
552,000 / 690,000 / 920,000 / 1,380,000
0.6 / 0.75 / 1 / 1.5
920,000
Maker
120,000 / 144,000 / 180,000 / 240,000
0.24 / 0.29 / 0.36 / 0.48*
   500,000**
Launcher
3,833,333 / 4,312,500 / 4,928,571 / 5,750,000
1 / 1.13 / 1.29 / 1.5
3,833,333

* This is without taking the +10% ore rig efficiency upgrades into account. The energy usage is the usage by the amount of rigs needed for max. output.
** With all 5 ore rig efficiency upgrades the max. maker damage per unit of energy is 750,000.
« Last Edit: January 25, 2013, 03:32:07 pm by UpperKEES »

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Karsten75

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Reply #1 on: March 09, 2011, 09:39:30 pm
Add health data?

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mthw2vc

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Reply #2 on: March 09, 2011, 09:49:26 pm
I thought it would be nice to have an overview of all unit data. Maybe Virgil can provide some more info, but we can also fill in the blanks by ourselves, so please post if you found some interesting data and I will update the tables. Later on I will mark data green when it has been verified or when the info was supplied by Virgil.

Assault ShipCapacity# UpgradesUpgrade Effect




Energy storage20
5
+40
Ore storage20
5
+40
Packet speed? subcells/sec
5
+? subcells/sec

System
Cost / -20%
FunctionEnergy usage
Health
# UpgradesUpgrade Effect








Reactor
5 / 4
1 energy/sec0
0
5
+10% energy
Ore Rig
20 / 16
1 ore/sec1 per 500 frames
0
5
+10% ore
Beacon
15 / 12
power area (radius 10)1 per 500 frames
0
3
+2 radius
Tech Dome
5 / 4
0.009 technyte/sec1 per 1000 frames
0
3
+5% technytes
Shield
5 / 4
block creeper0
75
0
-
Microrift
50 / 40
instant transport?
0
0
-


Weapon

Cost / -20%

Energy/shot

Max. damage/shot
Firing delay in frames
 0 / 1 / 2 / 3
Fire range
 0 / 1 / 2 / 3
Move speed
 0 / 1 / 2 / 3








Blaster
25 / 20
~.284000/subcell
Maker
50 / 40
20000/oreN/AN/AN/A
Nullifier
50 / 40
0"Infinity"N/A3N/A
Launcher
50 / 40
3250000/subcell90 / 81 / 72 (?) / 63 (?)6 / 7 / 8 (?) / 9 (?)
Repulsor
30 / 24
Phantom Coil
5 / 4
« Last Edit: March 09, 2011, 10:24:16 pm by mthw2vc »



UpperKEES

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Reply #3 on: March 09, 2011, 09:59:46 pm
Add health data?

Thanks, indeed forgot that for the weapons.

@mthw2vc:
Thanks! :)
- I'd like the firing rate in shots per second, so I'll have to convert your data. I found (just by timing) 3 shots/sec for a blaster and 1 shot per 3 sec for a laucher (with 0 upgrades). For the blaster we seem to have quite different data....
- Is the 75 shield health the old or the new value?
- Is the maker damage at 1x or at 4x?
« Last Edit: March 09, 2011, 10:02:01 pm by UpperKEES »

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knucracker

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Reply #4 on: March 09, 2011, 10:06:52 pm
Packet speed starts at 4 pixels per second.  Each tech upgrade adds 1 pixel per second.

The fire interval for a blaster is 10 frames.  For a launcher it is 90 frames.  Each fire speed tech upgrade decreasse the fire interval by 2 frames per blaster and 10 frame per launcher.



mthw2vc

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Reply #5 on: March 09, 2011, 10:18:52 pm
It doesn't appear to me that packets are traveling 4 pixels every second... Those must be really big pixels! :P



UpperKEES

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Reply #6 on: March 09, 2011, 10:20:51 pm
Thanks Virgil, that really helps! :)

Mthw2vc, aren't the blaster & launcher damage totals done to a maximum of 49 (7x7) subcells? See here.

It doesn't appear to me that packets are traveling 4 pixels every second... Those must be really big pixels! :P

A subcell is 8x8 native pixels (see same link), so these are larger when you enlarge your window I guess.

Edit: hmmm, after testing it seems to take 6 seconds for a packet to travel 10 cells (= 240 pixels) at default speed. That would be 40 pixels per second. Could that be right? Or 4 pixels per 3 frames?
« Last Edit: March 09, 2011, 10:35:26 pm by UpperKEES »

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mthw2vc

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Reply #7 on: March 09, 2011, 10:25:27 pm
Thanks Virgil, that really helps! :)

mthw2vc, aren't the blaster & launcher damage totals done to a maximum of 49 (7x7) subcells? See here.
50 if it hits the center subcell twice. I originally thought they caused twice as much damage because I was only meausuring one subcell.



UpperKEES

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Reply #8 on: March 09, 2011, 10:34:02 pm
50 if it hits the center subcell twice. I originally thought they caused twice as much damage because I was only meausuring one subcell.

Okay, so that's similar to CW1. But the numbers are still totals, right? 4000 for a blaster and 250000 for a launcher.

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mthw2vc

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Reply #9 on: March 09, 2011, 10:37:41 pm
4000 and 250000 per subcell, so 200K and 12.5M total, given ideal circumstances.



knucracker

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Reply #10 on: March 09, 2011, 10:43:34 pm
It doesn't appear to me that packets are traveling 4 pixels every second... Those must be really big pixels! :P
Uh hmm... Yes  big pixels indeed :)

That should be 4 per frame (or 120 native pixels per second).  Which would be 5 cells per second.



UpperKEES

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Reply #11 on: March 09, 2011, 10:52:36 pm
4000 and 250000 per subcell, so 200K and 12.5M total, given ideal circumstances.

Wow, that's a lot! :o

That should be 4 per frame (or 120 native pixels per second).  Which would be 5 cells per second.

Hmmm, I guess there's something wrong with my timing.... I'm glad you provide it! :)

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knucracker

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Reply #12 on: March 09, 2011, 10:56:19 pm
I just looked at one line of code (that had a 4 on it:) )  It might do to double check by pausing the game right when the clock ticks.  Then build something 25 cells away (in a straight line, on the same row), and see if it takes 5 seconds for a packet to get there.



UpperKEES

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Reply #13 on: March 09, 2011, 10:58:25 pm
No, you are right. It's just getting late here.... ;)

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Karsten75

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Reply #14 on: March 09, 2011, 10:58:59 pm
I just looked at one line of code (that had a 4 on it:) )  It might do to double check by pausing the game right when the clock ticks.  Then build something 25 cells away (in a straight line, on the same row), and see if it takes 5 seconds for a packet to get there.

Map. editor. now. please.

"Any leftover cabbage can and will be mixed with mayo"
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