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cw4:info:player_unit_data

Index

Player Unit Data

Weapons

Cannon

ERN Status Fire Range Fire Interval Ammo Per Shot Damage per Shot Damage Per Second Ammo Usage Per Second Damage per Energy
No ERNs 9 8 0.25 12 45 0.9375 48
ERN Portal Upgrade 11 6 0.25 12 60 1.25 48
ERN 18 4 0.2 12 90 1.5 60
ERN+ERN Portal Upgrade 22 3 0.2 12 120 2 60

Mortar

ERN Status Fire Range Fire Interval Ammo Per Shot Damage per Shot Damage Per Second Ammo Usage Per Second Damage per Energy
No ERNs 13 90 3 180 60 1 60
ERN Portal Upgrade 16 67 3 180 80.597 1.343 60
ERN 26 45 2 180 120 1.333 90
ERN+ERN Portal Upgrade 32 33 2 180 163.636 1.818 90

Sprayer

ERN Status Fire Range Fire Interval Ammo Per Shot Damage per Shot Damage Per Second Ammo Usage Per Second Damage per Ammo
No ERNs 9 10 0.2 1.8 5.4 0.6 9
ERN Portal Upgrade 11 7 0.2 1.8 7.714 0.857 9
ERN 18 5 0.2 1.8 10.8 1.2 9
ERN+ERN Portal Upgrade 22 3 0.2 1.8 18 2 9

Sniper

ERN Status Fire Range Fire Interval Ammo Per Shot
No ERNs 30 30 6
ERN Portal Upgrade 37 22 6
ERN 45 15 3
ERN+ERN Portal Upgrade 56 11 3

1)

Missile

ERN Status Fire Range Fire Interval Ammo Per Shot
No ERNs 40 16 4
ERN Portal Upgrade 50 12 4
ERN 60 8 2
ERN+ERN Portal Upgrade 75 6 2

If the missile loses its target and collides with the terrain, it has the same damage/area as a bomber bomb. Deals 0.6 Damage.

Air Units

Bomber

ERN Status Fire Interval Ammo Per Shot Damage per Shot Damage Per Second1) Ammo Usage Per Second* Damage per Energy
No ERNs 20 4 157.5 236.25 6 39.375
ERN Portal Upgrade 20 4 157.5 236.25 6 39.375
ERN 10 2 157.5 472.5 6 78.75
ERN+ERN Portal Upgrade 10 2 157.5 472.5 6 78.75

1) During a bombing run

AC Bomber

AC Bomber 'damage' is not expressed in the same way, because the most effective attack is dropping a single blob of anticreeper. The bomber loads 30 units of anticreeper wares, which is equal to a single tile with a depth of 270. Without any speed upgrades, the ac bomber completes a round trip in about 35 seconds for something 100 tiles away from the end of the runway. An ERNed anticreeper bomber would only take 16 seconds for that route, though longer routes see more gain because the takeoff still takes about 4 seconds.

Airship Primary Weapon

ERN Status Fire Range Fire Interval Ammo Per Shot Damage per Shot Damage Per Second Ammo Usage Per Second Damage per Energy
No ERNs 30 60 1 1450 725 0.5 1450
ERN Portal Upgrade 30 60 1 1450 725 0.5 1450

Special Units

Shield

ERN Status Range Ammo Usage Per Second
No ERN 10 0.5
ERN 14 0.5

Beacon

ERN Status Range
No ERN 20
ERN 32

Terp

ERN Status Fire Interval1) Range
No ERNs 30 25
ERN Portal Upgrade 23 31
ERN 15 50
ERN+ERN Portal Upgrade 12 62

1) Number of frames the laser has to be active to perform one action.

Bertha

ERN Status Fire Interval Ammo Per Shot Damage per Shot Damage Per Second Ammo Usage Per Second Damage per Energy
No ERNs 180 40 1450 241.667 6.67 36.25
ERN Portal Upgrade 180 40 1450 241.667 6.67 36.25
ERN 180 40 4350 725 6.67 108.75
ERN+ERN Portal Upgrade 180 40 4350 725 6.67 108.75

ERN Portal

Upgrades take 2 minutes to reach 100% efficiency and scale linearly up to their 100% efficiency numbers.

Upgrade Name Upgrade Effect at 100% efficiency
Energy Collection +50% energy generation
Mine Production -50% production delay on factory resource producers
Build Speed Reduces build packet interval by 8 frames
Move Speed +50% unit move speed
Fire Range +25% weapon range
Fire Rate -25% weapon fire delay

Move Speed

Base speed for a ground unit is 0.09 (or 2.7 cells per second).
Base speed for bombers is 0.35 and 0.25 for AC bombers.

Ground units, flying units, and the Refinery drone get a 50% movement speed increase.
Terp drone doesn't get a speed increase and has a speed of 2.
Porter drone doesn't get a speed increase and has a speed of 0.8.
ERNs don't get a speed increase and have a speed of 0.2, and 0.02 when drifting.

Energy Income

This table lists how many seconds a tower takes to pay for itself once operational depending on the situation, and includes the miners for comparison. The EC is the ERN portal's energy collection upgrade.

Unit Repayment time1) EC Repayment Time Energy/Sec at max EC Energy/Sec at max
Tower - 121 Soylent 27 22 0.333 0.5
Tower - 121 Soylent 50% Eco 15.5 12.7 1.0 1.5
Tower - 40 Soylent 49.3 34.3 0.11 0.166
Miner 40 26.7 1.0 1.5
ERNed Miner 8 5.3 5.0 7.5

So basically if you place a tower that can make 121 soylent and it survives for at least 27 seconds, it has paid for itself (a good guideline might be 30 seconds to take into account distance inefficiency). If it died at any point past that, it would have been worth it to build for energy generation. Note that the ERN portal's energy generation upgrade doesn't reduce the initial payoff time as much as you might think, because most of that time is waiting for the soylent to accumulate.

Every 6 tiles of soylent will generate approximately 1 energy per minute2). With the ERN portal energy upgrade, every 4 tiles of soylent will produce 1 energy in a minute.

There's also efficiency loss based on the time it takes a packet to get to the tower, but at the absolute worst that's only a 20% drop in income.


1) Assumes short travel times where tower inefficiency doesn't come into play
2) The actual value is within 1% of that, (i.e. 6 tiles of soylent will produce .992 energy/minute)
1)
Does 0.6 damage per shot
cw4/info/player_unit_data.txt · Last modified: 2024/10/02 18:27 by TepperPepper666