Missiles compared

Green4Gaming

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#1
The different missiles in Terratech all have their advantages and disadvantages so here´s a list, not including the missile homing though.

GSO Missile Battery
Damage: 450
Explosion radius: 4 blocks
Missile speed: 60 units
2 seconds per volley
Turret turn speed: 20° per second
Range: 161-165 Blocks
Distance required for 180° turn: 42 blocks

Venture Avalanche
Damage: 175
Explosion radius: 2 blocks
Missile Speed: 30 units
Reload time: 0.5 seconds per volley
Turret turn speed: 30° per second
Possible max range: 261-263 blocks*
Missiles drop off in height at 160 blocks
Distance required for 180° turn: 24 blocks

Venture cluster missile
Damage 175 x 6
Explosion radius: one block
Speed: 20 units
Reload time: 3 seconds
Range: 140 blocks
Distance required for 180° turn: 11-12 blocks

Hawkeye Seeker missile pod
Damage:500
Explosion radius: 4 blocks
Missile speed: 80
Reload speed: 1 second after each volley
Range: 126-129 blocks
Distance required for 180° turn: Missile explodes before turning the 180°, but still faster turning than Cruise Missile.

Hawkeye Cruise Missile
Damage: 1150
Explosion radius: 8 blocks
Missile speed: 80 units
Reload time: 5 seconds
Range:191-194 blocks
Distance required for 180° turn: Missile explodes before turning the 180°

*You would need quite a bit of altitude for the Missile to reach that range.


Credit to Rafs for suggesting the Missile maneuverability test.
 
Last edited:

Mindlessmrawesome

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#2
Avalanche is more like 40 speed units (gso isn't 2x as fast as avalanche), and you're forgetting missile maneuverability and range stats
 

Green4Gaming

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#3
Both missile maneuvarability and range are incredibly difficult to be accurate, if you find a way to reliably test it then post your results here, I took the speed (except for the cruise because the speed was that at which its launched up) from the block stat list Hex posted, so I assume that it's correct. I checked over it again and yes, the GSO missile battery has twice the bullet velocity. The damage on the Missiles is accurate down to 10 damage, except for the Cruise, because there are no blocks that have between 1150 and 1200 health. As I said missile maneuverability is very difficult to test, I tried it with how long it will take to turn 45° but that was also very inconsistent with when the missile would start to turn and for range I can test it, but that will take a while, so stay updated.
 

Django

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#5
I took the speed (except for the cruise because the speed was that at which its launched up) from the block stat list Hex posted, so I assume that it's correct. I checked over it again and yes, the GSO missile battery has twice the bullet velocity.
FWIW the block defines the muzzle velocity - the speed at which we eject the projectile from the holder - to help it clear the barrel. Each missile still has its own booster on top of that, further accelerating the projectile. For the cruise missile this initial velocity is perpendicular to the direction of travel which gives it its nice aesthetic. Other missiles need to function a bit more like a missile pod and fire in a straight line.

TL;DR: Actual missile speed is likely to be higher than the eject speed due to missiles having an in-flight booster.
 
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Green4Gaming

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#6
FWIW the block defines the muzzle velocity - the speed at which we eject the projectile from the holder - to help it clear the barrel. Each missile still has its own booster on top of that, further accelerating the projectile. For the cruise missile this initial velocity is perpendicular to the direction of travel which gives it its nice aesthetic. Other missiles need to function a bit more like a missile pod and fire in a straight line.

TL;DR: Actual missile speed is likely to be higher than the eject speed due to missiles having an in-flight booster.
I´m looking at it right now and here´s just my results of careful watching:
-GSO missile battery has the same speed through the whole flight
-Venture Avalanche launcher accelerates, mostly after ~100 blocks
-Venture Cluster missiles accelerate a tiny bit, around 10-15%
-Hawkeye Seeker missile pod doesn´t visibly accelerate, could be because it´s too fast and has a short lifespan
-Hawkeye Cruise missiles accelerate a lot, since they have to completely propel themselves, the top speed is 80 units (what is it measured in, is it feet per second?)

Thanks a lot for pointing that out!
 

ZeroGravitas

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#7
I've moved this thread from the "Ramblisngs sub-forum to here in "Community Help, Questions and Guides" as I think it's a helpful information resource that shouldn't be hidden away.;) (I left a permanent redirect from there too, just in case.)

In terms of a speed unit, I'd use "blocks per second" (you've left it off some in the top table). And 1 block = 1 meter, in terms of world co-ordinates and mission distances. So I'd expect the code to also use speed as m/s (which might make more sense to use). Although I've no idea what's in the code, if this will make sense there...?

It's cool that you've measured the effect turning arcs on each missile (nice work). It would be very cool to see these arcs plotted out in an info-graphic, along with the explosion radii and other visual data (although maybe a lot of work to get it to look good).

For range, I think there's two numbers you could have (if I understand things correctly): passive distance (no enemy in range) and max range to target. I think the thrust from homing in can extend the effective range (particularly with the Avalanches), as it's implemented in a fairly simplistic fashion, pushing the projectile towards the target and accelerating it faster (and further). I *think*. Back when the mini-mortars briefly had OP homing (and manual targeting unlimited range) they could travel in horizontal flight indefinitely, like bees towards a target.

Useful additional info for picking with missiles to use would be the health of the launcher block and the radius and damage when they explode from damage. Like, Cruise have only 100 health and cause more damage than that over a wide radius, making them very risky to use. Oh, plus expense.

There's also 2 types of damage. I think you have explosion damage, but there's the direct impact damage, too. Which is more relevant against shields and for missiles with high rate of fire. (Average) missiles per second might be a more helpful measure of firing rate (in addition to reload time, for the majority with bursty fire patterns).

Sorry, that's a lot of stuff... Do whatever interests you and don't feel obliged to do anything more.;):)
 
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