Anyone got the titan damage distribution per bank on hand?

Been wondering for awhile how the info-card listed damage is distributed between titan fore, aft, left, and right banks.  Obviously a few weapons are fore-only(these can be picked out fairly well just by watching the ship fire.

 

 

That said, for weapons that are present on all 4 banks of a titan(such as the beam weapons on advent titans for a rather broad example), how is the info card damage distributed? Is it equally distributed? More heavily focused in front? Or is it different on a per-titan basis?


I understand how many targets each bank can simultaneously engage, but I'm more or less in the dark as to how much of the infocard damage is allocated to each bank.

 

Anyway, and information on the topic would be welcome.

7,900 views 3 replies
Reply #1 Top

...
WeaponClassType "BEAM"
DamagePerBank:FRONT 175.000000
DamagePerBank:BACK 135.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 8000.000000
PreBuffCooldownTime 7.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 4.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "Weapon_Psi_BeamTitan_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_Psi_BeamTitan_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 50.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Projectile"
damageEnums
AttackType "TITAN"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "PLASMA"
DamagePerBank:FRONT 125.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 8000.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.400000
TravelSpeed 2000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 3
burstDelay 0.750000
fireDelay 0.010000
muzzleEffectName "Weapon_Psi_PlasmaTitan_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 3
sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE"
sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE_ALT1"
sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_Psi_PlasmaTitan_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_Psi_PlasmaTitan_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "TITAN"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERPSI"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 85.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 8000.000000
PreBuffCooldownTime 6.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 3
burstDelay 0.500000
fireDelay 0.000000
muzzleEffectName "Weapon_Psi_LaserTitan_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE"
sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_PsiCapitalLaserHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_PsiCapitalLaserHeavy_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "POINTDEFENSELASER"
DamagePerBank:FRONT 30.000000
DamagePerBank:BACK 30.000000
DamagePerBank:LEFT 30.000000
DamagePerBank:RIGHT 30.000000
Range 4500.000000
PreBuffCooldownTime 5.500000
CanFireAtFighter TRUE
SynchronizedTargeting TRUE
PointStaggerDelay 0.200000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 6
burstDelay 0.100000
fireDelay 0.000000
muzzleEffectName "Weapon_Psi_PointDefense_Large_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE"
sound "WEAPON_PSICAPITALLASERHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_Psi_PointDefense_Large_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_Psi_PointDefense_Large_Travel"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 3
TargetCountPerBank:BACK 3
TargetCountPerBank:LEFT 2
TargetCountPerBank:RIGHT 2
canOnlyTargetStructures FALSE
...

 

That's the distribution of the Coronata.  Infocard plasma damage is the sum of the DPS of all banks that have that weapon and does not include extra bank targets in it's calculation.  As a result, titans (and starbases) have significantly higher DPS than what the infocard says.

Reply #2 Top

The damage for each bank is individually set but there's no way to tell from the in game infocard what it is for each. They just add the total theoretical damage up. The Kol's autocannons for example does about twice as much damage front and left(? the one that doesn't have the hangar which has more autocannons) than right and back. The Illuminator did about half its damage front and each side beam hand 1/4 until they buffed just the front beam, but its roughly like that.

If you want to see for yourself (I.e. what Volt posted) you can download the modding reference files for Diplomacy (search reference data you'll probably find it in a post by Harpo), or there's now a convert data program for Rebellion if you know how to use batch files.

 

Reply #3 Top

It's a bad mammajamma.