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BattleZone II
Strategy Guide

Weaponry Information
Having found the information provided in the manual far more than
lacking, this section was absolutely necessary for me to develop.
You will find every weapon available in the game here, along with
detailed information on each, even more than is provided by looking
at a weapon's information in game. I am someone who is very picky
about statistics, so to say "moderate" regarding damage simply would
not do.
You
will notice that the weapons that follow give you numerical values
for Ammo and Damage. While there is no way to get the exact values
for these, the following is rather accurate for practical purposes.
Damage was calculated as follows, against an ISDF Tank.
The ISDF Tank has a hull capacity of 3500. In game, however, it
displays your damage by %. Because of this it follows that 1% is
equal to 35 points of damage. After calculating the amount of damage
done by each % lost, the rest is easy. I fired each weapon, at point
blank range, at two tanks, checking the damage done to each. After a
while I found out that the damage done to each was equal, however I
continued to double check to make sure.
While some weapons may have splash damage, that varies, there is no
direct way to calculate this. There is also no way, that I found, to
take into account armor. The one thing that this will give you is a
good perception of how much damage you can expect each weapon to do,
as a basis for comparison.
Ammo has a far simpler calculation method. The Tank was used to
determine the Ammo capacity of the Combat weapons that can be
equipped on Tanks. The Rocket Tank was used for all Rocket
Calculations, the Assault Tank was used for Assault Cannons, and the
Turrets were used for calculating the ammo capacity for each of the
Assault Guns.
To use the ISDF Tank as an example, here is how Ammo was calculated.
The ISDF Tank has an ammo capacity of 2200. The standard AT-Stab
will give you 200 shots. Therefore if you divide 2200 by 200, you
will find that each shots takes up 11 ammo points. Any remainder is
rounded up, since you cannot have partial shots.
With these two calculations you should be able to figure out, on
paper, how many shots with any given weapon you will have in any
given unit.
|
Minigun |
| Mode:
Combat |
Type:
Projectile
Range: 100 |
Fire Rate:
High
Damage: 35 |
Cost: 10
Ammo: 3 |
| Mode:
Assault |
Type:
Projectile
Range: 150 |
Fire Rate:
High
Damage: 35 |
Ammo: 3 |
|
Chaingun |
| Mode:
Combat |
Type:
Projectile
Range: 105 |
Fire Rate:
High
Damage: 35 |
Cost: 20
Ammo: 5 |
| Mode:
Assault |
Type:
Projectile
Range: 120 |
Fire Rate:
High
Damage: 35 |
Ammo: 4 |
|
Pummel |
| Mode:
Combat |
Type:
Projectile
Range: 100 |
Fire Rate:
Moderate
Damage: 280 |
Cost: 20
Ammo: 20 |
| Mode:
Assault |
Type:
Projectile
Range: 100 |
Fire Rate:
High
Damage: 350 |
Ammo: 30 |
|
Laser |
| Mode:
Combat |
Type:
Energy
Range: 120 |
Fire Rate:
Low
Damage: 315 |
Cost: 20
Ammo: 20 |
| Mode:
Assault |
Type:
Energy
Range: 100 |
Fire Rate:
Moderate
Damage: 70 |
Ammo: 6 |
|
AT-Stab |
| Mode:
Combat |
Type:
Projectile
Range: 100 |
Fire Rate:
High
Damage: 140 |
Cost: 10
Ammo: 11 |
| Mode:
Assault |
Type:
Projectile
Range: 150 |
Fire Rate:
High
Damage: 140 |
Ammo: 15 |
|
Plasma |
| Mode:
Combat |
Type:
Energy
Range: 200 |
Fire Rate:
Moderate
Damage: 210 |
Cost: 20
Ammo: 31 |
| Mode:
Assault |
Type:
Energy
Range: 260 |
Fire Rate:
Moderate
Damage: 543 |
Ammo: 40 |
|
SP-Stab |
| Mode:
Combat |
Type:
Projectile
Range: 120 |
Fire Rate:
Moderate
Damage: 210 |
Cost: 20
Ammo: 17 |
| Mode:
Assault |
Type:
Projectile
Range: 150 |
Fire Rate:
Moderate
Damage: 595 |
Ammo: 15 |
|
Pulse Stab |
| Mode:
Combat |
Type:
Explosive
Range: 100 |
Fire Rate:
Moderate
Damage: 245 |
Cost: 20
Ammo: 15 |
| Mode:
Assault |
Type:
Explosive
Range: 200 |
Fire Rate:
Moderate
Damage: 210 |
Ammo: 30 |
|
Blast |
| Mode:
Combat |
Type:
Energy
Range: 150 |
Fire Rate:
Moderate
Damage: 525 |
Cost: 20
Ammo: 200 |
| Mode:
Assault |
Type:
Energy
Range: 250 |
Fire Rate:
Moderate
Damage: 665 |
Ammo: 300 |
|
MAG |
| Mode:
Combat |
Type:
Energy
Range: Varies |
Fire Rate:
Varies
Damage: 105 ® |
Cost: 30
Ammo: Varies |
| Mode:
Assault |
Type:
Energy
Range: Varies |
Fire Rate:
Varies
Damage: 175 ® |
Ammo: Varies |
|
FAF Missile / Hornet Rocket |
| Mode:
Combat |
Type:
Explosive
Range: 150 |
Fire Rate:
High
Damage: 70 |
Cost: 20
Ammo: 200 |
| Mode:
Assault |
Type:
Explosive
Range: 400 |
Fire Rate:
Low
Damage: 875 |
Ammo: 125 |
|
TAG Cannon / Comet Cruise * |
| Mode:
Combat |
Type:
Explosive
Range: 150 |
Fire Rate:
High
Damage: 315 |
Cost: 20
Ammo: 40 |
| Mode:
Assault |
Type:
Energy
Range: 300 |
Fire Rate:
Low
Damage: 2100 |
Ammo: 1000 |
| *
To use the Comet Cruise it is necessary to target your
enemies, you cannot simply use the fire button. |
|
Shadower Missile / Salvo Rocket |
| Mode:
Combat |
Type:
Explosive
Range: 800 |
Fire Rate:
Moderate
Damage: 210 |
Cost: 20
Ammo: 100 |
| Mode:
Assault |
Type:
Explosive
Range: 175 |
Fire Rate:
Low
Damage: 1295 |
Ammo: 90 |
|
Mortar |
| Mode:
All |
Type:
Explosive
Range: 200 |
Fire Rate:
Moderate
Damage: 420 |
Cost: 40
Ammo: 50 |
|
MDM Mortar * |
| Mode:
All |
Type:
Explosive
Range: 200 |
Fire Rate:
Moderate
Damage: 560 |
Cost: 40
Ammo: 31 |
|
Splinter Mortar * |
| Mode:
All |
Type:
Projectile
Range: 200 |
Fire Rate:
Moderate
Damage: 560 |
Cost: 40
Ammo: 100 |
* These mortars actually travel
further as they bounce twice.
|
Solar Flare |
| Mode:
All |
Type:
Energy
Range: 0 |
Fire Rate:
0
Damage: 490 |
Cost: 20
Ammo: 114 |
|
Proximity Mine *
|
| Mode:
All |
Type:
Energy
Range: 50 |
Fire Rate:
0
Damage: Varies |
Cost: 20
Ammo: 57 |
| *
The Proximity Mine's damage varies with how close you are
to it when it explodes. |
|
M - Courtain |
| Mode:
All |
Type:
None
Range: 0 |
Fire Rate:
0
Damage: None |
Cost: 20
Ammo: 114 |
|
MITS Mine |
| Mode:
All |
Type:
None
Range: 0 |
Fire Rate:
0
Damage: None |
Cost: 20
Ammo: 228 |
|
Site Camera |
| Mode:
Special |
Type:
Special |
Ammo:
Varies |
Cost: 20
|
| The
Site Camera allows the user to see through obstacles, and
even the ground. The only thing that shows up is enemy units
and structures, allowing you to spot ambushes. |
|
Red Field |
| Mode:
Special |
Type:
Anti-Radar |
Ammo:
Varies |
Cost: 20
|
| The
Red Field renders you invisible to enemy radar, however you
will still be visible. |
|
Phantom VIR |
| Mode:
Special |
Type:
Invisibility |
Ammo:
Varies |
Cost: 20
|
|
While leaving you visible on radar, the Phantom VIR will
render you invisible. The AI will still be able to hit you
with a startling accuracy, however most real players will
have some measure of difficulty. |
|
Pulse / Sniper Rifle
|
| Mode:
Combat |
Type: ?
Range: ? |
Fire Rate:
High
Damage: 35 |
Cost: 30
Shots: 100 |
| Mode:
Assault |
Type: ?
Range: ? |
Fire Rate:
Low
Damage: 70 |
Shots: 1 |
|
Rocket Launcher / Bazooka |
| Mode:
Combat |
Type: ?
Range: ? |
Fire Rate:
Moderate
Damage: 210 |
Cost: 30
Shots: 4 |
| Mode:
Assault |
Type: ?
Range: ? |
Fire Rate:
Low
Damage: 1330 |
Shots: 1 |
|
Concussion |
| Mode:
Combat |
Type: ?
Range: ? |
Fire Rate:
Low
Damage: 420 |
Cost: 30
Shots: 3 |
|
Booster Pack |
| Mode:
Combat |
Type:
Propulsion
Range: N/A |
Fire Rate:
Low
Damage: 0 |
Cost: 30
Uses: 1 |
| * Due to a
bug in the game, finding out the range and exact type of
each weapon proved impossible. The type was impossible
because not all are what you would believe them to be. |

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