Skip to content

Conversation

@GrahammerTek
Copy link

@GrahammerTek GrahammerTek commented Mar 11, 2025

Additions

  • FGM-148 Javelin guided missile launcher.

References

Requires:

Statsheet (Line 452):

Certain stats had to be improvised as the statsheet doesn't have standardized values for this type of weapon, namely warm-up time, component costs, and work amount. Went with a flat 6 second warm-up time to represent the time required to fiddle with the CLU, wait for cooldown, initiate lock-on, etc. The scope shouldn't affect it because it's guided anyway.

The stated effective range IRL is 2500 km, but the statsheet says 1000 km for guided missiles. That was written before vehicles were a consideration; should we commit and give it the full range?

Reasoning

  • Currently CE has no ATGM type weapon, filling the role of a late-game reusable launcher. Other potential features such as a working top-attack system to prevent it potentially getting caught on trees / flying past the target would be great, but even without that it still has the bonus of being the only portable long-range HEAT weapon with a near guaranteed hit probability.

Alternatives

  • Thrown into The Pile

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (specify how long)

@GrahammerTek GrahammerTek requested review from a team as code owners March 11, 2025 05:47
@perkinslr
Copy link

Regarding the range, it's important to remember that is the AI / lockon range, rather than anything physical. So the question is how likely the AI is to simply waste ammo beyond the range we give? Unfortunately, it's pretty likely at 2.5km. The reason we apply a logarithmic adjustment to the range is because lead times and the like get worse with range.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants