I finally did what I've been
threatening to do, and wrote up a PHP script to
statistically analyze every weapon in Car Wars:
Aaron G. Wells - Car Wars Fifth Edition Weapons
Analysis Table
http://www.seanet.com/~owenmp/wells/carwars5e-weapons-table.html
This was made simple by the fact that I only
analyzed the weapons in Car Wars Fifth Edition,
and there are only 16 non-dropped weapons in Car
Wars Fifth Edition so far. In order to gauge the
effectiveness of the weapons in various
situations, I would determine their mean average
damage over a range of to-hit modifiers. I used a
"/" to indicate the possibility of firing multiple
rockets with the Variable-Fire Rocket Pod (VFRP),
or hitting two sides of the target with the Sonic
Cannon.
At first I had thought of calculating the total
amount of damage that each weapon will deal on
average, including the amount of ammo it has. In
the end, I decided that calculation was
unnecessary. Most of the weapons are either
one-shot or they've got enough ammo that you're
probably not going to run out before the end of
the duel (which is today, 10 shots). More
importantly, it would be impossible to figure out
the average total damage of a weapon because you
don't know what firing modifiers it'll have.
There were a few surprises to me. I was unaware
just how much damage the Sonic Cannon, the VFRP,
and the Blast Cannon do. With the Sonic Cannon and
the VFRP, the high damage is just due to the
multiplication effect. The VFRP, having a To-Hit
of 6, doesn't do a whole lot of damage until
you're up close, although if you fire all three
shots it can achieve an average damage well in
excess of a single rocket when you're not at
point-blank. The Sonic Cannon, though, gets its
double damage no matter how far back you are, as
long as you have line of sight (LOS) to two sides.
This makes it crazy powerful.
And the Blast Cannon? Nothing strange going on
there. It has 4D of damage, with the same accuracy
as a Machine Gun. I guess I just hadn't noticed it
before because I've been focusing on flashy things
like Lasers and Sonic Cannons.
I didn't bother calculating incendiary damage into
this, because there are too many components
involved in determining how much damage fire does.
Also, I don't think fire is all that practical in
combat. The odds of it catching and the amount of
damage it does are too small.
There are a number of other ancillary details that
were left out. For instance, the Blast Cannon
permanently reduces a car's Confetti Number by 5
every time it hits. The Sonic Cannon creates a D1
hazard when it hits. The Surge Rocket kills a
car's power plant for three seconds, making it a
lot less maneuverable. All of these are details
that can potentially be used to create lots more
damage, but they're too complicated to reduce to
an equation easily.
In the end, while this may help to indicate how
effective each weapon is, there are still several
more factors to take into account. The weapon that
produces the greatest average damage is not
necessarily always the best choice. In some
situations, the best weapon might be the most
powerful one that you can fit in a car and still
have 150 points of armor, or HC 3, or a weapon
that you can afford to stick in a turret or on all
four sides. You may want a weapon that does
specific effects, or a weapon that can't explode
on you.
And last, a single number isn't enough to give you
a full idea of the amount of damage a weapon will
do. You'd really need a graph to show that, or at
least a standard deviation number, and an
understanding of what the standard deviation
means. For instance, when there's a -1 To-Hit
modifier, the Light Laser and the Heavy Rocket
both do a mean average of 2.92 damage. However,
the Light Laser is much more likely to strike,
with its To-Hit of 10, while the Heavy Rocket is
much less likely to strike, with its To-Hit of 6,
but will do a much larger amount of damage when it
does make contact.
I'll have to give this some thought before I
decide how or whether these numbers will affect my
general Car Wars strategy. I already leaned
towards the exotic high-To-Hit weapons, and this
analysis mostly just backs up how cool they are.
Of course, Heavy Ramplates and Heavy Structural
Reinforcement blow all of these out of the water.