Can you clarify what the damage per second is for the Thunderstorm? I am assuming it is the damage per round (30,600) * number of rounds per second (5.7) equalling 174,420 damage per second.
Seems right to me, thought certain units also have Reload Times which would be factored in to DPS.
Also, WT you posted in Sept of 2015 that you were hoping to get the stats up for defensive structures and Turrets. Is that still gonna happen? I'm sure we would all like to know the specifics on all the turrets. Especially the Avalanche for example which is a total mystery beyond base DPS and clearly a sustained fire rate.
Especially with the release of our new Heavy Turrets, this should definitely happen. I'll see if I can find time within the next week or so to at least put up the stats for our four Heavies.
Any time Kara or a Member of her SF Team kills any enemy unit, she gains a 10% bonus to Damage and a 5% increase to Reload Speed, up to a maximum of 200% bonus Damage (after 20 kills) and 50% increased Reload Speed (at 10 kills, thus reducing her reload time to 1 second when maxed).
Can hit ground targets only.
I don't think the "Can hit ground targets only" is supposed to be there.
Question WrongThinker. Why doesn't KIXEYE do the smart thing and just overhaul the game. So instead of putting up with this stupid and idiotic "Damage Per Second" system that barely anyone really understands, they do away with all that so the game shows us the stats for Damage per Round for the units and so on instead.
Sure it would probably take a bit of time to switch around, but in the long haul, things would be easier for everyone. You don't have to keep to explaining this stuff, and we finally know what the hell all of this stuff actually means. Win-Win for everyone right?
2 things as far as upgrades go that really halt all progress .....paint on all vehicles ...and infernos last 3 lvl's 50-70 million thor ...to upgrade thor storage from 40 -70 mill....halts all base progress ...I think there should be options as far as time vs thor & reso needed ..just my little piece of food for thought
As many of you know, our current unit information screen really isn't adequate. You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy. Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing. For the time being, I'm keeping this info to Core Units and Heroes at level 20 (and Sarkis, because he's cool), because to do it for all units at all levels in the game would take me until 2020.
Please let me know if there is other information you want and I'll do my best to provide it when my time permits.
Enjoy.
-WT
***** **** *** ** * MOST RECENT UPDATE: 7.1
Replaced Marksmen terminology with Commando terminology. Changed "Splash Area" to "Splash Radius" to improve clarity. Added Splash Radius to a few more units, where needed. Also added Targeting Type, to clarify whether a unit can hit Air and/or Ground targets.
***** **** *** ** * STAT EXPLANATION
Targeting Type
A/G refers to Air and Ground.
Damage Per Round
The amount of damage from every projectile the unit fires (e.g. bullet, rocket, missile, etc.).
Clip Size
How many shots are fired before the unit must reload.
Fire Rate
The speed at which shots from the same clip are fired.
Only relevant if the clip size is greater than 1, since a clip size of 1 means the unit is constantly reloading.
Reload
The time it takes to load in a new clip, once the old clip is emptied.
***** **** *** ** * CORE UNITS: INFANTRY
OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 949
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds Can Target: A/G
LEAD OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1898
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
HEAVY OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 720
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
LEAD HEAVY OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1440
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
PRESERVER
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1350
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds Flat Armor: 100
LEAD PRESERVER
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1630
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds Flat Armor: 100
INFILTRATOR
Damage Type: Area Targeting Type: A/G
Damage Per Round: 625
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
LEAD INFILTRATOR
Damage Type: Area Targeting Type: A/G
Damage Per Round: 796
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
COMMANDO
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 41836
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds Splash Radius: 40
LEAD COMMANDO
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 45000
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds Splash Radius: 40
GRENADIER
Damage Type: Area Targeting Type: G
Damage Per Round: 3600 Clip Size: 4 Fire Rate: 2 / Second Reload: 1.5 Seconds Splash Radius: 100
Deals 2.5X Damage to all Buildings.
LEAD GRENADIER
Damage Type: Area Targeting Type: G
Damage Per Round: 3960 Clip Size: 4 Fire Rate: 2 / Second Reload: 1.5 Seconds Splash Radius: 100
Deals 2.5X Damage to all Buildings.
***** **** *** ** * CORE UNITS: HEAVY VEHICLES
WARHORSE
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 33000
Clip Size: 1
Fire Rate: N/A
Reload: 1 Second Splash Radius: 20
NIGHTMARE
Damage Type: Area Targeting Type: A/G
Damage Per Round: 3775
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
ULTRA TANK
Damage Type: Burst Targeting Type: G
Damage Per Round: 34370
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
TEMPEST
Damage Type: Area Targeting Type: A
Damage Per Round: 18000
Clip Size: 4 Fire Rate: 2 / Second Reload: 0.5 Seconds Splash Radius: 150
***** **** *** ** * CORE UNITS: LIGHT VEHICLES
HELLHOUND
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 23152
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds Splash Radius: 50
Light Vehicles are immune to Shock.
JACKAL
Damage Type: Area Targeting Type: A/G
Damage Per Round: 2139
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds Splash Radius: 80
Light Vehicles are immune to Shock.
***** **** *** ** * CORE UNITS: AIRBORNE
CYCLONE
Damage Type: Burst Targeting Type: G
Damage Per Round: 32000
Clip Size: 2
Fire Rate: 2.667 / Second
Reload: 1.625 Seconds Splash Radius: 45
Uses Stealth.
THUNDERSTORM
Damage Type: Sustain Targeting Type: G
Damage Per Round: 30600
Clip Size: N/A
Fire Rate: 5.7 / Second
Reload: N/A Splash Radius: 50
***** **** *** ** * HERO UNITS
SHEILA
Class: Infantry Type: Operator
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 3337
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Infantry within a Moderate Radius of Sheila gain a 20% bonus to Damage and 14% bonus Movement Speed. Note that this buff does not apply to Infiltrators.
BROTHER JEREMIAH
Class: Infantry Type: Preserver
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 4000
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Flat Armor: 100 Flat Armor Bonus to all Allied Sentinels within a Moderate Radius: 100
KARA
Class: Infantry Type: ???
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 25750
Clip Size: 3
Fire Rate: 4 / Second
Reload: 2 Seconds
Any time Kara or a Member of her SF Team kills any enemy unit, she gains a 10% bonus to Damage and a 5% increase to Reload Speed, up to a maximum of 200% bonus Damage (after 20 kills) and 50% increased Reload Speed (at 10 kills, thus reducing her reload time to 1 second when maxed).
Can hit ground targets only.
DORAN
Class: Heavy Vehicle Type: Nightmare
Damage Type: Area Targeting Type: A/G
Damage Per Round: 13300
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
Grants 100 Armor to nearby Allied Nightmares.
JERICHO
Class: Light Vehicle Type: Hellhound
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 81032
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds Splash Radius: 50
Grants 15% increased Reload Speed to nearby Allied Hellhounds. Light Vehicles are immune to Shock.
DANTE
Class: Heavy Vehicle Type: Ultra Tank
Damage Type: Burst
Targeting Type: G
Damage Per Round: 120295
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Grants 15% increased Damage to nearby Allied Ultra Tanks. Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
***** **** *** ** * UNIQUES
SARKIS
Damage Type: Area Targeting Type: A/G
Damage Per Round: 47625
Clip Size: 1
Fire Rate: N/A
Reload: 2 Seconds
Splash Radius: 80
***** **** *** ** * UPDATE HISTORY
UPDATE #7.0 Added the Tempest, Doran, Jericho, and Dante. Terminology and classification updates. Major formatting and organization improvements.
UPDATE #6.0 Added the Ultra Tank and the Thunderstorm.
UPDATE #5.0 Added damage types to all units (i.e. sustain, burst, or area). Added Cyclone and Lead Marksman.
UPDATE #4.0 Jackal added. Light vehicles updated to include Shock Immunity. Warhorse splash area added.
UPDATE #3.1 Changed Damage Per Projectile to Damage Per Round, because everyone liked that more. Added information on Sheila's and Kara's hero effects. The 3.1 updated added further details to Kara's hero effects.
UPDATE #2 Changed Damage Per Shot to Damage Per Projectile, since it shared an abbreviation with Damage Per Second (which is what DPS stands for in-game). Hopefully this will be clearer.
UPDATE #1 Added Stat Explanation.
can we get the stats for the punishers, hailstorms, and cyclones along with heros?
As many of you know, our current unit information screen really isn't adequate. You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy. Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing. For the time being, I'm keeping this info to Core Units and Heroes at level 20 (and Sarkis, because he's cool), because to do it for all units at all levels in the game would take me until 2020.
Please let me know if there is other information you want and I'll do my best to provide it when my time permits.
Enjoy.
-WT
***** **** *** ** * MOST RECENT UPDATE: 7.1
Replaced Marksmen terminology with Commando terminology. Changed "Splash Area" to "Splash Radius" to improve clarity. Added Splash Radius to a few more units, where needed. Also added Targeting Type, to clarify whether a unit can hit Air and/or Ground targets.
***** **** *** ** * STAT EXPLANATION
Targeting Type
A/G refers to Air and Ground.
Damage Per Round
The amount of damage from every projectile the unit fires (e.g. bullet, rocket, missile, etc.).
Clip Size
How many shots are fired before the unit must reload.
Fire Rate
The speed at which shots from the same clip are fired.
Only relevant if the clip size is greater than 1, since a clip size of 1 means the unit is constantly reloading.
Reload
The time it takes to load in a new clip, once the old clip is emptied.
***** **** *** ** * CORE UNITS: INFANTRY
OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 949
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds Can Target: A/G
LEAD OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1898
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
HEAVY OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 720
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
LEAD HEAVY OPERATOR
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1440
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
PRESERVER
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1350
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds Flat Armor: 100
LEAD PRESERVER
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 1630
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds Flat Armor: 100
INFILTRATOR
Damage Type: Area Targeting Type: A/G
Damage Per Round: 625
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
LEAD INFILTRATOR
Damage Type: Area Targeting Type: A/G
Damage Per Round: 796
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
COMMANDO
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 41836
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds Splash Radius: 40
LEAD COMMANDO
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 45000
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds Splash Radius: 40
GRENADIER
Damage Type: Area Targeting Type: G
Damage Per Round: 3600 Clip Size: 4 Fire Rate: 2 / Second Reload: 1.5 Seconds Splash Radius: 100
Deals 2.5X Damage to all Buildings.
LEAD GRENADIER
Damage Type: Area Targeting Type: G
Damage Per Round: 3960 Clip Size: 4 Fire Rate: 2 / Second Reload: 1.5 Seconds Splash Radius: 100
Deals 2.5X Damage to all Buildings.
***** **** *** ** * CORE UNITS: HEAVY VEHICLES
WARHORSE
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 33000
Clip Size: 1
Fire Rate: N/A
Reload: 1 Second Splash Radius: 20
NIGHTMARE
Damage Type: Area Targeting Type: A/G
Damage Per Round: 3775
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
ULTRA TANK
Damage Type: Burst Targeting Type: G
Damage Per Round: 34370
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
TEMPEST
Damage Type: Area Targeting Type: A
Damage Per Round: 18000
Clip Size: 4 Fire Rate: 2 / Second Reload: 0.5 Seconds Splash Radius: 150
***** **** *** ** * CORE UNITS: LIGHT VEHICLES
HELLHOUND
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 23152
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds Splash Radius: 50
Light Vehicles are immune to Shock.
JACKAL
Damage Type: Area Targeting Type: A/G
Damage Per Round: 2139
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds Splash Radius: 80
Light Vehicles are immune to Shock.
***** **** *** ** * CORE UNITS: AIRBORNE
CYCLONE
Damage Type: Burst Targeting Type: G
Damage Per Round: 32000
Clip Size: 2
Fire Rate: 2.667 / Second
Reload: 1.625 Seconds Splash Radius: 45
Uses Stealth.
THUNDERSTORM
Damage Type: Sustain Targeting Type: G
Damage Per Round: 30600
Clip Size: N/A
Fire Rate: 5.7 / Second
Reload: N/A Splash Radius: 50
***** **** *** ** * HERO UNITS
SHEILA
Class: Infantry Type: Operator
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 3337
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Infantry within a Moderate Radius of Sheila gain a 20% bonus to Damage and 14% bonus Movement Speed. Note that this buff does not apply to Infiltrators.
BROTHER JEREMIAH
Class: Infantry Type: Preserver
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 4000
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Flat Armor: 100 Flat Armor Bonus to all Allied Sentinels within a Moderate Radius: 100
KARA
Class: Infantry Type: ???
Damage Type: Sustain Targeting Type: A/G
Damage Per Round: 25750
Clip Size: 3
Fire Rate: 4 / Second
Reload: 2 Seconds
Any time Kara or a Member of her SF Team kills any enemy unit, she gains a 10% bonus to Damage and a 5% increase to Reload Speed, up to a maximum of 200% bonus Damage (after 20 kills) and 50% increased Reload Speed (at 10 kills, thus reducing her reload time to 1 second when maxed).
Can hit ground targets only.
DORAN
Class: Heavy Vehicle Type: Nightmare
Damage Type: Area Targeting Type: A/G
Damage Per Round: 13300
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
Grants 100 Armor to nearby Allied Nightmares.
JERICHO
Class: Light Vehicle Type: Hellhound
Damage Type: Burst Targeting Type: A/G
Damage Per Round: 81032
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds Splash Radius: 50
Grants 15% increased Reload Speed to nearby Allied Hellhounds. Light Vehicles are immune to Shock.
DANTE
Class: Heavy Vehicle Type: Ultra Tank
Damage Type: Burst
Targeting Type: G
Damage Per Round: 120295
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Grants 15% increased Damage to nearby Allied Ultra Tanks. Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
***** **** *** ** * UNIQUES
SARKIS
Damage Type: Area Targeting Type: A/G
Damage Per Round: 47625
Clip Size: 1
Fire Rate: N/A
Reload: 2 Seconds
Splash Radius: 80
***** **** *** ** * UPDATE HISTORY
UPDATE #7.0 Added the Tempest, Doran, Jericho, and Dante. Terminology and classification updates. Major formatting and organization improvements.
UPDATE #6.0 Added the Ultra Tank and the Thunderstorm.
UPDATE #5.0 Added damage types to all units (i.e. sustain, burst, or area). Added Cyclone and Lead Marksman.
UPDATE #4.0 Jackal added. Light vehicles updated to include Shock Immunity. Warhorse splash area added.
UPDATE #3.1 Changed Damage Per Projectile to Damage Per Round, because everyone liked that more. Added information on Sheila's and Kara's hero effects. The 3.1 updated added further details to Kara's hero effects.
UPDATE #2 Changed Damage Per Shot to Damage Per Projectile, since it shared an abbreviation with Damage Per Second (which is what DPS stands for in-game). Hopefully this will be clearer.
UPDATE #1 Added Stat Explanation.
can we get the stats for the punishers, hailstorms, and cyclones along with heros?
Nimbus? All Turrets? Liberators? Apollos? We seriously need some updates to these stats so we can shop appropriately and understand the 'numbers'.
Daisy's! I'm pushing up Daisy's! Cause everyone loves Daisy's! Everything is perfect in this game and I love Daisy's
Added!
Seems right to me, thought certain units also have Reload Times which would be factored in to DPS.
Especially with the release of our new Heavy Turrets, this should definitely happen. I'll see if I can find time within the next week or so to at least put up the stats for our four Heavies.
It'd be cool to get a couple of details on her ahead of time.
WAR COMMANDER WIKIA
Lead AdministratorWhy doesn't KIXEYE do the smart thing and just overhaul the game. So instead of putting up with this stupid and idiotic "Damage Per Second" system that barely anyone really understands, they do away with all that so the game shows us the stats for Damage per Round for the units and so on instead.
Sure it would probably take a bit of time to switch around, but in the long haul, things would be easier for everyone.
You don't have to keep to explaining this stuff, and we finally know what the hell all of this stuff actually means. Win-Win for everyone right?
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<|= 0200 1211 0310 1303 0321 1301 1311 1221 1312 0312 1201 =|>
<|= 1230 1221 1211 0230 0320 0301 1232 1203 1211 0200 1221 =|>
<|= 1232 0200 1201 0302 0200 1210 0320 1221 1203 0232 1310 =|>
<|= 0232 1221 1233 1232 1201 1302 1321 0232 0232 0332 1331 =|>
https://docs.google.com/spreadsheets/d/1Grt6uXOijDv93jIijWpGyY7qFPhU3qrZFNO0HNYmDmY/pubhtml
-.-
WAR COMMANDER MODERATOR
WC OFFICIAL DISCORD | WC WIKI | FORUM RULES | SUBMIT A TICKET | REPORT A PLAYER
I'll keep a notification for this thread.
Hopefully, these stats can be incorporated right into the information box on the units in the game, especially in Platoons and in the Workshop.