This is a quick and dirty port of another similar setup. If it looks ugly, it looks ugly, and it probably will.
Numbers in brackets by the damage indicate the blast radius of explosives like the Long Shot and RockIt projectiles. I have no idea if refire delay is relevant for the ShaveIce.
I also have no idea what the values for range work out as, save that they're some kind of world-unit used in the Unreal Engine. Unfortunately the scale differs wildly from one Unreal Engine game to the next, so without knowing the scale used in MNC, it's not much use.
The range numbers for the Firebase display optimum (the first part) and maximum (after the dash) ranges, and damage shows the minimum (first) and normal (after the dash, again) damages. Damage for this falls off over range, so presumably it does 5 damage at maximum range, scaling up until optimum range, at which point it does 20.
These numbers also might be inaccurate, as they're pulled out of files in the Steam beta, which might not be fully up to date or something. They might be buried in the code rather than exposed in the files I have here, so who knows?
- — Arcalane
|Name||Cost (Base)||Cost (Upg. 1)||Cost (Upg. 2)||Health (Base)||Health (Upg. 1)||Health (Upg. 2)||Range (Base)||Range (Upg. 1)||Range (Upg. 2)||Refire Delay (Base)||Refire Delay (Upg. 1)||Refire Delay (Upg. 2)||Damage/Speed Modifier (Base)||Damage/Speed Modifier (Upg. 1)||Damage/Speed Modifier (Upg. 2)|
|RockIt||150||300||600||5000||8000||13000||1408||1664||1920||1||0.75||0.5||160 (96)||160 (96)||160 (96)|
|Long Shot||75||150||300||1000||2000||4000||3584||4096||4608||4||2||1||60 (256)||60 (256)||60 (256)|