In the Contingency Mod, the Weapon Modifiers are different. For example, most weapons that were previously classified as Artillery weapons were reclassified as Anti-Personnel weapons, and Bunker Buster weapons were made more effective against Tracked vehicles.
Anti-Personnel | All-Rounder | Anti-Tank | Bunker Buster | Anti-Structure* | Flamer | |
---|---|---|---|---|---|---|
Units | ||||||
Legged (Cyborgs & infantry) | 100% | 75% | 50% | 25% | 25% | 100% |
Wheels | 80% | 100% | 70% | 45% | 25% | 100% |
Half-Tracks | 70% | 100% | 80% | 55% | 25% | 100% |
Tracks | 50% | 75% | 100% | 75% | 25% | 100% |
Hover | 80% | 50% | 70% | 45% | 25% | 100% |
Lift (VTOLs) | 80% | 100% | 70% | 45% | 25% | 100% |
Structures | ||||||
Medium Structures | 75% | 100% | 75% | 50% | 100% | 33% |
Hard Structures | 50% | 75% | 100% | 75% | 100% | 0% |
Bunkers | 25% | 50% | 75% | 100% | 100% | 100% |
Fortresses* | 25% | 50% | 75% | 100% | 100% | 0% |
Note that in internal files, Anti-Structure weapons class is listed as ARTILLERY ROUND weapon class, while Fortress structure strength is listed as SOFT structure strength.
Keep in mind that just because a weapon deals more damage against certain targets than others doesn't necessarily mean that they're optimized for use against those targets. For example, while Harbinger TBMs are classified as Anti-Personnel weapons, they're actually designed to deal heavy damage towards groups of vehicles, including tanks, as they deal far too much damage than is necessary to kill even the most durable of Super Cyborgs. However, they do deal far less damage (about 50% as much) to Bunkers and Fortresses than they do to Tanks and Hardcrete.