Gear Up

Gear Up

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Gear Up Statistics
By TracNam
This guide contains accurate statistics for every part and pickup in Gear Up
   
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Gear Up Stats Sheet
This Google Sheet[docs.google.com] contains statistics on every part and pickup in the game.

The rest of this Guide is a FAQ on the most confusing parts of the sheet.
If you have a question about the sheet the answer can be found in this guide, if not post a comment under this Guide or to the Gear Up Community[discord.gg] Discord Server.
What is the Purpose of the Sheet?
The purpose of the sheet is to provide detailed and accurate statistics that are not properly displayed in the Parts Store or Garage.

The in-game Garage is lacking in useful information. It displays rounded numbers, and in some cases completely wrong information.

The Parts Store contains far more useful information compared to the Garage.
It displays no incorrect information and none of the statistics are rounded. However the Parts Store is lacking several important statistics.

Sidenote: To access the Parts Store with Premium right click Gear Up -> Properties -> DLC, and Premium can be turned on and off.
Why is Acceleration not cleanly displayed?
Acceleration: Every propulsion has a certain amount of acceleration depending on the mass. The more mass a propulsion is loaded with the less acceleration it has. The relationship between mass and acceleration is unique for each propulsion.

The limitations to the accessible information regarding acceleration meant there was no way to cleanly and accurately put the acceleration stat in the sheet. Instead I made an extra table where I wrote all the accessible acceleration data from the game. The mass values in the sheet are exact, however the acceleration is rounded to the nearest whole number. The max speed of each propulsion is written next to their respective propulsions in the orange squares.

In the Garage the current acceleration of the design is displayed. This would be all the information needed, but there are several limitations:
  1. The acceleration calculation doesn’t factor in mass from weapons, supports or turrets. Functionally this means the Garage will always assume the mass of the weapons, supports and turrets add up to exactly 0. This means changing the propulsion or the hull are the only ways to change the acceleration displayed.
    Sidenote: The Garage also displays mass, the mass displayed is rounded but unlike the acceleration it does factor in mass from weapons, supports and turrets.
  2. The acceleration is rounded to the nearest whole number.
  3. For the Slimeball propulsion the acceleration isn’t displayed at all.
    (For the walkers the acceleration isn’t displayed either, but their acceleration is tied to their max speed. Unlike other propulsions the max speed of a walker changes depending on the mass)

This Guide by Flavio has information relevant to the acceleration statistic, sadly it is way outdated and not too useful.
How to use Shortened Names?
In the sheet shortened names are included.
Some of these overlap between different types of parts, for instance Assault hull and Assault turret both have the shortened name “AA”.
In order to avoid confusion, write the parts of a full design in this order:
  1. Propulsion
  2. Weapon(s)
  3. Support(s)
  4. Hull
  5. Turret(s)
If there are multiple of the same part write a lower case "s" to indicate it is plural.
A Starter Tank with 2 Minigun supports would look like this:
SC CB MGs SC SC

In the case of multiple weapons, supports and turrets the top weapon/support/turret is written first.
Example: SC CB RC ADs HM SC
This design has two weapons, Cannon Basic and Repair Cannon. Since Cannon Basic was written first this would indicate it is the top weapon mounted in the turret socket.
(Equipping two weapons is made possible because of the Hammer Hull, it allows for an extra weapon to be equipped.)

Whether a weapon or a support is on the left or right side of the tank doesn’t matter, there is no point in specifying this.

Write “-” if the slot is empty.
The Starter Tank has no supports and would therefore look like this:
SC CB - SC SC.
If a slot is empty because it isn’t possible to put anything in the slot there is no need to specify the slot is empty by writing "-".
This design has no supports and there is no "-" to indicate the lacking supports:
SC CB SC TM
This is because The Mine turret has 0 support sockets, meaning the support slots are inaccessible. Because it is not possible to put anything in the support slot there is no need to point out they are empty.

Write “/” if there is a choice of multiple parts.
A Starter Tank with a choice between Cannon Basic and Cannon Heavy:
SC CB/CH - SC SC

Write “x” if the part is undecided.
A Starter Tank, but I have not made up my mind what turret to pick:
SC CB - SC x
What is Weapon and Support Radius?
This means the length of a line from the center of the turret ring to the Weapon or Support Sockets respectively.
There are no in-game units to accurately measure the distance with. In the sheet the turrets are ranked relative to each other, with the UFO having the longest Weapon and Support Radius, making it #1 in both categories.
What is Magazine Potential?
Magazine Potential means ammo capacity multiplied with damage per hit to show how much damage can be done before running OOA (out of ammo).

Sidenote: The reason flamethrowers have an inaccurate magazine potential is because their ammo isn’t drained at the same rate as their rate of fire. The real magazine potential is in reality much greater than what is displayed in the sheet.
This means if the left click is spammed fast enough the ammo will be drained faster than if the button is held down and by doing this the magazine potential will be closer to what is displayed in the sheet.
What is Impact Radius?
When a projectile explodes everything within the impact radius takes splash damage. Splash damage is ¼ of the normal damage per hit.

Sidenote: Proximity Mines always do full damage.
What is Trigger Range and Duration?
Trigger Range determines the range Proximity Mines can be activated from after landing on the ground.
Sidenote: The Trigger Range seems slightly smaller than the impact radius, sadly the impact radius of Proximity Mines isn’t displayed anywhere.

Duration determines how long the proximity mine will last for before exploding. The timer starts after the mine touches the ground, meaning several seconds of airtime doesn’t reduce the timer. When the timer runs out the proximity mine explodes and deals damage to everyone inside the impact radius, including the player who fired it, but excluding other teammates (unless friendly fire is turned on).
1 Comments
CyberMelt 23 Feb, 2023 @ 12:17pm 
Wow, it's incredible seeing this community is still alive. Thanks you for this! :cybereye: