Difference between revisions of "Sub Armaments"
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==Quick Comparison Table== | ==Quick Comparison Table== | ||
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+ | '''All damage-related values are nominal, i.e. ''maximum'' values. Effective average values will be ~75% of these values. ''' | ||
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<table {{StdCenterTable}} class="sortable"> | <table {{StdCenterTable}} class="sortable"> | ||
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See [[Alien Subs#Weapons vs. Alien Submarines|Weapons vs. Alien Subs]] for advice on which armaments to use against which Alien Subs. | See [[Alien Subs#Weapons vs. Alien Submarines|Weapons vs. Alien Subs]] for advice on which armaments to use against which Alien Subs. | ||
− | Note that the Official Reload Times are incorrect. Research suggests the actual average Reload Time values are: | + | '''Note that the Official Reload Times are very likely to be incorrect.''' Research suggests the actual average Reload Time values are: |
Gas Cannon 3gs | Gas Cannon 3gs | ||
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P.W.T. Cannon 24gs (Aggressive) | P.W.T. Cannon 24gs (Aggressive) | ||
− | See the Talk page for a revised summary table, based on the | + | See the Talk page for a revised summary table, based on the observed average Reload Times. |
==See Also== | ==See Also== |
Revision as of 23:32, 8 September 2012
X-COM flying subs would be useless if they had no means of neutralising enemy Alien Subs. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.
The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:
The weapons that can be manufactured after you have researched them are:
Quick Comparison Table
All damage-related values are nominal, i.e. maximum values. Effective average values will be ~75% of these values.
Armament | Damage (D) | Range (km) (R) | Accuracy (A) | Official Reload Time (gs) (RT) | Shots | Official Firepower (D×A/RT) |
Official Firepower x Range |
Payload (D×S×A) |
---|---|---|---|---|---|---|---|---|
Craft Gas Cannon | 15 | 8 | 25% | 3 | 200 | 1.25 | 10.00 | 750 |
AJAX | 60 | 32 | 70% | 17 | 6 | 2.47 | 79.06 | 252 |
D.U.P. Head | 110 | 50 | 80% | 21 | 3 | 4.19 | 209.52 | 264 |
Gauss Cannon | 90 | 20 | 35% | 4 | 50 | 7.88 | 157.50 | 1575 |
Sonic Oscillator | 150 | 55 | 50% | 5 | 100 | 15.00 | 825.00 | 7500 |
P.W.T. Cannon | 200 | 60 | 100% | 28 | 2 | 7.14 | 428.57 | 400 |
As a general guide to the available weapons, 75km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.
See Weapons vs. Alien Subs for advice on which armaments to use against which Alien Subs.
Note that the Official Reload Times are very likely to be incorrect. Research suggests the actual average Reload Time values are:
Gas Cannon 3gs AJAX 24gs (Aggressive) D.U.P. 36gs (Aggressive) Gauss Cannon 18gs Sonic Oscillator 18gs P.W.T. Cannon 24gs (Aggressive)
See the Talk page for a revised summary table, based on the observed average Reload Times.
See Also
Terror From The Deep | |
Subs: | Triton • Hammerhead • Leviathan • Barracuda • Manta |
Sub Armaments: | Craft Gas Cannon • Ajax • D.U.P. Head • Gauss Cannon • Sonic Oscillator • P.W.T. Cannon |