Difference between revisions of "Sub Armaments"

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== AJAX Torpedo==
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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.
 
[[Image:Ajax.gif|right]]
 
The AJAX Torpedo is the standard weapon of undersea combat the world over. Employed as an accurate and powerful deterrent.
 
  
Damage: 60
+
The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:
  
Range: 32 Km
+
*[[Craft Gas Cannon]]
 +
*[[AJAX]]
 +
*[[D.U.P. Head]]
  
Accuracy: 70%
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The weapons that can be manufactured after you have researched them are:
  
Re-load time: 17 seconds
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*[[Gauss Cannon]]
 +
*[[Sonic Oscillator]]
 +
*[[P.W.T. Cannon]]
  
Availabile at game start, purchasable.
 
  
Shots: 6
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==Quick Comparison Table==
  
Cost: $3000 each
 
  
The AJAX Torpedo Launcher costs $16,000, delivery time from purchase is 48 game hours.
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<table {{StdCenterTable}} class="sortable">
 +
<tr {{StdDescTable_Heading}}>
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<th width="150" align="left">Armament</th>
 +
<th width="90">Max<br>Damage (Dm)</th>
 +
<th width="120">Range (km) (R)</th>
 +
<th width="100">Accuracy (A)</th>
 +
<th width="160">Official<br>Reload<br>Time (gs) (RTo)</th>
 +
<th width="100">Actual<br>Reload<br>Time (gs) (RTa)</th>
 +
<th width="80">Shots</th>
 +
<th width="80">Official<br>Firepower<br>(D&times;A/RTo)</th>
 +
<th width="80">Actual<br>Firepower<br>(D&times;A/RTa)</th>
 +
<th width="80">Payload<br>(Da&times;S&times;A)</th>
 +
</tr>
 +
<tr><td align="left">Craft Gas Cannon</td><td>15</td><td>8</td><td>25%</td><td>3</td><td>3</td><td>200</td><td>0.94</td><td>0.94</td><td>562.5</td></tr>
 +
<tr><td align="left">AJAX Cau</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>48</td><td>6</td><td>1.85</td><td>0.66</td><td>189</td></tr>
 +
<tr><td align="left">AJAX Std</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>36</td><td>6</td><td>1.85</td><td>0.88</td><td>189</td></tr>
 +
<tr><td align="left">AJAX Agg</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>24</td><td>6</td><td>1.85</td><td>1.31</td><td>189</td></tr>
 +
<tr><td align="left">D.U.P. Head Cau</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>72</td><td>3</td><td>3.14</td><td>0.92</td><td>198</td></tr>
 +
<tr><td align="left">D.U.P. Head Std</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>54</td><td>3</td><td>3.14</td><td>1.22</td><td>198</td></tr>
 +
<tr><td align="left">D.U.P. Head Agg</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>36</td><td>3</td><td>3.14</td><td>1.83</td><td>198</td></tr>
 +
<tr><td align="left">Gauss Cannon</td><td>90</td><td>20</td><td>35%</td><td>4</td><td>18</td><td>50</td><td>5.91</td><td>1.31</td><td>1181.25</td></tr>
 +
<tr><td align="left">Sonic Oscillator</td><td>150</td><td>55</td><td>50%</td><td>5</td><td>18</td><td>100</td><td>11.25</td><td>3.13</td><td>5625</td></tr>
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<tr><td align="left">P.W.T. Cannon Cau</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>48</td><td>2</td><td>5.36</td><td>3.13</td><td>300</td></tr>
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<tr><td align="left">P.W.T. Cannon Std</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>36</td><td>2</td><td>5.36</td><td>4.17</td><td>300</td></tr>
 +
<tr><td align="left">P.W.T. Cannon Agg</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>24</td><td>2</td><td>5.36</td><td>6.25</td><td>300</td></tr>
 +
</table>
  
== D.U.P Head==
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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.
  
[[Image:DUPHead.gif|right]]
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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.  
Depleted uranium pellet headed weapon technology is relatively new, and this is the first commercial aquatic weapon system to employ it fully.
 
  
Damage: 110
+
'''Note that the Official Reload Times are incorrect.'''  This is despite the fact that the Official values appear at points in the executable code, as well as in the in game UFOPedia. The 'Actual' values above have been verified by research, and also match the 'Actual' values in UFO Enemy Unknown.
  
Range: 50 Km
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===Effect Of Target Size===
  
Accuracy: 80%
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The hit probability formula is normalised for Medium UFOs/USOs. Accuracy is lower than normal against Small craft and higher than normal for Large and even higher for Very Large craft. But because actual hit probability can't exceed 100%, there will be a relative firepower & payload advantage (compared to what is stated above) conveyed to inaccurate weapons vs larger targets. So against larger targets, lower base-accuracy weapons (eg cannons) will be more effective, relative to higher base-accuracy weapons (eg missiles), than is shown above. For smaller targets the linear relationships should still hold so the relationships above will be valid, although the absolute rates of firepower and of payload will be lower.
  
Re-load time: 21 seconds
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==See Also==
 +
{{Subs Navbar}}
  
Availabile at game start, purchasable.
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[[Category:TFTD]]
 
 
Shots: 3
 
 
 
Cost: $9000 each
 
 
 
The D.U.P. Head Launcher costs $17,000, delivery time from purchase is 48 game hours.
 
 
 
== Craft Gas Cannon ==
 
 
 
[[Image:CraftGasCannon.gif|right]]
 
A compressed gas powered cannon system firing solid bolts with high armour piercing capability.
 
 
 
Damage: 15
 
 
 
Range: 8 Km
 
 
 
Accuracy: 25%
 
 
 
Re-load time: 3 seconds
 
 
 
Availabile at game start, purchasable.
 
 
 
Shots: 200
 
 
 
Cost: $1,240 per 50 shells
 
 
 
The Craft Gas Cannon costs $30,000, delivery time from purchase is 48 game hours.
 
 
 
== Gauss Cannon ==
 
 
 
[[Image:GaussCannon.gif|right]]
 
The gauss weapon is newly developed X-COM technology. This system's particle accelerator is powered by a compact, liquid nitrogen cooled, fusion reactor.
 
 
 
Damage: 90
 
 
 
Range: 20 Km
 
 
 
Accuracy: 35%
 
 
 
Re-load time: 4 seconds
 
 
 
Shots: 50
 
 
 
Cost: 5 engineer hours, $200 per shell
 
 
 
== Sonic Oscillator ==
 
 
 
[[Image:SonicOscillator.gif|right]]
 
A powerful auditory oscillator creates waves of sonic force. Destroying the target by vibrating its molecular bonds apart.
 
 
 
Damage: 150
 
 
 
Range: 55 Km
 
 
 
Accuracy: 50%
 
 
 
Re-load time: 5 seconds
 
 
 
Shots: 100
 
 
 
== P.W.T Cannon ==
 
 
 
[[Image:PWTCannon.gif|right]]
 
The pulse wave torpedo utilises a superheated fuel system and an extremely dense warhead which can punch through most alloys.
 
 
 
Damage: 200
 
 
 
Range: 60 km
 
 
 
Accuracy: 100 %
 
 
 
Reload time: 28 seconds
 
 
 
Shots: 2
 

Latest revision as of 23:46, 12 June 2016

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

Armament Max
Damage (Dm)
Range (km) (R) Accuracy (A) Official
Reload
Time (gs) (RTo)
Actual
Reload
Time (gs) (RTa)
Shots Official
Firepower
(D×A/RTo)
Actual
Firepower
(D×A/RTa)
Payload
(Da×S×A)
Craft Gas Cannon15825%332000.940.94562.5
AJAX Cau603270%174861.850.66189
AJAX Std603270%173661.850.88189
AJAX Agg603270%172461.851.31189
D.U.P. Head Cau1105080%217233.140.92198
D.U.P. Head Std1105080%215433.141.22198
D.U.P. Head Agg1105080%213633.141.83198
Gauss Cannon902035%418505.911.311181.25
Sonic Oscillator1505550%51810011.253.135625
P.W.T. Cannon Cau20060100%284825.363.13300
P.W.T. Cannon Std20060100%283625.364.17300
P.W.T. Cannon Agg20060100%282425.366.25300

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 incorrect. This is despite the fact that the Official values appear at points in the executable code, as well as in the in game UFOPedia. The 'Actual' values above have been verified by research, and also match the 'Actual' values in UFO Enemy Unknown.

Effect Of Target Size

The hit probability formula is normalised for Medium UFOs/USOs. Accuracy is lower than normal against Small craft and higher than normal for Large and even higher for Very Large craft. But because actual hit probability can't exceed 100%, there will be a relative firepower & payload advantage (compared to what is stated above) conveyed to inaccurate weapons vs larger targets. So against larger targets, lower base-accuracy weapons (eg cannons) will be more effective, relative to higher base-accuracy weapons (eg missiles), than is shown above. For smaller targets the linear relationships should still hold so the relationships above will be valid, although the absolute rates of firepower and of payload will be lower.

See Also

TFTD Badge Terror From The Deep
Subs:TritonHammerheadLeviathanBarracudaManta
Sub Armaments:Craft Gas CannonAjaxD.U.P. HeadGauss CannonSonic OscillatorP.W.T. Cannon