https://www.ufopaedia.org/api.php?action=feedcontributions&user=Bobucles&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T02:04:42ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=User_talk:NKF&diff=64193User talk:NKF2015-04-28T17:15:57Z<p>Bobucles: /* Pile of calcs */</p>
<hr />
<div>= NKF:Talk =<br />
<br />
Welcome to NKF Talk. Pardon the mess. <br />
<br />
==The NKF-Centric TO-DO-List of Doom==<br />
<br />
* "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]" - kind of there. Kind of not there. Perpetually. <br />
<br />
== UFO Base Kit == <br />
<br />
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.<br />
<br />
<br />
== Test of Gallery markup ==<br />
<br />
<gallery><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Yes, this is a caption<br />
File:TFTDBadge.gif<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif <br />
File:Ufobadge.gif<br />
</gallery><br />
<br />
----<br />
Now with adjustments <br />
<br />
<gallery caption = "Icons" widths = "50" heights = "50" perrow = "3"><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Oo-fow<br />
File:TFTDBadge.gif | Tee-eff-tee-dee<br />
File:Ufobadge.gif <br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ah-pock<br />
File:Ufobadge.gif | Yoo-eff-ow<br />
File:TFTDBadge.gif | Tiftid<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ay-pock<br />
<br />
</gallery><br />
<br />
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.<br />
<br />
== Smoke Grenades ==<br />
<br />
IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)<br />
<br />
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)<br />
<br />
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.<br />
<br />
::I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.<br />
<br />
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)<br />
<br />
:::I'd take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. <br />
<br />
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That's probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)<br />
<br />
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank's front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won't), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don't lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you've got lasers, the tank starts to hurt your firepower significantly, and once you've got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.<br />
<br />
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don't count their ammo against said limit.<br />
<br />
In TFTD it's a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There's also the lower clip sizes making the 80-item limit an even bigger problem.<br />
<br />
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the "suicide" out of "suicide bomb". There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)<br />
<br />
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)<br />
<br />
== Geocities site? ==<br />
<br />
Hi. I suppose there's a good chance you might be the "nkfarma" who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)<br />
<br />
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)<br />
<br />
:: Okay, i trust your judgement on this<small>, even though my curiosity still makes me want to read through all that other "trivial stuff"...</small><br />
<br />
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he's been inactive since August and this really is quite "trivial stuff" too. It's not too big a deal if the sections stays or goes... I reverted merely because i'm an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, "Those who cannot remember the past are [more likely] to repeat it." -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)<br />
<br />
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my "Solo Floater Base Assault Challenge" and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That's about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)<br />
<br />
==Pile of calcs==<br />
<br />
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it's fairly important, but I'm not really sure where to put it or what to link to it. I'm thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)<br />
<br />
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I'm also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section's technical section under data tables, there's a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)<br />
<br />
: To the layman this appears nothing more than a brick wall of data; most of it is not relevant to user play in any meaningful way. Even though some wounded aliens have reduced accuracy, too many are just as dangerous at 1HP and don't care about average damage in the slightest. A player is going to care about two things- The odds of a weapon dealing ZERO damage, and the cumulative odds of continuous fire killing a target. For example null 20%, OHKO 20%, 2-hit 50%, 3-hit 90%. On the extreme end maybe knowing how many hits for a 98% kill rate can be useful. Those values are FAR more useful as it informs the player of how much firepower he needs to have ready against any particular threat. Oh, and if a target is totally immune, drop the numbers. It's ''IMMUNE''. -- Bobucles Apr 28 2015<br />
:: My thoughts exactly: it's nice to have all the numbers for those who enjoy the joys of data crunching, but also useful to have some sort of summary of the findings for quick reference. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:10, 28 April 2015 (EDT)<br />
<br />
: I'd also like to mention that "Armor fatigue" plays an important role for some weapons, especially explosives against 2x2 units. The hydro-jet can deal 12 potential armor scratching attacks in one burst! That is no negligible increase in damage, but the chart does not seem to model this potential at all. -- Bobucles 28 Apr 2015<br />
<br />
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it's less like the weapon analyses we have than part of the framework on which they're based. I think I'll stick a "See also" in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)</div>Bobucleshttps://www.ufopaedia.org/index.php?title=User_talk:NKF&diff=64191User talk:NKF2015-04-28T17:05:45Z<p>Bobucles: /* Pile of calcs */</p>
<hr />
<div>= NKF:Talk =<br />
<br />
Welcome to NKF Talk. Pardon the mess. <br />
<br />
==The NKF-Centric TO-DO-List of Doom==<br />
<br />
* "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]" - kind of there. Kind of not there. Perpetually. <br />
<br />
== UFO Base Kit == <br />
<br />
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.<br />
<br />
<br />
== Test of Gallery markup ==<br />
<br />
<gallery><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Yes, this is a caption<br />
File:TFTDBadge.gif<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif <br />
File:Ufobadge.gif<br />
</gallery><br />
<br />
----<br />
Now with adjustments <br />
<br />
<gallery caption = "Icons" widths = "50" heights = "50" perrow = "3"><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Oo-fow<br />
File:TFTDBadge.gif | Tee-eff-tee-dee<br />
File:Ufobadge.gif <br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ah-pock<br />
File:Ufobadge.gif | Yoo-eff-ow<br />
File:TFTDBadge.gif | Tiftid<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ay-pock<br />
<br />
</gallery><br />
<br />
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.<br />
<br />
== Smoke Grenades ==<br />
<br />
IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)<br />
<br />
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)<br />
<br />
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.<br />
<br />
::I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.<br />
<br />
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)<br />
<br />
:::I'd take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. <br />
<br />
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That's probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)<br />
<br />
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank's front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won't), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don't lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you've got lasers, the tank starts to hurt your firepower significantly, and once you've got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.<br />
<br />
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don't count their ammo against said limit.<br />
<br />
In TFTD it's a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There's also the lower clip sizes making the 80-item limit an even bigger problem.<br />
<br />
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the "suicide" out of "suicide bomb". There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)<br />
<br />
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)<br />
<br />
== Geocities site? ==<br />
<br />
Hi. I suppose there's a good chance you might be the "nkfarma" who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)<br />
<br />
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)<br />
<br />
:: Okay, i trust your judgement on this<small>, even though my curiosity still makes me want to read through all that other "trivial stuff"...</small><br />
<br />
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he's been inactive since August and this really is quite "trivial stuff" too. It's not too big a deal if the sections stays or goes... I reverted merely because i'm an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, "Those who cannot remember the past are [more likely] to repeat it." -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)<br />
<br />
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my "Solo Floater Base Assault Challenge" and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That's about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)<br />
<br />
==Pile of calcs==<br />
<br />
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it's fairly important, but I'm not really sure where to put it or what to link to it. I'm thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)<br />
<br />
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I'm also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section's technical section under data tables, there's a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)<br />
<br />
: To the layman this appears nothing more than a brick wall of data; most of it is not relevant to user play in any meaningful way. Even though some wounded aliens have reduced accuracy, too many are just as dangerous at 1HP and don't care about average damage in the slightest. A player is going to care about two things- The odds of a weapon dealing ZERO damage, and the cumulative odds of continuous fire killing a target. For example null 20%, OHKO 20%, 2-hit 50%, 3-hit 90%. On the extreme end maybe knowing how many hits for a 98% kill rate can be useful. Those values are FAR more useful as it informs the player of how much firepower he needs to have ready against any particular threat. Oh, and if a target is totally immune, drop the numbers. It's ''IMMUNE''. -- Bobucles Apr 28 2015<br />
<br />
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it's less like the weapon analyses we have than part of the framework on which they're based. I think I'll stick a "See also" in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)</div>Bobucleshttps://www.ufopaedia.org/index.php?title=User_talk:NKF&diff=64190User talk:NKF2015-04-28T16:50:02Z<p>Bobucles: /* Pile of calcs */</p>
<hr />
<div>= NKF:Talk =<br />
<br />
Welcome to NKF Talk. Pardon the mess. <br />
<br />
==The NKF-Centric TO-DO-List of Doom==<br />
<br />
* "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]" - kind of there. Kind of not there. Perpetually. <br />
<br />
== UFO Base Kit == <br />
<br />
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.<br />
<br />
<br />
== Test of Gallery markup ==<br />
<br />
<gallery><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Yes, this is a caption<br />
File:TFTDBadge.gif<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif <br />
File:Ufobadge.gif<br />
</gallery><br />
<br />
----<br />
Now with adjustments <br />
<br />
<gallery caption = "Icons" widths = "50" heights = "50" perrow = "3"><br />
File:Ufobadge.gif <br />
File:Ufobadge.gif | Oo-fow<br />
File:TFTDBadge.gif | Tee-eff-tee-dee<br />
File:Ufobadge.gif <br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ah-pock<br />
File:Ufobadge.gif | Yoo-eff-ow<br />
File:TFTDBadge.gif | Tiftid<br />
File:Ufobadge.gif <br />
File:ApocBadge.gif | Ay-pock<br />
<br />
</gallery><br />
<br />
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.<br />
<br />
== Smoke Grenades ==<br />
<br />
IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)<br />
<br />
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)<br />
<br />
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.<br />
<br />
::I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.<br />
<br />
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)<br />
<br />
:::I'd take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. <br />
<br />
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That's probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)<br />
<br />
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank's front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won't), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don't lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you've got lasers, the tank starts to hurt your firepower significantly, and once you've got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.<br />
<br />
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don't count their ammo against said limit.<br />
<br />
In TFTD it's a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There's also the lower clip sizes making the 80-item limit an even bigger problem.<br />
<br />
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the "suicide" out of "suicide bomb". There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)<br />
<br />
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)<br />
<br />
== Geocities site? ==<br />
<br />
Hi. I suppose there's a good chance you might be the "nkfarma" who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)<br />
<br />
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)<br />
<br />
:: Okay, i trust your judgement on this<small>, even though my curiosity still makes me want to read through all that other "trivial stuff"...</small><br />
<br />
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he's been inactive since August and this really is quite "trivial stuff" too. It's not too big a deal if the sections stays or goes... I reverted merely because i'm an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, "Those who cannot remember the past are [more likely] to repeat it." -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)<br />
<br />
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my "Solo Floater Base Assault Challenge" and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That's about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)<br />
<br />
==Pile of calcs==<br />
<br />
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it's fairly important, but I'm not really sure where to put it or what to link to it. I'm thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)<br />
<br />
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I'm also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section's technical section under data tables, there's a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)<br />
<br />
: To the layman this appears nothing more than a brick wall of data; most of it is not relevant to user play in any meaningful way. Even though some wounded aliens have reduced accuracy, too many are just as dangerous at 1HP and don't care about average damage in the slightest. A player is going to care about two things- The odds of a weapon dealing ZERO damage, and the cumulative odds of continuous fire killing a target. For example null 20%, OHKO 20%, 2-hit 50%, 3-hit 90%. Those values are FAR more useful as it informs the player of how much firepower he needs to have ready against any particular threat. Oh, and if a target is totally immune, drop the numbers. It's ''IMMUNE''. -- Bobucles Apr 28 2015<br />
<br />
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it's less like the weapon analyses we have than part of the framework on which they're based. I think I'll stick a "See also" in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Heavy_Cannon&diff=64189Heavy Cannon2015-04-28T14:54:48Z<p>Bobucles: cyberdiscs</p>
<hr />
<div>While the regulation [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon. <br />
<br />
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin, the Auto-Cannon. <br />
<br />
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, but [[Cyberdisc]]s remain a huge problem for both HE and AP rounds. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. <br />
<br />
AP rounds are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]], and actually have a WORSE chance of OHKO'ing early aliens. Incendiary rounds are glitched to always deal low damage, making both ammo types fairly useless. Feel free to use the Heavy Cannon strictly with HE rounds as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don't have time to prime grenades. Consider using it when an agent is too weak for a [[Rocket Launcher]].<br />
<br />
Both Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don't get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. <br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Gas Cannon]].<br />
<br />
== Stats ==<br />
<b>Heavy Cannon:</b><br />
<table><tr><td>[[Image:BIGOBS11.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 2 wide<br />
*Weight: 18<br />
*TUs: <br />
**Snap: 33% (Accuracy 60%)<br />
**Aimed: 80% (Accuracy 90%)<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $6,400<br />
*Sell Price: $4,800</td></tr></table><br />
<br />
<table style="border:1px gray solid;"><tr style="border:1px gray solid;"><td style="border:1px gray solid;"><br />
<b>[[Weapons#Armour-Piercing|AP]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS12.GIF|left|64 px]]</td><td><br />
*Power: 56 AP<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $300<br />
*Sell Price: $225</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>[[Weapons#High Explosive|HE]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS13.GIF|left|64 px]]</td><td><br />
*Power: 52 HE<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $500<br />
*Sell Price: $275</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>[[Incendiary]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS14.GIF|left|64 px]]</td><td><br />
*Power: 60 IN (6.4)<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $400<br />
*Sell Price: $300</td></tr></table><br />
</table><br />
<br />
== Usage notes ==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.<br />
<br />
* Aimed: 1 Shot, 20% Remaining TUs <br />
* Snap: 3 Shots, 1% Remaining TUs<br />
<br />
== Limitations of incendiary damage ==<br />
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.<br />
<br />
Furthermore soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.<br />
<br />
== Tips ==<br />
* Carry a reload or two; you don't have many shots per clip.<br />
* Try to kneel when firing.<br />
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.<br />
* Try to keep your second hand free while using the Heavy Cannon. The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].<br />
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.<br />
* On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. <br />
<br />
==See also==<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]<br />
[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Heavy_Cannon&diff=64188Heavy Cannon2015-04-28T14:49:07Z<p>Bobucles: rewrite. HE shells bretty gud</p>
<hr />
<div>While the regulation [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon. <br />
<br />
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin, the Auto-Cannon. <br />
<br />
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, and the direct fire can wound a flying [[Cyberdisc]] where thrown explosives fail. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. <br />
<br />
AP rounds are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]], and actually have a WORSE chance of OHKO'ing early aliens. Incendiary rounds are glitched to always deal low damage, making both ammo types fairly useless. Feel free to use the Heavy Cannon strictly with HE rounds as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don't have time to prime grenades. Consider using it when an agent is too weak for a [[Rocket Launcher]].<br />
<br />
Both Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don't get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. <br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Gas Cannon]].<br />
<br />
== Stats ==<br />
<b>Heavy Cannon:</b><br />
<table><tr><td>[[Image:BIGOBS11.GIF|left|64 px]]</td><td><br />
*Size: 3 high x 2 wide<br />
*Weight: 18<br />
*TUs: <br />
**Snap: 33% (Accuracy 60%)<br />
**Aimed: 80% (Accuracy 90%)<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $6,400<br />
*Sell Price: $4,800</td></tr></table><br />
<br />
<table style="border:1px gray solid;"><tr style="border:1px gray solid;"><td style="border:1px gray solid;"><br />
<b>[[Weapons#Armour-Piercing|AP]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS12.GIF|left|64 px]]</td><td><br />
*Power: 56 AP<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $300<br />
*Sell Price: $225</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>[[Weapons#High Explosive|HE]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS13.GIF|left|64 px]]</td><td><br />
*Power: 52 HE<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $500<br />
*Sell Price: $275</td></tr></table><br />
</td><td style="border:1px gray solid;"><br />
<b>[[Incendiary]] Clip:</b><br />
<table><tr><td>[[Image:BIGOBS14.GIF|left|64 px]]</td><td><br />
*Power: 60 IN (6.4)<br />
*Ammo: 6<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $400<br />
*Sell Price: $300</td></tr></table><br />
</table><br />
<br />
== Usage notes ==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.<br />
<br />
* Aimed: 1 Shot, 20% Remaining TUs <br />
* Snap: 3 Shots, 1% Remaining TUs<br />
<br />
== Limitations of incendiary damage ==<br />
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.<br />
<br />
Furthermore soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.<br />
<br />
== Tips ==<br />
* Carry a reload or two; you don't have many shots per clip.<br />
* Try to kneel when firing.<br />
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.<br />
* Try to keep your second hand free while using the Heavy Cannon. The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].<br />
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.<br />
* On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. <br />
<br />
==See also==<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]<br />
[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=High_Explosive&diff=63960High Explosive2015-04-11T05:00:43Z<p>Bobucles: /* Usage notes */</p>
<hr />
<div>Bang in a can. Bring one to UFO parties. Remember to run once lit.<br />
<br />
'''High Explosive''' (or '''HE''') is also the name for all munitions with an [[explosions|explosive]] damage type -- from [[Grenade]]s to [[Blaster Bomb]]s.<br />
<br />
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Magna-Pack Explosive]].<br />
<br />
== Stats ==<br />
<table><tr><td>[[Image:BIGOBS22.GIF|left|64 px]]</td><td><br />
*Power: 110 High Explosive<br />
*Size: 1 high x 2 wide<br />
*Weight: 6<br />
*TUs:<br />
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] <br />
**Priming: 50%<br />
**Throwing: 25% <br />
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,500<br />
*Sell Price: $1,200</td></tr></table><br />
<br />
== Usage notes ==<br />
The usual tactic is to set the timer, drop them on the ground, run away. However, they can be thrown a useful [[Throwing Accuracy#Throwing Distance|distance]] by a strong soldier, becoming good for general purpose throwing at 40 or more strength. High Explosives remain relevant all game long as they are stronger than alien grenades, capable of killing most enemies and terror units in one explosion.<br />
<br />
Another tactic is to give the high explosive to a rookie with low stats, go into a small UFO or structure, and set the timer at 0. Be careful sacrificing rookies around UFO Power Sources as this may destroy precious Elerium!<br />
<br />
'''Bug''': Dropping the high explosive rather than throwing it will often not attribute any hit experience to the person dropping the explosive if it hurts enemies in the blast. This is because the game will not assign ownership of the explosive to the right soldier until it is thrown. <br />
<br />
To work around this bug, you must throw the explosive, during or well before its intended use. The explosive remembers the last person who threw it, and will award any experience to that person. This applies to all other grenades as well, with the exception of the proximity mine. <br />
<br />
Tip: If set next to a UFO's diagonal wall, the explosion will go into the UFO and detonate navigation consoles on the far side. Roast 'em in the shell.<br />
<br />
Tip: For strong characters who want to throw these things like grenades... be aware you can set the timer and as long as they are not on the ground, they won't explode. So you can prime them this turn, then throw them on a later turn, giving you much more movement TU.<br />
<br />
OpenXCOM improves throwing arcs and allows grenades to be primed in the deployment menu, opening up new life for grenade lovers. Load up a "grenadier" with multiple primed Hi-Ex to create a demolition powerhouse, capable of marking multiple targets for certain death in a single turn. Do note that as per XCOM destruction rules, grenades will harmlessly destroy other grenades in their blast radius. This limits the ability to stack explosives against Mutons and Sectopods, who are most likely to survive.<br />
<br />
== See also ==<br />
[[Understanding Grenades]]<br />
*[[Weapons]]<br />
*[[Explosions]]<br />
*[[Throwing Accuracy#Throwing Distance|Throwing Distance]]<br />
*[[Soldiers|Soldier Stats]]<br />
<br />
{{Equipment (UFO Defense) Navbar}}<br />
[[Category:Equipment (EU)]]<br />
[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Goliath_(Long_War)&diff=63423Goliath (Long War)2015-03-08T04:54:11Z<p>Bobucles: tips</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
MEC variant of the Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.<br />
<br />
:'''Primary Weapon:''' MEC Primary Weapons<br />
:'''Secondary Weapon:''' MEC Secondary Weapon Systems<br />
:'''Class-Limited items:''' MEC Equipment items<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Absorption Fields (Long War)|text=1}}<br />
|SpecialistE1='''-1 Mobility.'''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Flush (Long War)|text=1}}<br />
|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Ranger (Long War)|text=1}}<br />
|Corporal2={{ Reactive Targeting Sensors (Long War)|text=1}}<br />
|Corporal3={{ Platform Stability (Long War)|text=1}}<br />
|CorporalE1='''+2 Aim.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Resilience (Long War)|text=1}}<br />
|Sergeant2={{ Advanced Fire Control (Long War)|text=1}}<br />
|Sergeant3={{ Bring Em On (Long War)|text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Shock Absorbent Armor (Long War)|text=1}}<br />
|TechSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|TechSgt3={{ HEAT Ammo (Long War)|text=1}}<br />
|TechSgtE1='''-1 Mobility.'''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{ Repair Servos (Long War)|text=1}}<br />
|GunSgt2={{ Collateral Damage (Long War)|text=1}}<br />
|GunSgt3={{ Ready For Anything (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Packmaster (Long War)|text=1}}<br />
|MSgt2={{ Damage Control (Long War)|text=1}}<br />
|MSgt3={{ Close Combat Specialist (Long War)|text=1}}<br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*<br />
|-<br />
|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)<br />
|-<br />
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)<br />
|-<br />
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)<br />
|-<br />
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)<br />
|-<br />
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)<br />
|-<br />
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)<br />
|-<br />
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)<br />
|}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
== Tactical Advice ==<br />
'''Intended Role: ''' "Tank"<br />
<br />
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the '''Absorption Fields''' perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. <br />
<br />
With perks like '''Body Shield''', '''Shock- Absorbent Armor''', '''Damage Control''' and ''' Resilience ''' it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the '''Repair Servos''' perk can give it even more survivability, by making it able to repair itself during longer missions.<br />
<br />
The Goliath MEC is the only unit that XCOM has available that can reliably be called a tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank.<br />
<br />
Sadly the enemy isn't actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens ''don't'' decide to attack it. '''Flush''', '''HEAT Ammo''', '''Collateral Damage''' and '''Packmaster''' are prominent offensive and utility perks. '''Advanced Fire Control''' and '''Ready For Anything''' can let the Goliath lock down aliens with the threat of overwatch.<br />
<br />
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign. The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod's worth of fire without any assistance. <br />
<br />
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods <sup>1</sup>. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to give it Alloy belts, maximizing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath's defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.<br />
<br />
Shock-Absorbent Armor takes the Goliath's tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.<br />
<br />
The biggest drawback of the Goliath is its rather narrow usability; it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are going to use it for its specific purpose, you might not want to get a Goliath.<br />
<br />
<br />
<sup>1</sup> If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges. <br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&diff=62699Vehicle Weapons (Apocalypse)2015-01-06T19:08:12Z<p>Bobucles: /* Ground Vehicle Weapons */ 40mm damage fix</p>
<hr />
<div>Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.<br />
<br />
==Aircraft Weapons==<br />
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.<br><br />
'''Hint''': It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Projectile Speed<sup>3</sup> !! Guided<sup>4</sup> !! Seeking Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc <sup>6</sup> <br />
|- style="text-align:center"<br />
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || {{no}} || N/A || Recharges || 1500 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || {{no}} || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || {{no}} || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || {{no}} || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || {{no}} || N/A || Recharges || 5600 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || {{no}} || N/A || Recharges || 10500 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || {{no}} || N/A || Recharges || 20500 / 0 || 180 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || {{no}} || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || {{yes}} || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || {{yes}} || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || {{yes}} || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || {{yes}} || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || {{yes}} || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0* || 250 || 0.4 || 24 || {{yes}} || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || style="white-space:nowrap;"| [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98** || 250 || 0.3 || 12 || {{yes}} || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || {{no}} || N/A || Recharges || 1700 / 0 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || {{no}} || N/A || Recharges || 2300 0 || 360<br />
|}<br />
<br />
<br />
<br />
<nowiki>*</nowiki> While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.<br />
<br />
==Ground Vehicle Weapons==<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Projectile Speed<sup>3</sup> !! Guided<sup>4</sup> !! Seeking Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc<br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 14 || 150 || 6.0 || 20 || {{no}} || N/A || 500 40mm Cannon || 300 / 6 || 360 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || 15 || {{no}} || N/A || 600 52mm Cannon || 400 / 8 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || 16 || {{yes}} || 12 || 12 Ground Launched Missile || 600 / 100 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || 38 || {{no}} || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || 17 || {{yes}} || 14 || 16 Air Defense Missile || 2100 / 180 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || 20 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|}<br><br />
<br />
<sup>1</sup> Divide range value by 16 to get cell distance.<br />
<br />
<sup>2</sup> Source files use "Fire Delay". The formula to convert into "Fire Rate" is: <code>36 (frame rate per second) / delay</code><br />
<br />
<sup>3</sup> Likely linked to frame rate, but unsure how.<br />
<br />
<sup>4</sup> "Yes" means weapon projectile can be jammed.<br />
<br />
<sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements.<br />
<br />
<sup>6</sup> Firing arcs are a cone in front of the vehicle, with the full angle measured in degrees.<br />
<br />
<sup>7</sup> Alien missiles all fire from the rear of the vehicle and curve around to the front.<br />
<br />
<br><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[Vehicles (Apocalypse)|Vehicles]]<br />
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]<br />
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]<br />
* [[Megapol]]<br />
* [[Marsec]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&diff=62635Vehicle Weapons (Apocalypse)2015-01-03T18:11:09Z<p>Bobucles: </p>
<hr />
<div>Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.<br />
<br />
==Aircraft Weapons==<br />
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.<br><br />
'''Hint''': It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Projectile Speed<sup>3</sup> !! Guided<sup>4</sup> !! Seeking Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc <sup>6</sup> <br />
|- style="text-align:center"<br />
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || {{no}} || N/A || Recharges || 1500 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || {{no}} || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || {{no}} || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || {{no}} || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || {{no}} || N/A || Recharges || 5600 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || {{no}} || N/A || Recharges || 10500 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || {{no}} || N/A || Recharges || 20500 / 0 || 180 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || {{no}} || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || {{yes}} || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || {{yes}} || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || {{yes}} || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || {{yes}} || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || {{yes}} || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0* || 250 || 0.4 || 24 || {{yes}} || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || style="white-space:nowrap;"| [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98** || 250 || 0.3 || 12 || {{yes}} || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 270 <sup>7</sup><br />
|- style="text-align:center"<br />
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || {{no}} || N/A || Recharges || 1700 / 0 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || {{no}} || N/A || Recharges || 2300 0 || 360<br />
|}<br />
<br />
<br />
<br />
<nowiki>*</nowiki> While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.<br />
<br />
==Ground Vehicle Weapons==<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Projectile Speed<sup>3</sup> !! Guided<sup>4</sup> !! Seeking Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc<br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 12 || 150 || 6.0 || 20 || {{no}} || N/A || 500 40mm Cannon || 300 / 6 || 360 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || 15 || {{no}} || N/A || 600 52mm Cannon || 400 / 8 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || 16 || {{yes}} || 12 || 12 Ground Launched Missile || 600 / 100 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || 38 || {{no}} || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || 17 || {{yes}} || 14 || 16 Air Defense Missile || 2100 / 180 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || 20 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|}<br><br />
<br />
<sup>1</sup> Divide range value by 16 to get cell distance.<br />
<br />
<sup>2</sup> Source files use "Fire Delay". The formula to convert into "Fire Rate" is: <code>36 (frame rate per second) / delay</code><br />
<br />
<sup>3</sup> Likely linked to frame rate, but unsure how.<br />
<br />
<sup>4</sup> "Yes" means weapon projectile can be jammed.<br />
<br />
<sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements.<br />
<br />
<sup>6</sup> Firing arcs are a cone in front of the vehicle, with the full angle measured in degrees.<br />
<br />
<sup>7</sup> Alien missiles all fire from the rear of the vehicle and curve around to the front.<br />
<br />
<br><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[Vehicles (Apocalypse)|Vehicles]]<br />
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]<br />
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]<br />
* [[Megapol]]<br />
* [[Marsec]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&diff=62610Personal Disruptor Shield2015-01-03T05:12:07Z<p>Bobucles: </p>
<hr />
<div><br />
A form of energy bubble that surrounds the unit holding/carrying the shield device. Protects the user against most forms of attack, eg: Armour Piercing, High Explosive, Incendiary, Plasma, Laser, Disruptor Beam, Devastator Beam, Acid Spit, Entropy Enzyme and impact damage from falls. Personal Shields only have a limited charge, and once this charge is exhausted, the device is destroyed. It will recharge over a short time, but this may be too long if the tactical mission is hot. These shield devices may be placed anywhere in the inventory of an Agent, it does not need to be in the unit's hand to function. To capture for study,one must stun the owner with gas, use a mind bender or use the Toxigun in order to avoid destroying the disruptor shield.<br />
<br />
The Agent also may carry more than one. The shields will lose energy and be destroyed 1 by 1. Incoming damage will always target the shield with lower energy. Using multiple shields is therefore either very resource intensive in terms of destroyed shields... or ultimately pointless, except as insurance. (If you are able to preserve 1 shield through tactical means, the 2nd shield is completely redundant)<br />
<br />
They are not kidding about only being able to reproduce this with great effort... manufacturing time for this is very high. The best source of shields is to get them directly from the aliens. Bear in mind that alien clusters tend to explode spectacularly, destroying the shields, so be especially careful around chokepoints and UFO entrances. An alternative source is to raid the COS with toxiguns and mindbenders. Or perform friendly raids using stun gas or Mindbenders.<br />
<br />
Cocky agents may remove Megapol armor entirely and use shields to gain excellent increases in speed. A minimum of 2 shields is recommended for this, although the strategy becomes pointless after researching the featherweight [[X-COM Disruptor Armor]].<br />
<br />
When a shield is destroyed, the remaining leftover damage vanishes as if it weren't there.<br />
<br />
== Stats ==<br />
[[Image:Personal_Disruptor_Shield.jpg|thumb|right|The Personal Disruptor Shield, image from the UFOpaedia]]<br />
=== Personal Disruptor Shield ===<br />
<table><tr><td>[[Image:Disruptor_shield_inventory.png|left]]</td><td><br />
* Size: 3 × 2<br />
* Weight: 4<br />
* Shield Capacity: 100<br />
** Recharges: 1/sec; 11/turn(?)<br />
* Base Price: $5770<br />
* Minimum Weekly Stock: N/A<br />
* Maximum Weekly Stock: 30<br />
* Manufacturer: [[XCOM]]<br />
** Production cost: $2000<br />
** Production time: 14000<br />
** Lab size: Small<br />
* Damage modifiers<br />
** Incendiary: N/A * <sup>1</sup><br />
** Toxigun A/B/C: N/A <sup>2</sup><br />
** Gas/Fire/Smoke/Alien Gas: N/A <br />
** Brainsucker: N/A <br />
** Stun Grapple: 0% (total immunity)<sup>3</sup><br />
** Falling Object: 40%<br />
** All other damage: 50%<br />
<br />
</td></tr></table><br />
<br />
(*) N/A damage types are ignored by the Disruptor Shield, striking the target as though it wasn't there.<br><br />
<sup>1</sup> Due to a bug the 60% incendiary damage modifier has no effect. The device is totally immune to being destroyed in fire. <br><br />
<sup>2</sup> Despite a 25% damage modifier the Disruptor Shield does not block Toxigun ammo.<br><br />
<sup>3</sup> Due to a bug the Disruptor Shield will not show a shield animation when blocking the Stun Grapple.<br><br><br />
'''''Official Entry:''''' "The Personal Disruptor Shield generates an energy field which warps the space around the user. This causes beams or projectiles to be deflected and dissipated. Any hit causes the shield's energy to drain and if it reaches a critically low level it will malfunction. It is a highly sophisticated device that we can reproduce only with great effort."<br />
<br />
==See Also==<br />
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Aliens (Apocalypse)]]<br />
[[Category: Alien Artifacts (Apocalypse)]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=File:Disruptor_shield_inventory.png&diff=62609File:Disruptor shield inventory.png2015-01-03T04:40:33Z<p>Bobucles: XCOM Apocalypse personal disruptor shield. Image from in game.</p>
<hr />
<div>XCOM Apocalypse personal disruptor shield. Image from in game.</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62518Making the Game Harder (Apocalypse)2014-12-23T17:28:24Z<p>Bobucles: /* Restricting Tech */ conventional craft only</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No [[Biological_Warfare_(Apocalypse)|Toxigun]]===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even Alien Gas is more fair than the Toxigun.<br />
<br />
===No [[Alien_Gas_(Apocalypse)|Anti-Alien Gas]]===<br />
Okay, Alien Gas isn't really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.<br />
<br />
===No [[Megapol_Stun_Grenade|Stun Grenades]]===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No [[X-COM_Disruptor_Armor|Disruptor Armor]]===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an [[Personal_Disruptor_Shield|agent]] or [[Small_Disruption_Shield_(Apocalypse)|vehicle's]] health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Explosives===<br />
If it deals explosive damage, don't use it. If you mind control an alien and he has ([[Popper|or is made of]]) explosives, don't use it. Better make friends with Diablo right away because the only way to cure the alien menace is with [[Incendiary_Grenade|Cleansing Flame]]. This doesn't exclude you from using incendiary weapons or from setting off those massive chain reacting piles of alien explosives because face it, that's going to happen no matter what. But it's a bit tricky to set off explosives without ''using'' explosives.<br />
<br />
===Conventional Craft Only===<br />
All XCOM hybrid craft are prohibited. The only exception is to have a single Bio-Trans (One only or fleet cap: 1), which is the absolute minimum to probe the alien dimension, invade it, and beat the game. Good luck invading the alien dimension with one little ship! Note that the aliens send more UFOs to Megaprimus than they can manufacture, so you can slowly empty the alien dimension by killing all invaders.<br />
<br />
===No [[Hoverbike_(Apocalypse)|Hoverbikes]]===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead. Combine with Conventional Craft Only for some serious endgame trouble.<br />
<br />
===No [[Elerium_(Apocalypse)|Elerium]]===<br />
Hoo boy. Elerium fuels the best conventional craft weapons in the game. Mid tier UFOs will be tricky targets and the final large types will be nigh impossible to take down. Ammo will be tight so you will need a strong combination of both air and ground forces to succeed. Fortunately you do not actually need to destroy all the UFO types to unlock effective Hybrid craft.<br />
<br />
There are three Elerium based items for your agents to use, the [[Megapol_Plasma_Gun|Megapol Plasma Gun]], the [[Power_Sword|Power Sword]], and the [[Marsec_Armor|Marsec Armor]] chest unit. All three options are respectably useful but are fairly rare as is so there's no problem managing without it. <br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Template:Vehicle_Equipment_(Apocalypse)_Navbar&diff=62483Template:Vehicle Equipment (Apocalypse) Navbar2014-12-20T00:14:03Z<p>Bobucles: </p>
<hr />
<div>{| width="75%" {{stdTable}} cellpadding="3" border="1"<br />
|- {{stdTable Sub_Heading}} <br />
| colspan = "2" | {{Apoc Icon}} '''[[Apoc_Table|X-COM: Apocalypse]]\[[Vehicles (Apocalypse)|Vehicles]]\[[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]'''<br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Air'''</div><br />
|-<br />
| width="75"| '''[[Vehicle Weapons (Apocalypse)|Weapons]] ''' <br />
| [[Image:Apoc 40mm auto cannon.png]] [[40mm Auto Cannon (Apocalypse)|40mm Auto-Cannon]]<br> [[Image:Apoc_bolter_laser_gun.png]] [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4K Laser Gun]] [[Image:Apoc_lancer_laser_gun.png]] [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7K Laser Gun]]<br> [[Image:Apoc_rendor_plasma_gun.png]] [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] [[Image:Apoc_lineage_plasma_cannon.png]] [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] [[Image:Apoc_plasma_multi_system.png]] [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]<br> [[Image:Apoc_janitor_missile_array.png]] [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] [[Image:Apoc prophet missile launcher.png]] [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] [[Image:Apoc justice missile launcher.png]] [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] [[Image:Apoc retribution missile launcher.png]] [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]]<br> [[Image:Apoc laser defense array.png]] [[Laser Defense Array (Apocalypse)|Laser Defense Array]] [[Image:Apoc plasma defense array.png]] [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]<br />
<br />
[[Image:Apoc light disruptor beam.png]] [[Light Disruptor Beam (Apocalypse)|Light Disrupter Beam]] [[Image:Apoc medium disruptor beam.png]] [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] [[Image:Apoc heavy disruptor beam.png]] [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]]<br> [[Image:Apoc disruptor bomb launcher.png]] [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] [[Image:Apoc disruptor multi bomb launcher.png]] [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]]<br>[[Image:Apoc stasis bomb launcher.png]] [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] <br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Engines]] ''' <br />
|<br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Ground'''</div><br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Weapons]] ''' <br />
| [[Image:Apoc_40mm_auto_cannon_turret.png]] [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] [[Image:Apoc_airguard_anti_air_cannon.png]] [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] [[Image:Apoc_glm_array.png]] [[Ground Launched Missile Array (Apocalypse)|GLM Array]] <br> [[Image:Apoc_plasma_turret_cannon.png]] [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] [[Image:Apoc_glm_air_defense.png]] [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] [[Image:Apoc_rumble_cannon.png]] [[Rumble Cannon (Apocalypse)|Rumble Cannon]]<br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Engines]] ''' <br />
| <br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Shared'''</div><br />
|-<br />
| '''Add-Ons'''<br />
| Weapons Control System ([[Light_Weapons_Control_(Apocalypse)|Light]], [[Medium_Weapons_Control_(Apocalypse)|Medium]], [[Heavy_Weapons_Control_(Apocalypse)|Heavy]], [[Advanced_Control_System_(Apocalypse)|Advanced]]) <br> Transport Module ([[Cargo_Module_(Apocalypse)|Cargo]], [[Passenger_Module_(Apocalypse)|Passenger]], [[Bio-Transport_Module_(Apocalypse)|Bio-Transport]])<br> [[Small_Disruption_Shield_(Apocalypse)|Small]] / [[Large_Disruption_Shield_(Apocalypse)|Large]] Disruption Shield<br> [[Missile_Evasion_Matrix_(Apocalypse)|Missile Evasion Matrix]], [[Cloaking_Field_(Apocalypse)|Cloaking Field]] <br> [[Teleporter_(Apocalypse)|Teleporter]]<br />
|}</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Template:Vehicle_Equipment_(Apocalypse)_Navbar&diff=62482Template:Vehicle Equipment (Apocalypse) Navbar2014-12-19T23:57:11Z<p>Bobucles: Ground Weapons</p>
<hr />
<div>{| width="75%" {{stdTable}} cellpadding="3" border="1"<br />
|- {{stdTable Sub_Heading}} <br />
| colspan = "2" | {{Apoc Icon}} '''[[Apoc_Table|X-COM: Apocalypse]]\[[Vehicles (Apocalypse)|Vehicles]]\[[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]'''<br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Air'''</div><br />
|-<br />
| width="75"| '''[[Vehicle Weapons (Apocalypse)|Weapons]] ''' <br />
| [[Image:Apoc 40mm auto cannon.png]] [[40mm Auto Cannon (Apocalypse)|40mm Auto-Cannon]]<br> [[Image:Apoc_bolter_laser_gun.png]] [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4K Laser Gun]] [[Image:Apoc_lancer_laser_gun.png]] [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7K Laser Gun]]<br> [[Image:Apoc_rendor_plasma_gun.png]] [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] [[Image:Apoc_lineage_plasma_cannon.png]] [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] [[Image:Apoc_plasma_multi_system.png]] [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]<br> [[Image:Apoc_janitor_missile_array.png]] [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] [[Image:Apoc prophet missile launcher.png]] [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] [[Image:Apoc justice missile launcher.png]] [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] [[Image:Apoc retribution missile launcher.png]] [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]]<br> [[Image:Apoc laser defense array.png]] [[Laser Defense Array (Apocalypse)|Laser Defense Array]] [[Image:Apoc plasma defense array.png]] [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]<br />
<br />
[[Image:Apoc light disruptor beam.png]] [[Light Disruptor Beam (Apocalypse)|Light Disrupter Beam]] [[Image:Apoc medium disruptor beam.png]] [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] [[Image:Apoc heavy disruptor beam.png]] [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]]<br> [[Image:Apoc disruptor bomb launcher.png]] [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] [[Image:Apoc disruptor multi bomb launcher.png]] [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]]<br>[[Image:Apoc stasis bomb launcher.png]] [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] <br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Engines]] ''' <br />
|<br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Ground'''</div><br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Weapons]] ''' <br />
| [[Image:Apoc_40mm_auto_cannon_turret.png]] [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] [[Image:Apoc_airguard_anti_air_cannon.png]] [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] [[Image:Apoc_glm_array.png]] [[Ground Launched Missile Array (Apocalypse)|GLM Array]] <br> [[Image:Apoc_plasma_turret_cannon.png]] [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] [[Image:Apoc_glm_air_defense.png]] [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] [[Image:Apoc_rumble_cannon.png]] [[Rumble Cannon (Apocalypse)|Rumble Cannon]]<br />
|-<br />
| '''[[Vehicle Weapons (Apocalypse)|Engines]] ''' <br />
| <br />
|-<br />
! colspan = "2" {{stdTable Sub_Heading}} | <div style="font-size:smaller; text-align:center;">'''Shared'''</div><br />
|-<br />
| '''Add-Ons'''<br />
|<br />
|}</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Template:Equipment_(Apocalypse)_Navbar&diff=62481Template:Equipment (Apocalypse) Navbar2014-12-19T23:49:13Z<p>Bobucles: incendiary grenade</p>
<hr />
<div><table width="75%" {{stdTable}} cellpadding="3" border="1"><br />
<tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Agents Equipment (Apocalypse)|Equipment]]</td></tr><br />
<tr><td width="100"><b>[[Agents Armor (Apocalypse)|Armor]]:</b></td><td>[[Megapol Armor]] • [[Marsec Armor]] • [[X-COM Disruptor Armor]]</td></tr><br />
<tr><td rowspan="3"><b>[[Agents Equipment (Apocalypse)|Weapons]]:</b></td><td>[[Megapol Lawpistol]] • [[Marsec M4000 Machine Gun]] • [[Megapol Laser Sniper Gun]] • [[Megapol Auto Cannon]] • [[Megapol Plasma Gun]] • [[Marsec Heavy Launcher]] • [[Marsec Minilauncher]] • [[Megapol Stun Grapple]] • [[Power Sword]]</td></tr><br />
<tr><td>[[Megapol AP Grenade]] • [[Megapol Stun Grenade]] • [[Megapol Smoke Grenade]] • [[Marsec Proximity Mine]] • [[Marsec High Explosive]] • [[Incendiary Grenade|Diablo Incendiary Grenade]]</td></tr><br />
<tr><td>[[Biological Warfare (Apocalypse)|Toxigun]] • [[Alien Gas (Apocalypse)|Alien Gas]]</td></tr><br />
<tr><td><b>[[Agents Equipment (Apocalypse)|Equipment]]:</b></td><td>[[Mind Shield (Apocalypse)|Mind Shield]] • [[Mind Bender]] • [[Medi-Kit (Apocalypse)|Medi-Kit]] • [[Motion Scanner (Apocalypse)|Motion Scanner]] • [[Psiclone]] • [[Elerium (Apocalypse)|Elerium]]</td></tr><br />
<tr><td><b>[[Alien Artifacts (Apocalypse)|Alien Artifacts]]:</b></td><td>[[Disruptor Gun]] • [[Devastator Cannon]] • [[Boomeroid]] • [[Brainsucker Launcher]] • [[Entropy Launcher]] • [[Dimension Missile Launcher]] • [[Vortex Mine]] • [[Personal Disruptor Shield]] • [[Personal Teleporter]] • [[Personal Cloaking Field]]</td></tr><br />
</table></div>Bobucleshttps://www.ufopaedia.org/index.php?title=Plasma_Defense_Array_(Apocalypse)&diff=62479Plasma Defense Array (Apocalypse)2014-12-19T15:21:11Z<p>Bobucles: It's hilariously bad in action.</p>
<hr />
<div>[[Image:Plasma_Array_Apoc.png|frame|The Plasma Defense Array, image from the UFOpaedia]]<br />
The Plasma Defense Array supercedes the [[Laser Defense Array (Apocalypse)|Laser Defense Array]] by having much better firepower. It's better in every way, and thus should take preference over the Laser Defense System unless budget constraints prevent this. <br />
<br />
Refer to the [[Laser Defense Array (Apocalypse)| Laser Defense Array]] section for the weapon particulars. <br />
<br />
Because it is of much lower power output than a Lineage, Rendor or Multi-Plasma, the Plasma Defense Array is kitted with an efficient [[Elerium (Apocalypse)|Elerium]] power plant resembling the ones used in the first alien war. It is effectively as self-sufficient as a Laser weapon, and thus does not require ammunition.<br />
[[Image:Plasma_defense_fail2.png|frame|Don't count on the Plasma Defense to, you know, actually shoot down missiles. Even an XCOM aiming system isn't enough to give this weapon any hope of hitting its target. ]]<br />
<br />
== See Also ==<br />
* [[Laser Defense Array (Apocalypse)| Laser Defense Array]]<br />
* [[Marsec]]<br />
<br clear="all"><br />
<br />
{{ Vehicle Equipment (Apocalypse) Navbar }} <br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]<br />
[[Category: Vehicle Items (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=File:Plasma_defense_fail2.png&diff=62478File:Plasma defense fail2.png2014-12-19T15:18:22Z<p>Bobucles: Bobucles uploaded a new version of &quot;File:Plasma defense fail2.png&quot;</p>
<hr />
<div>Don't count on the Plasma Defense to, you know, actually shoot down missiles. Even an XCOM aiming system isn't enough to give this weapon any hope of hitting its target.</div>Bobucleshttps://www.ufopaedia.org/index.php?title=File:Plasma_defense_fail2.png&diff=62477File:Plasma defense fail2.png2014-12-19T15:12:37Z<p>Bobucles: Don't count on the Plasma Defense to, you know, actually shoot down missiles. Even an XCOM aiming system isn't enough to give this weapon any hope of hitting its target.</p>
<hr />
<div>Don't count on the Plasma Defense to, you know, actually shoot down missiles. Even an XCOM aiming system isn't enough to give this weapon any hope of hitting its target.</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&diff=62476Vehicle Weapons (Apocalypse)2014-12-19T14:42:29Z<p>Bobucles: Firing Arcs and weapon velocity</p>
<hr />
<div>Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.<br />
<br />
==Aircraft Weapons==<br />
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.<br><br />
'''Hint''': It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Speed<sup>3</sup> !! Guided<sup>4</sup> !! Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc <sup>6</sup> <br />
|- style="text-align:center"<br />
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || {{no}} || N/A || Recharges || 1500 / 0 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || {{no}} || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || {{no}} || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || {{no}} || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || {{no}} || N/A || Recharges || 5600 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || {{no}} || N/A || Recharges || 10500 / 0 || 180<br />
|- style="text-align:center"<br />
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || {{no}} || N/A || Recharges || 20500 / 0 || 180 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || {{no}} || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 90<br />
|- style="text-align:center"<br />
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || {{yes}} || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || {{yes}} || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || {{yes}} || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || {{yes}} || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 135<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || {{yes}} || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0* || 250 || 0.4 || 24 || {{yes}} || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || style="white-space:nowrap;"| [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98** || 250 || 0.3 || 12 || {{yes}} || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 270<br />
|- style="text-align:center"<br />
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || {{no}} || N/A || Recharges || 1700 / 0 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || {{no}} || N/A || Recharges || 2300 0 || 360<br />
|}<br />
<br />
<sup>1</sup> Divide range value by 16 to get cell distance.<br />
<br />
<sup>2</sup> Source files use "Fire Delay". The formula to convert into "Fire Rate" is: <code>36 (frame rate per second) / delay</code><br />
<br />
<sup>3</sup> Likely linked to frame rate, but unsure how.<br />
<br />
<sup>4</sup> "Yes" means weapon projectile can be jammed.<br />
<br />
<sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements.<br />
<br />
<sup>6</sup> Firing arcs are a cone in front of the vehicle, with the full angle measured in degrees.<br />
<br />
<nowiki>*</nowiki> While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.<br />
<br />
==Ground Vehicle Weapons==<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Speed<sup>3</sup> !! Guided<sup>4</sup> !! Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc<br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 12 || 150 || 6.0 || 20 || {{no}} || N/A || 500 40mm Cannon || 300 / 6 || 360 <br />
|- style="text-align:center"<br />
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || 15 || {{no}} || N/A || 600 52mm Cannon || 400 / 8 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || 16 || {{yes}} || 12 || 12 Ground Launched Missile || 600 / 100 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || 38 || {{no}} || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || 17 || {{yes}} || 14 || 16 Air Defense Missile || 2100 / 180 || 360<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || 20 || {{no}} || N/A || Recharges || 1000 / 0 || 90<br />
|}<br><br> <br />
<br />
<br />
<br />
<br><br><br />
<br />
<br><br><br />
<br />
<br><br><br />
<br />
<br><br><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[Vehicles (Apocalypse)|Vehicles]]<br />
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]<br />
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]<br />
* [[Megapol]]<br />
* [[Marsec]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Vehicle_Weapons_(Apocalypse)&diff=62475Talk:Vehicle Weapons (Apocalypse)2014-12-19T14:32:55Z<p>Bobucles: </p>
<hr />
<div>The damage per second values are highly deceptive due to Apocalypse mechanics. Real time combat dramatically changes the hit rate of most weapons (weapon velocity and guidance are more important than % accuracy), and UFO armor ratings can negate up to 60% or more damage from the weaker weapons. Because of this I'm removing these defunct columns and replacing them with a more useful "firing arc" stat. These values have been pulled from Roger Wong's Apocalypse FAQ-- [[User:Bobucles | Bobucles]] Dec 19 2014</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Vehicle_Weapons_(Apocalypse)&diff=62474Talk:Vehicle Weapons (Apocalypse)2014-12-19T14:31:59Z<p>Bobucles: Created page with "The damage per second values are highly deceptive due to Apocalypse mechanics. Real time combat dramatically changes the hit rate of most weapons (weapon velocity and guidance..."</p>
<hr />
<div>The damage per second values are highly deceptive due to Apocalypse mechanics. Real time combat dramatically changes the hit rate of most weapons (weapon velocity and guidance are more important than % accuracy), and UFO armor ratings can negate up to 60% or more damage from the weaker weapons. Because of this I'm removing these defunct columns and replacing them with a more useful "firing arc" stat. -- [[User:Bobucles | Bobucles]] Dec 19 2014</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&diff=62473Vehicle Weapons (Apocalypse)2014-12-19T14:26:49Z<p>Bobucles: Ground Vehicle Table</p>
<hr />
<div>Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.<br />
<br />
==Aircraft Weapons==<br />
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.<br><br />
'''Hint''': It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Speed<sup>3</sup> !! Guided<sup>4</sup> !! Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Damage per Second<br>(Damage * Rate) || Avg Damage<br>(DpS * Accuracy)<br />
|- style="text-align:center"<br />
|[[Image:Apoc_bolter_laser_gun.png]] || [[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]] || 1x3 || 50 || 55 || 12 || 200 || 3.0 || 38 || {{no}} || N/A || Recharges || 1000 / 0 || 36 || 19.8<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lancer_laser_gun.png]] || [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] || 1x4 || 80 || 60 || 16 || 300 || 3.0 || 38 || {{no}} || N/A || Recharges || 1500 / 0 || 48 || 28.8<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rendor_plasma_gun.png]] || [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]] || 1x2 || 70 || 64 || 20 || 250 || 3.0 || 38 || {{no}} || N/A || 140 [[Elerium (Apocalypse)|Elerium-115]] || 2500 / 20 || 60 || 38.4<br />
|- style="text-align:center"<br />
|[[Image:Apoc_lineage_plasma_cannon.png]] || [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] || 1x3 || 95 || 66 || 25 || 400 || 3.0 || 38 || {{no}} || N/A || 110 [[Elerium (Apocalypse)|Elerium-115]] || 6000 / 20 || 75 || 49.5<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_multi_system.png]] || [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]] || 2x2 || 65 || 62 || 14 || 175 || 6.0 || 38 || {{no}} || N/A || 90 [[Elerium (Apocalypse)|Elerium-115]] || 5000 / 20 || 84 || 52.08<br />
|- style="text-align:center"<br />
|[[Image:Apoc_light_disruptor_beam.png]] || [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2x2 || 50 || 50 || 20 || 150 || 2.4 || 28 || {{no}} || N/A || Recharges || 5600 / 0 || 48 || 24<br />
|- style="text-align:center"<br />
|[[Image:Apoc_medium_disruptor_beam.png]] || [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 2x3 || 90 || 60 || 40 || 300 || 2.12 || 30 || {{no}} || N/A || Recharges || 10500 / 0 || 84.7 || 50.82<br />
|- style="text-align:center"<br />
|[[Image:Apoc_heavy_disruptor_beam.png]] || [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 4x4 || 130 || 70 || 80 || 600 || 1.8 || 32 || {{no}} || N/A || Recharges || 20500 / 0 || 144 || 100.8<br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon.png]] || [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]] || 1x2 || 60 || 70 || 10 || 175 || 6.0 || 20 || {{no}} || N/A || 300 [[40mm Auto Cannon (Apocalypse)|Multi-Cannon Round]] || 500 / 5 || 60 || 42<br />
|- style="text-align:center"<br />
|[[Image:Apoc_janitor_missile_array.png]] || [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]] || 1x3 || 70 || 76 || 22 || 250 || 1.0 || 16 || {{yes}} || 24 || 24 [[Janitor Missile Array (Apocalypse)|Janitor Missile]] || 1200 / 110 || 22 || 16.72<br />
|- style="text-align:center"<br />
|[[Image:Apoc_justice_missile_launcher.png]] || [[Justice Missile Launcher (Apocalypse)|Justice Missile Launcher]] || 1x3 || 80 || 74 || 50 || 1000 || 0.51 || 10 || {{yes}} || 12 || 1 [[Justice Missile Launcher (Apocalypse)|Justice Missile]] || 800 / 330 || 25.7 || 19.03<br />
|- style="text-align:center"<br />
|[[Image:Apoc_prophet_missile_launcher.png]] || [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]] || 1x3 || 70 || 76 || 26 || 350 || 0.86 || 18 || {{yes}} || 32 || 8 [[Prophet Missile Array (Apocalypse)|Prophet Missile]] || 1500 / 200 || 22.29 || 16.94<br />
|- style="text-align:center"<br />
|[[Image:Apoc_retribution_missile_launcher.png]] || [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] || 1x4 || 55 || 78 || 68 || 1150 || 0.4 || 10 || {{yes}} || 10 || 1 [[Retribution Missile Launcher (Apocalypse)|Retribution Missile]] || 1100 / 420 || 27.2 || 21.22<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_bomb_launcher.png]] || [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] || 2x3 || 120 || 82 || 94 || 450 || 0.4 || 16 || {{yes}} || 34 || 32 [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb]] || 7000 / 3500 || 37.6 || 30.83<br />
|- style="text-align:center"<br />
|[[Image:Apoc_stasis_bomb_launcher.png]] || [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] || 2x4 || 130 || 80 || 0* || 250 || 0.4 || 24 || {{yes}} || 34 || 5 [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb]] || 4760 / 2650 || 0 || 0<br />
|- style="text-align:center"<br />
|[[Image:Apoc_disruptor_multi_bomb_launcher.png]] || style="white-space:nowrap;"| [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]] || 2x4 || 180 || 84 || 98 || 250 || 0.3 || 12 || {{yes}} || 24 || 12 [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb]] || 9260 / 4230 || 29.4 || 24.7<br />
|- style="text-align:center"<br />
|[[Image:Apoc_laser_defense_array.png]] || [[Laser Defense Array (Apocalypse)|Laser Defense Array]] || 2x2 || 50 || 88 || 8 || 64 || 9.0 || 38 || {{no}} || N/A || Recharges || 1700 / 0 || 72 || 63.36<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_defense_array.png]] || [[Plasma Defense Array (Apocalypse)|Plasma Defense Array]] || 2x2 || 45 || 92 || 12 || 84 || 9.0 || 38 || {{no}} || N/A || Recharges || 2300 0 || 108 || 99.36<br />
|}<br />
<br />
<sup>1</sup> Divide range value by 16 to get cell distance.<br />
<br />
<sup>2</sup> Source files use "Fire Delay". The formula to convert into "Fire Rate" is: <code>36 (frame rate per second) / delay</code><br />
<br />
<sup>3</sup> Likely linked to frame rate, but unsure how.<br />
<br />
<sup>4</sup> "Yes" means weapon projectile can be jammed.<br />
<br />
<sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements.<br />
<br />
<nowiki>*</nowiki> While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.<br />
<br />
==Ground Vehicle Weapons==<br />
<br />
{| class="wikitable sortable" border="1"<br />
! class="unsortable" | Image !! Name !! Size !! Weight !! Accuracy (%) !! Damage !! Range (m)<sup>1</sup> !! Fire Rate (s)<sup>2</sup> !! Speed<sup>3</sup> !! Guided<sup>4</sup> !! Turn Rate<sup>5</sup> !! Ammo !! Base Price<br>Weapon / Ammo !! Firing Arc<br />
|- style="text-align:center"<br />
|[[Image:Apoc_40mm_auto_cannon_turret.png|left]] || [[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]] || 2x2 || 20 || 70 || 12 || 150 || 6.0 || ? || {{no}} || N/A || 500 40mm Cannon || 300 / 6 || ?? <br />
|- style="text-align:center"<br />
|[[Image:Apoc_airguard_anti_air_cannon.png|left]] || [[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]] || 2x2 || 25 || 72 || 16 || 180 || 2.0 || ? || {{no}} || N/A || 600 52mm Cannon || 400 / 8 || ??<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_array.png|left]] || [[Ground Launched Missile Array (Apocalypse)|GLM Array]] || 2x2 || 30 || 76 || 26 || 225 || 1.50 || ? || {{yes}} || 12 || 12 Ground Launched Missile || 600 / 100 || ??<br />
|- style="text-align:center"<br />
|[[Image:Apoc_plasma_turret_cannon.png|left]] || [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]] || 4x4 || 140 || 85 || 30 || 400 || 4.50 || ? || {{no}} || N/A || 130 [[Elerium_(Apocalypse)|Elerium-115]] || 1800 / 20 || ??<br />
|- style="text-align:center"<br />
|[[Image:Apoc_glm_air_defense.png|left]] || [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]] || 4x4 || 140 || 75 || 28 || 325 || 1.06 || ? || {{yes}} || 14 || 16 Air Defense Missile || 2100 / 180 || ??<br />
|- style="text-align:center"<br />
|[[Image:Apoc_rumble_cannon.png|left]] || [[Rumble Cannon (Apocalypse)|Rumble Cannon]] || 4x4 || 140 || 75 || 34 || 250 || 5.14 || ? || {{no}} || N/A || Recharges || 1000 / 0 || ??<br />
|}<br><br> <br />
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<br><br><br />
<br />
<br><br><br />
<br />
<br><br><br />
<br />
<br><br><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[Vehicles (Apocalypse)|Vehicles]]<br />
* [[Vehicle Engines (Apocalypse)|Vehicle Engines]]<br />
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]<br />
* [[Megapol]]<br />
* [[Marsec]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62379Making the Game Harder (Apocalypse)2014-12-13T13:59:34Z<p>Bobucles: /* No Elerium */</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No [[Biological_Warfare_(Apocalypse)|Toxigun]]===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even Alien Gas is more fair than the Toxigun.<br />
<br />
===No [[Alien_Gas_(Apocalypse)|Anti-Alien Gas]]===<br />
Okay, Alien Gas isn't really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.<br />
<br />
===No [[Megapol_Stun_Grenade|Stun Grenades]]===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No [[X-COM_Disruptor_Armor|Disruptor Armor]]===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an [[Personal_Disruptor_Shield|agent]] or [[Small_Disruption_Shield_(Apocalypse)|vehicle's]] health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Explosives===<br />
If it deals explosive damage, don't use it. If you mind control an alien and he has ([[Popper|or is made of]]) explosives, don't use it. Better make friends with Diablo right away because the only way to cure the alien menace is with [[Incendiary_Grenade|Cleansing Flame]]. This doesn't exclude you from using incendiary weapons or from setting off those massive chain reacting piles of alien explosives because face it, that's going to happen no matter what. But it's a bit tricky to set off explosives without ''using'' explosives.<br />
<br />
===No [[Hoverbike_(Apocalypse)|Hoverbikes]]===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
===No [[Elerium_(Apocalypse)|Elerium]]===<br />
Hoo boy. Elerium fuels the best conventional craft weapons in the game. Mid tier UFOs will be tricky targets and the final large types will be nigh impossible to take down. Ammo will be tight so you will need a strong combination of both air and ground forces to succeed. Fortunately you do not actually need to destroy all the UFO types to unlock effective Hybrid craft.<br />
<br />
There are three Elerium based items for your agents to use, the [[Megapol_Plasma_Gun|Megapol Plasma Gun]], the [[Power_Sword|Power Sword]], and the [[Marsec_Armor|Marsec Armor]] chest unit. All three options are respectably useful but are fairly rare as is so there's no problem managing without it. <br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62375Making the Game Harder (Apocalypse)2014-12-13T05:30:20Z<p>Bobucles: /* Restricting Tech */</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No [[Biological_Warfare_(Apocalypse)|Toxigun]]===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even Alien Gas is more fair than the Toxigun.<br />
<br />
===No [[Alien_Gas_(Apocalypse)|Anti-Alien Gas]]===<br />
Okay, Alien Gas isn't really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.<br />
<br />
===No [[Megapol_Stun_Grenade|Stun Grenades]]===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No [[X-COM_Disruptor_Armor|Disruptor Armor]]===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an [[Personal_Disruptor_Shield|agent]] or [[Small_Disruption_Shield_(Apocalypse)|vehicle's]] health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Explosives===<br />
If it deals explosive damage, don't use it. If you mind control an alien and he has ([[Popper|or is made of]]) explosives, don't use it. Better make friends with Diablo right away because the only way to cure the alien menace is with [[Incendiary_Grenade|Cleansing Flame]]. This doesn't exclude you from using incendiary weapons or from setting off those massive chain reacting piles of alien explosives because face it, that's going to happen no matter what. But it's a bit tricky to set off explosives without ''using'' explosives.<br />
<br />
===No [[Hoverbike_(Apocalypse)|Hoverbikes]]===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
===No [[Elerium_(Apocalypse)|Elerium]]===<br />
Hoo boy. Elerium fuels the best conventional craft weapons in the game. Mid tier UFOs will be tricky targets and the final large types will be nigh impossible to take down. Ammo will be tight so you will need a strong combination of both air and ground forces to succeed. Fortunately you do not actually need to destroy all the UFO types to unlock effective Hybrid craft.<br />
<br />
There is only one Elerium based weapon for your agents to use, the [[Rendor_Plasma_Gun_(Apocalypse)|Rendor Plasma Gun]]. It is a respectable weapon but it is fairly rare as is so there's no problem managing without it. <br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62374Making the Game Harder (Apocalypse)2014-12-13T05:10:33Z<p>Bobucles: /* Restricting Tech */</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No [[Biological_Warfare_(Apocalypse)|Toxigun]]===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even Alien Gas is more fair than the Toxigun.<br />
<br />
===No [[Alien_Gas_(Apocalypse)|Anti-Alien Gas]]===<br />
Okay, Alien Gas isn't really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.<br />
<br />
===No [[Megapol_Stun_Grenade|Stun Grenades]]===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No [[X-COM_Disruptor_Armor|Disruptor Armor]]===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an [[Personal_Disruptor_Shield|agent]] or [[Small_Disruption_Shield_(Apocalypse)|vehicle's]] health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No [[Hoverbike_(Apocalypse)|Hoverbikes]]===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
===No [[Elerium_(Apocalypse)|Elerium]]===<br />
Hoo boy. Elerium fuels the best conventional craft weapons in the game. Mid tier UFOs will be tricky targets and the final large types will be nigh impossible to take down. Ammo will be tight so you will need a strong combination of both air and ground forces to succeed. Fortunately you do not actually need to destroy all the UFO types to unlock effective Hybrid craft.<br />
<br />
There is only one Elerium based weapon for your agents to use, the [[Rendor_Plasma_Gun_(Apocalypse)|Rendor Plasma Gun]]. It is a respectable weapon but it is fairly rare as is so there's no problem managing without it. <br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62373Making the Game Harder (Apocalypse)2014-12-13T04:59:08Z<p>Bobucles: /* Restricting Tech */</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No Toxigun===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even Alien Gas is more fair than the Toxigun.<br />
<br />
===No Anti-Alien Gas===<br />
Okay, Alien Gas isn't really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.<br />
<br />
===No Stun Grenades===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No Disruptor Armor===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an agent or vehicle's health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Hoverbikes===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
<br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62372Making the Game Harder (Apocalypse)2014-12-13T04:55:06Z<p>Bobucles: /* Senate Funding Only */</p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
<br />
===Don't Run a Sweatshop===<br />
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don't sell those either.<br />
<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't Sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't Sell Anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No Toxigun===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even alien gas is more fair than the Toxigun.<br />
<br />
===No Stun Grenades===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No Disruptor Armor===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an agent or vehicle's health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Hoverbikes===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
<br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&diff=62367Talk:Megaspawn (Apocalypse)2014-12-12T22:37:21Z<p>Bobucles: Megaspawn weapons?</p>
<hr />
<div>Does anyone know what weapons the Megaspawn has? It seems to have two sets of weapons which are both dual wielded (2 launchers, 2 beams). I saw an android get 1-shotted by the beam in Disruptor Armor so it's clearly a very powerful attack. --[[User:Bobucles|Bobucles]] December 2014<br />
<br />
FYI - Alien Escort - the Megaspawn can, and does, leave that room. In the 3 Alien Escorts I've downed and investigated, in 2 of them the megaspawn appears, somewhat surprisingly, coming down the grav-lift and right over my agents heads. In both casesI've managed to down him with Toxigun shots before he got a shot off. Point is - on lower difficulty, he stays secluded. Higher difficulty, he comes out after you. --[[User:Alloutwar|Alloutwar]] 15:35, 13 December 2010 (EST)<br />
<br />
The way to capture a Megaspawn the author describes is needlessly complicated. Also the threat level of a Megaspawn is definitely overrated.<br />
You only have to isolate the megaspawn, take a shielded Soldier with Toxin Gun (A/B) and Stun Grappler and then rush the Megaspawn to close combat range. In close combat range he won´t use his missileattack (the only thing that makes him dangerous). When you reach close combat range take a few shot with the Toxin Gun to weaken him and then use the Stun Grappler, very easy. No need to toss 12-24 stun grenades and such nonsense. The difficult thing is to isolate him.<br />
<br />
To fight Megaspawn:<br />
<br />
There are two rules to fight a Megaspawn:<br />
<br />
1. Fight him in close combat range, because he won´t use his missiles.<br />
2. Use cloaking device and spam him with Toxi Gun Bullets on range firefights. If you first see him before he can see your troops (whats normally is the case because of the use of cloaking devices) he won´t be able to give a damn shot with his missile launcher before you´ve peforated him with Toxi Gun Bullets. --[[User:Janshi|Janshi]] 16:56, 27 December 2010 (EST)<br />
<br />
: I agree - this is definitely one of those legacy articles that need to be rewritten. <br />
<br />
: Combined with smoke grenades and a cloaking device, and if there is favourable terrain, you can often easily get right up to the Megaspawn to take it down or capture it. One agent and a pair of powerswords can easily cut them down to size. -[[User:NKF|NKF]]<br />
<br />
== Old Article == <br />
You remember those wonderful little [[Heavy_Weapons_Platforms|Heavy Weapons Platforms (Tanks)]] that you got in the first game? This is their equivalent. And lucky for you, you don't get one. Can you say uh oh? If the [[Psimorph (Apocalypse)|Psimorph]] is the most dangerous unit in the game because it can turn your units, this would be the next most dangerous unit. The Psimorph and Megaspawn are pretty much equal in terms of threat level. A difference, though: The Megaspawn has weapons. Big weapons. I'm talking Dimension Missile and Devastator Cannon weapons, with a good 2 tons of armor to back that up. This thing is a TANK! If you are going to take one down, I suggest you send in at LEAST 6 units to fight this thing. They only show up in the Alien structures, the Alien Battleship, the Alien Mothership, and the Alien Escort ship, though in the Escort ship the thing stuck in a room, thank God, so it's rather easy to corner them. Here's what you do on the maps. <br />
<br />
1) They cannot go up ANY slope. Doesn't matter the grade. They cannot go up slopes. This is advantageous, duh. You can rain down fire from above while they can't hit you. Until they fire their missiles... Yeah, you are going to need to grab a personal shield generator or 5. Make that a PRIORITY. Otherwise you'll be losing a LOT of troops.<br />
<br />
2) For the Battleship level, stick your troops outside the two corridor entrances to the Battleship. Let the [[Skeletoid (Apocalypse)|Skeletoids]] and [[Anthropod (Apocalypse)|Anthropods]] and other random troops filter into the sunlight where your troops will all be ready for the ambush. When all of these wimps are taken out, move your troops inside the corridors. There should be a staircase at the end of the hall. If you see one of the THREE Megaspawns, move all your guys back. Then take one trooper, send him around the corner. Have him get off two shots, and then hide again. This "hide-n-seek" strategy works great at eliminating the buggers. If any Megaspawns are still inside the ship, have ONE soldier go inside and up to the second level. There should be two one-block grav-lifts at the end of the north-western hallway. Take the northern one. Once your troop is all the way up, they should see the remaining Megaspawn(s). Take them out up here. If they open fire, just go down the grav lift again. Fairly simple.<br />
<br />
3) For the Mothership level, put your men on the slopes surrounding the crash site. These hills provide a clear line of sight into the doorway of the ship. If your troops concentrate their fire on the Megaspawn as it leaves the ship, then it should fall easily under the combined fire before it can get off a shot. Thankfully, there are only two on this level.<br />
<br />
To Capture: Your insane. Simple. I have been trying to capture these monstrosities for ages, and have had a dickens of a time. So, here's what I did. I downed an Alien Escort ship, took out the entire compliment MINUS the Megaspawn, as it can't get out of that tiny room, or it doesn't want to. Once you have it in that room, and, of course, KNOW which room it's in, grab as many guys with as many stun grenades as you have. Have your men chain throw them into the room, so that the moment one dissipates, the next flies in and explodes, lather, rinse, repeat. Once you have thrown about 12-24 grenades (on average 2-4 per soldier) in the room, the Megaspawn will be sufficiently weakened that you can move a soldier with a stun gun and a devastator or sniper rifle or whatever into the room. One shot to hit the Megaspawn, and the stun grapple should finish him off. Stupid tanks have a slow reaction time, thankfully, so your trooper should have plenty of time to kneel, aim, and fire both weapons, and MAYBE get out of there before the Megaspawn gets off one shot. If it doesn't go down from that... Well, go back to chucking stun grenades in, and then try to get him again. The fella has GOT to go down sometime...</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&diff=62366Making the Game Harder (Apocalypse)2014-12-12T21:03:42Z<p>Bobucles: </p>
<hr />
<div>Write here your suggestions about how to make Apocalypse harder to play. <br />
<br />
==No Money Exploits==<br />
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don't do that.<br />
<br />
==Real Time Only==<br />
For those of you who only use turn-based play, while some consider it easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.<br />
<br />
==Turn-Based Only==<br />
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time.<br />
<br />
==Alerts Only==<br />
XCOM can only investigate the alerts given out by Megapol. Prepare to have many organizations taken over by alien influence and beware losing the senate. Some luck is required for this mode because the city starts heavily occupied by aliens and alerts are wholly inadequate to manage the panic. Note that you can prevent drops by destroying UFOs before they reach their target.<br />
<br />
==No Humans Allowed==<br />
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.<br />
<br />
==Senate Funding Only==<br />
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds.<br />
===Don't Raid Other Organizations===<br />
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate's income grows enough that you can manage. <br />
<br />
===Don't sell Artifacts===<br />
Don't sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of "abandon battle". You don't really need the huge surge of artifact money to beat Apoc in any way.<br />
<br />
===Don't sell anything. ANYTHING.===<br />
For an increased Challenge, don't sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don't like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.<br />
<br />
==Restricting Tech==<br />
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.<br />
<br />
===Human Tech Only===<br />
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!<br />
<br />
===No Toxigun===<br />
The Toxigun is the single most powerful weapon against the alien menace. So don't use it. Even alien gas is more fair than the Toxigun.<br />
<br />
===No Stun Grenades===<br />
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don't use them.<br />
<br />
===No Disruptor Armor===<br />
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.<br />
<br />
===No Shields===<br />
Don't ever let an agent or vehicle's health bar turn blue. Shields are so good they had to be mentioned twice. <br />
<br />
===No Hoverbikes===<br />
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead.<br />
<br />
<br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Alien_Craft_(Apocalypse)&diff=62362Talk:Alien Craft (Apocalypse)2014-12-12T04:01:00Z<p>Bobucles: </p>
<hr />
<div>Does anyone know what sort of tech each UFO has access to? I know they unlock shields, cloaking and teleporters as time goes on, but each UFO has different options. --Bobucles Nov 2014<br />
<br />
: This is what I am trying to list on the [[Quantum_Physics_(Apocalypse)|Quantum Physics]] page, in the last column.<br> When each tech is used by the Aliens depends on your difficulty and score. See [[Alien_Tech_Levels_(Apocalypse)|Alien Tech Levels]] for details. [[User:Jeahra|Jeahra]] ([[User talk:Jeahra|talk]]) 17:26, 10 December 2014 (EST)<br />
<br />
: I found the information in this GameFAQs guide, about 80% down the file:<br />
http://www.gamefaqs.com/pc/36014-x-com-apocalypse/faqs/1731<br />
The relevant information is as follows:<br />
<br />
Probe <br />
Light Disruptor Beam<br />
Scout <br />
Light Disruptor Beam<br />
+Small Disruption Shield<br />
Transporter <br />
Light Disruptor Beam<br />
+Small Disruption Shield<br />
Fast Attack Ship <br />
Medium Disruptor Beam<br />
+Small Disruption Shield<br />
Destroyer <br />
Disruptor Bomb Launcher<br />
+Small Disruption shield<br />
+Teleporter<br />
Assault Ship <br />
Medium Disruptor Beam<br />
+Small Disruption Shield<br />
+Cloaking Field<br />
+Teleporter<br />
Bomber <br />
Light Disruptor Beam<br />
Disruptor Multi-Bomb<br />
+Large Disruption Shield<br />
+Teleporter<br />
+Cloaking Field<br />
Escort <br />
Stasis Bomb Launcher<br />
+Large Disruption Shield<br />
+Cloaking Field<br />
+Teleporter<br />
Battleship <br />
Heavy Disruptor Beam<br />
Disruptor Bomb Launcher<br />
+Large Disruption Shield<br />
+Teleporter<br />
Mothership <br />
Heavy Disruptor Beam<br />
Disruptor Multi-Bomb<br />
Stasis Bomb Launcher<br />
+Large Disruption Shield<br />
+Teleporter<br />
Overspawn <br />
Smelly Feet<br />
Bad Breath<br />
Unclipped Toenails<br />
<br />
Sorry for the formatting, it's a bit of a mess but should work.</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Megapol_Stun_Grenade&diff=61647Megapol Stun Grenade2014-11-22T14:57:27Z<p>Bobucles: bug trivia</p>
<hr />
<div>Used and marketed by [[Megapol]] as an effective non-lethal weapon, the Stun Grenade provides [[X-Com (Apocalypse)|X-COM]] with a way to capture live aliens for vital research. The gas that the grenade releases will stun any persons who remain in the cloud too long. Aliens caught in the cloud will attempt to escape before being stunned. The gas is not affected by [[Personal Disruptor Shield]]s(which will block the [[Megapol Stun Grapple|Stun Grapple]]), so Stun Grenades are the only practical way to capture shields before toxins are developed. Its fast acting agents and environmental friendliness make Stun Grenades an excellent auxiliary weapon for all your agents.<br />
<br />
In turn-based mode the gas cloud will easily knock out Anthropod clusters before they fire, and often stun Brainsuckers after they hatch. It is a safe option for building up a stun level on [[Multiworm]]s, so that they won't break open and release their [[Hyperworm]] offspring. The gas does block vision, causing confusion among alien clusters and increasing their time lingering inside the cloud. The cloud is effectively cleared out by the next turn. <br />
<br />
In real time mode Stun Grenades are somewhat less effective, as aliens can far more easily escape the gas cloud. Carpet the area with multiple Stun Grenades or use it on choke points to prevent escape. <br />
<br />
Stun grenades can be used to save agents on both game settings by dropping the gas cloud at their feet and knocking themselves out. Stunned agents will be ignored by hostiles and Brainsuckers will fail in their attacks. The armor on unconscious units remains functional, so the area can be safely cleared of threats.<br />
<br />
To arm, left-click on the grenade and set the time delay. Note, however, that the timer begins as soon as the grenade leaves the agent's hand: on the shortest fuse, the grenade explodes in his face! Also note that the timer cannot be stopped after throwing/dropping, even if an agent picks up the grenade. To detonate the grenade on impact, right-click on it and throw.<br />
<br />
== Stats ==<br />
[[Image:Stun Grenade (UFOpaedia).png|frame|Stun Grenade]]<br />
<table><tr><td>[[Image:Stun Grenade.png|left]]</td><td><br />
* Size: 1 × 1<br />
* Weight: 2<br />
* Power: 80<br />
* Damage Type: Stun Gas<br />
* Blast Radius: 7<br />
* Manufacturer: [[Megapol]]<br />
* Base Price: $50<br />
* Minimum Weekly Stock: 20<br />
* Maximum Weekly Stock: 60<br />
* Battlescape Score: 1</td></tr></table><br />
<br />
"The Stun Grenade can be used to stun targets within a small area for a brief time. Larger Aliens may need weakening before they can be stunned."<br />
<br />
<br />
== Trivia ==<br />
A bug in turn based mode causes stun damage to be calculated from full TUs, rather than the amount of TUs spent in the cloud. This means that agents with full TU bars take little stun damage, but spending their last few TUs will almost immediately knock them out. This effect can be minimized by making a single move action out of the cloud, or maximized by shooting with your last TUs.<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
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[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Alien_Craft_(Apocalypse)&diff=61644Talk:Alien Craft (Apocalypse)2014-11-22T13:32:38Z<p>Bobucles: Created page with "Does anyone know what sort of tech each UFO has access to? I know they unlock shields, cloaking and teleporters as time goes on, but each UFO has different options. --Bobucle..."</p>
<hr />
<div>Does anyone know what sort of tech each UFO has access to? I know they unlock shields, cloaking and teleporters as time goes on, but each UFO has different options. --Bobucles Nov 2014</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Alien_Fast-Attack_Ship_(Apocalypse)&diff=61370Alien Fast-Attack Ship (Apocalypse)2014-11-17T14:44:23Z<p>Bobucles: /* Cityscape Information */</p>
<hr />
<div>[[Image:Apoc_fast_attack_ship_pedia.png|Alien Fast-Attack Ship UFOPedia picture|right|100 px]]<br />
<br />
== General Information == <br />
[[Image:Apoc_ufo4_icon.png|left|50 px|Fast-Attack Ship]]<br />
The appearance of '''Alien Fast-Attack Ships''' (UFO Type 4) over the city will escalate the aerial war as these craft can aggressive and dangerous during the first weeks. The aliens will deploy these craft as escorts of [[Alien Transporter (Apocalypse)|Transporters]], [[Alien Destroyer (Apocalypse)|Destroyers]], [[Alien Assault Ship (Apocalypse)|Assault Ships]] and [[Alien Bomber (Apocalypse)|Bombers]]. Fast-Attack Ships will may also conduct [[Alien Infiltration (Apocalypse)|Subversion]] missions to try to immediately switch an [[Organizations|Organization]] to their side. Finally these craft will also conduct [[Cityscape Fighting (Apocalypse)#Relaliation|attacks]] against any organization they perceive as a threat to their plans.<br />
<br />
== [[Cityscape (Apocalypse)|Cityscape]] Information ==<br />
<br />
Fast attack ships are the first UFO you encounter that can destroy [[Hoverbike_(Apocalypse)|Hoverbikes]] in one hit. Fortunately they will rarely hit any Hoverbike and your losses can be kept minimal if you keep them at a decent distance. They are also the first UFO with an armor rating that seriously hampers the power of conventional weapons. The [[40mm_Auto_Cannon_(Apocalypse)|40mm Auto Cannon]] will harmlessly bounce off of most armor facings, and [[Bolter_4000_Laser_Gun_(Apocalypse)|Bolter Lasers]] will struggle to scratch the UFO. Despite the ship's incredibly fast speed you can still hit it with missiles, and a combination of stronger terran weapons will take it down with little trouble.<br />
<br />
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == <br />
<br />
==Other Notes==<br />
<br />
==Statistics==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Statistics</th><br />
<th>Value</th></tr><br />
<tr><td align="left">Armor</td><td>57</td></tr><br />
<tr><td align="left">Constitution</td><td>80</td></tr><br />
<tr><td align="left">Top Speed</td><td>20</td></tr><br />
<tr><td align="left">Weapon</td><td>[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]]</td></tr><br />
<tr><td align="left">Weapon Power</td><td>40</td></tr><br />
<tr><td align="left">Weapon Range</td><td>300</td></tr><br />
<tr><td align="left">Equipment</td><td>[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]</td></tr><br />
<tr><td align="left">Score points</td><td>200</td></tr><br />
<tr><td align="left">Crew</td><td>6 [[Anthropod (Apocalypse)|Anthropods]], 2 [[Brainsucker (Apocalypse)|Brainsuckers]], 1 [[Popper (Apocalypse)|Popper]], 2 [[Spitter (Apocalypse)|Spitters]]</td></tr><br />
<tr><td align="left">Infiltration Force</td><td>3 [[Anthropod (Apocalypse)|Anthropods]], 1 [[Multiworm (Apocalypse)|Multiworm]], 3 [[Popper (Apocalypse)|Poppers]], 3 [[Skeletoid (Apocalypse)|Skeletoids]] <br />
</td></tr><br />
</table><br /><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[UFO Incursions (Apocalypse)|UFO Incursions]]<br />
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<br clear="all"><br />
<br />
{{Vehicles (Apocalypse) Navbar}}<br />
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[[Category: UFOs (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Alien_Escort_Ship_(Apocalypse)&diff=61369Alien Escort Ship (Apocalypse)2014-11-17T14:35:00Z<p>Bobucles: /* General Information */ speed error</p>
<hr />
<div>[[Image:Apoc_escort_ship_pedia.png|Escort Ship UFOPedia picture|right|100 px]]<br />
<br />
== General Information == <br />
[[Image:Apoc_ufo8_icon.png|left|50 px|Escort Ship]]<br />
'''Alien Escort Ships''' (UFO Type 8) are used during the middle and late game stages as escort vessels for [[Alien Assault Ship (Apocalypse)| Assault Ships]], [[Alien Bomber (Apocalypse)|Bombers]], [[Alien Battleship (Apocalypse)|Battleships]] and [[Alien Mothership (Apocalypse)|Alien Motherships]]. The appearance of those craft in the city is a forewarning of the appearance of the largest UFOs. Escort Ships also have the best armor of all UFOs (but rank as 3rd in constitution) and are the 2nd fastest alien craft after the [[Alien Fast-Attack Ship (Apocalypse)|Fast-Attack Ship]].<br />
<br />
The Alien Escort Ship sports an incredible 20 armor rating on all sides, causing anything with 20 or less damage to be harmlessly absorbed by the armor. This renders it completely ''immune'' to most conventional weapons and even the Small Disruptor Beam. The challenge of bringing down an Escort Ship is further magnified as it also boasts a very high max speed. It is recommended that you only use the heaviest hitting missiles, Elerium weapons, and medium disruptor beams(if you have them) to take this UFO down.<br />
<br />
== [[Cityscape (Apocalypse)|Cityscape]] Information == <br />
By itself the craft isn't a threat since its only weapon is a [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]]. But while operating with other UFOs it will use their weapon with deadly propose, freezing any X-COM craft with it while the Battleships and Motherships pounce on the immobile and helpless craft.<br />
<br />
Their speed can make it harder to intercept those UFOs plus their later use of [[Cloaking Field (Apocalypse)|Cloaking Fields]] will also hinder targeting those craft. <br />
<br />
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == <br />
<br />
==Other Notes==<br />
<br />
==Statistics==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Statistics</th><br />
<th>Value</th></tr><br />
<tr><td align="left">Armor</td><td>120</td></tr><br />
<tr><td align="left">Constitution</td><td>500</td></tr><br />
<tr><td align="left">Top Speed</td><td>16</td></tr><br />
<tr><td align="left">Weapon</td><td>[[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]]</td></tr><br />
<tr><td align="left">Weapon Power</td><td>--</td></tr><br />
<tr><td align="left">Weapon Range</td><td>250</td></tr><br />
<tr><td align="left">Equipment</td><td>[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]/[[Cloaking Field (Apocalypse)|Cloaking Field]]/[[Teleporter (Apocalypse)|Teleporter]]</td></tr><br />
<tr><td align="left">Score points</td><td>250</td></tr><br />
<tr><td align="left">Crew</td><td>3 [[Anthropod (Apocalypse)|Anthropods]], 1 [[Megaspawn (Apocalypse)|Megaspawn]], 2 [[Popper (Apocalypse)|Poppers]], 7 [[Skeletoid (Apocalypse)|Skeletoids]]</td></tr><br />
<tr><td align="left">Infiltration Force</td><td>4 [[Multiworm Egg (Apocalypse)|Multiworm Eggs]], 4 [[Popper (Apocalypse)|Poppers]], 3 [[Skeletoid (Apocalypse)|Skeletoids]], 2 [[Spitter (Apocalypse)|Spitters]]<br />
</td></tr><br />
</table><br /><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[UFO Incursions (Apocalypse)|UFO Incursions]]<br />
<br />
<br clear="all"><br />
<br />
{{Vehicles (Apocalypse) Navbar}}<br />
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[[Category: UFOs (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Alien_Escort_Ship_(Apocalypse)&diff=61368Alien Escort Ship (Apocalypse)2014-11-17T14:32:41Z<p>Bobucles: /* General Information */</p>
<hr />
<div>[[Image:Apoc_escort_ship_pedia.png|Escort Ship UFOPedia picture|right|100 px]]<br />
<br />
== General Information == <br />
[[Image:Apoc_ufo8_icon.png|left|50 px|Escort Ship]]<br />
'''Alien Escort Ships''' (UFO Type 8) are used during the middle and late game stages as escort vessels for [[Alien Assault Ship (Apocalypse)| Assault Ships]], [[Alien Bomber (Apocalypse)|Bombers]], [[Alien Battleship (Apocalypse)|Battleships]] and [[Alien Mothership (Apocalypse)|Alien Motherships]]. The appearance of those craft in the city is a forewarning of the appearance of the largest UFOs. Escort Ships also have the best armor of all UFOs (but rank as 3rd in constitution) and are the 2nd fastest alien craft after the [[Alien Fast-Attack Ship (Apocalypse)|Fast-Attack Ship]].<br />
<br />
The Alien Escort Ship sports an incredible 20 armor rating on all sides, causing anything with 20 or less damage to be harmlessly absorbed by the armor. This renders it completely ''immune'' to most conventional weapons and even the Small Disruptor Beam. The challenge of bringing down an Escort Ship is further magnified as it also boasts the highest movement speed of any UFO. It is recommended that you only use the heaviest hitting missiles, Elerium weapons, and medium disruptor beams(if you have them) to take this UFO down.<br />
<br />
== [[Cityscape (Apocalypse)|Cityscape]] Information == <br />
By itself the craft isn't a threat since its only weapon is a [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]]. But while operating with other UFOs it will use their weapon with deadly propose, freezing any X-COM craft with it while the Battleships and Motherships pounce on the immobile and helpless craft.<br />
<br />
Their speed can make it harder to intercept those UFOs plus their later use of [[Cloaking Field (Apocalypse)|Cloaking Fields]] will also hinder targeting those craft. <br />
<br />
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == <br />
<br />
==Other Notes==<br />
<br />
==Statistics==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Statistics</th><br />
<th>Value</th></tr><br />
<tr><td align="left">Armor</td><td>120</td></tr><br />
<tr><td align="left">Constitution</td><td>500</td></tr><br />
<tr><td align="left">Top Speed</td><td>16</td></tr><br />
<tr><td align="left">Weapon</td><td>[[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]]</td></tr><br />
<tr><td align="left">Weapon Power</td><td>--</td></tr><br />
<tr><td align="left">Weapon Range</td><td>250</td></tr><br />
<tr><td align="left">Equipment</td><td>[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]/[[Cloaking Field (Apocalypse)|Cloaking Field]]/[[Teleporter (Apocalypse)|Teleporter]]</td></tr><br />
<tr><td align="left">Score points</td><td>250</td></tr><br />
<tr><td align="left">Crew</td><td>3 [[Anthropod (Apocalypse)|Anthropods]], 1 [[Megaspawn (Apocalypse)|Megaspawn]], 2 [[Popper (Apocalypse)|Poppers]], 7 [[Skeletoid (Apocalypse)|Skeletoids]]</td></tr><br />
<tr><td align="left">Infiltration Force</td><td>4 [[Multiworm Egg (Apocalypse)|Multiworm Eggs]], 4 [[Popper (Apocalypse)|Poppers]], 3 [[Skeletoid (Apocalypse)|Skeletoids]], 2 [[Spitter (Apocalypse)|Spitters]]<br />
</td></tr><br />
</table><br /><br />
<br />
==See Also==<br />
* [[Alien Ships (Apocalypse)|Alien Ships]]<br />
* [[UFO Incursions (Apocalypse)|UFO Incursions]]<br />
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<br clear="all"><br />
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{{Vehicles (Apocalypse) Navbar}}<br />
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[[Category: UFOs (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Plasma_Turret_Cannon_(Apocalypse)&diff=61350Plasma Turret Cannon (Apocalypse)2014-11-17T02:53:26Z<p>Bobucles: </p>
<hr />
<div>[[Image:Plasma_Turret_Apoc.png|frame|The Plasma Turret Cannon, image from the UFOpaedia]]<br />
The Plasma Turret Cannon is the most accurate and powerful single-shot [[Griffon AFV (Apocalypse) | tank-mounted]] weapon in [[Mega-Primus]]. It has the greatest range of all the ground based weapons. It is powered by a generous amount of [[Elerium (Apocalypse)|Elerium]], allowing it to weather through most UFO incursions. <br />
<br />
The Plasma Turret Cannon suffers many of the downsides that cripple the [[Rumble_Cannon_(Apocalypse)|Rumble Cannon]]. Its long range is nearly useless because Apocalypse does not lead targets, so most UFOs will be able to evade nearly all of its attacks. However the turret can swivel 270 degrees vs. the Rumble Cannon's tiny arc, giving the tank much more freedom to engage its targets. Commanders will still need to place their tanks around the city to maximize the chance of any one tank getting a good position, and must be wary of potential city damage from missed shots.<br />
<br />
The Plasma Cannon excels when directed against the largest UFOs, the Battleship and Mothership. It easily tears through their heavy armor, and can hit fairly well at long range. With a good line of fire even one tank can deal some of the best damage possible from conventional weapons. Commanders looking to use tanks against smaller UFOs are better off using the more reliable [[Ground Launched Missile Air Defense (Apocalypse) | GLM Air Defense]] for its target seeking ability.<br />
<br />
Ironically, one of the Cannon's biggest downsides is its incredibly large [[Elerium-115]] ammo supply. One load of ammo is FAR more than a tank will ever need, and losing a tank will set you back a huge amount of Elerium. Commanders will have to choose between arming more tanks with Plasma Cannons, or saving ammo for their aircraft plasma weapons. It is recommended that once deployed, you never let the tank return to base to reload as it will have more than enough ammo for the entire game.<br />
<br />
== See Also ==<br />
* [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]<br />
* [[Marsec]]<br />
* [[Griffon AFV (Apocalypse) | Griffon AFV]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]<br />
[[Category: Vehicle Items (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Plasma_Turret_Cannon_(Apocalypse)&diff=61349Plasma Turret Cannon (Apocalypse)2014-11-17T02:43:28Z<p>Bobucles: </p>
<hr />
<div>[[Image:Plasma_Turret_Apoc.png|frame|The Plasma Turret Cannon, image from the UFOpaedia]]<br />
The Plasma Turret Cannon is the most accurate and powerful single-shot [[Griffon AFV (Apocalypse) | tank-mounted]] weapon in [[Mega-Primus]]. It has the greatest range of all the ground based weapons. It is powered by a generous amount of [[Elerium (Apocalypse)|Elerium]], allowing it to weather through most UFO incursions. <br />
<br />
The Plasma Turret Cannon suffers many of the downsides that cripple the [[Rumble_Cannon_(Apocalypse)|Rumble Cannon]]. Its long range is nearly useless because Apocalypse does not lead targets, so most UFOs will be able to evade nearly all of its attacks. However the turret can swivel 270 degrees vs. the Rumble Cannon's tiny arc, giving the tank much more freedom to engage its targets. Commanders will still need to place their tanks around the city to maximize the chance of any one tank getting a good position, and must be wary of potential city damage from missed shots.<br />
<br />
The Plasma Cannon excels when directed against the largest UFOs, the Battleship and Mothership. It easily tears through their heavy armor, and can hit fairly well at long range. With a good line of fire even one tank can deal some of the best damage possible from conventional weapons. Commanders looking to use tanks against smaller UFOs are better off using the more reliable [[Ground Launched Missile Air Defense (Apocalypse) | GLM Air Defense]] for its target seeking ability.<br />
<br />
Ironically, one of the Cannon's biggest downsides is its incredibly large [[Elerium-115]] ammo supply. Elerium ammo is very desirable to use and very difficult to acquire. Commanders will have to choose between arming more tanks with Plasma Cannons, or saving ammo for their aircraft plasma weapons.<br />
<br />
== See Also ==<br />
* [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]<br />
* [[Marsec]]<br />
* [[Griffon AFV (Apocalypse) | Griffon AFV]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]<br />
[[Category: Vehicle Items (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Rumble_Cannon_(Apocalypse)&diff=61347Rumble Cannon (Apocalypse)2014-11-17T02:14:24Z<p>Bobucles: slight rewrite</p>
<hr />
<div>[[Image:Rumble_Cannon_Apoc.png|frame|The Rumble Cannon, image from the UFOpaedia]]<br />
The Rumble Cannon is one of the most powerful weapons that exists in [[Mega-Primus]], capable of launching a rapid barrage of powerful shells at targets. Though not individually powerful or very accurate, the shells are fired in great numbers and each shell can easily punch through even the toughest of the capital class UFO hulls. It does not require ammunition. <br />
<br />
The Rumble cannon unfortunately suffers from several serious flaws that do not allow the cannon to be put to its fullest potential. The effective range of the cannon is very short, meaning the vehicle needs to be up close to the target before it can lay waste to it. The cannon also has a limited firing arc, quite debilitating as the vehicle can not choose its facing. Perhaps the biggest crippling factor is that it is limited to a ground based vehicle, the [[Griffon AFV (Apocalypse) | Griffon AFV]]. This severely restricts its ability to intercept UFOs unless the tanks are strategically placed around the city. <br />
<br />
In practice, the Rumble Cannon is nearly useless if your goal is to attack UFOs. That role is most reliably accomplished with the tank's [[Ground_Launched_Missile_Air_Defense_(Apocalypse)|GLM Air Defense]]. However with manual control the high powered shells are extremely effective at tearing down Megaprimus. This can be useful to deal massive damage to XCOM's enemies like the [[Cult of Sirius]] or just for kicks. A lucky Commander may also direct this weapon against the largest UFOs, but will have an easier time using the [[Plasma Turret Cannon (Apocalypse) | Plasma Turret Cannon]] instead.<br />
<br />
The Rumble Cannon is the standard weapon mounted on a [[Griffon AFV (Apocalypse) | Griffon AFV]] fresh from the manufacturer. With the Griffon AFV being the only land based vehicle capable of mounting the Rumble Cannon, there is no need to ever purchase a new cannon unless you sell them.<br />
<br />
<br />
Note that some images of the cannon are switched with the [[Plasma Turret Cannon (Apocalypse) | Plasma Turret Cannon ]].<br />
<br />
== See Also ==<br />
* [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]<br />
* [[Megapol]]<br />
* [[Griffon AFV (Apocalypse) | Griffon AFV]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Weapons (Apocalypse)]]<br />
[[Category: Vehicle Items (Apocalypse)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=User:Bobucles&diff=61344User:Bobucles2014-11-16T15:25:35Z<p>Bobucles: </p>
<hr />
<div>Hey, thanks for picking up the work on Apocalypse. Let me know if you need anything :) [[User:Hobbes|Hobbes]] 16:58, 3 December 2012 (EST)<br />
<br />
Some handy links for me:<br />
http://ufopaedia.org/index.php?title=Damage_Modifiers_%28Apocalypse%29</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Toxigun_vs_Devastator_Cannon&diff=61343Toxigun vs Devastator Cannon2014-11-16T14:44:32Z<p>Bobucles: updated list somewhat</p>
<hr />
<div>The [[Toxigun]] and [[Devastator Cannon]] will eventually be your main choice of primary firearms as the game progresses. They are equally powerful weapons and bring different qualities to the table. <br />
<br />
=Toxigun=<br />
#Ludicrous rate of fire. Can fire as fast with aimed shot as Devastator Cannons do with auto shot, and can actually cap out the game's fire rate limit. Toxiguns react quickly to charging enemies and even toxin A will mow down hordes of weak aliens. Given good accuracy, Toxiguns can easily deal more anti-alien damage in the shortest length of time.<br />
#Can dual wield with no loss of accuracy.<br />
#Small and light. Fits in the belt or knee slots. Easily given to any agent as a side arm.<br />
#Ignores shields. This means Toxiguns effectively do colossal damage to shielded aliens. Also allows capturing intact shields, a feat only otherwise possible with stun grenades or psionics.<br />
#Toxin C base damage is higher than the Devastator Cannon, destroying even the most powerful of aliens in little time.<br />
#Deals little property damage (breaks windows, fragile things), protecting relations with organizations.<br />
#Ready to use by the beginning of week 3 if you rush the bio topics correctly.<br />
#Hurts humans little and will barely penetrate disruptor armor, so is quite safe if your agent is mind controlled or brainsucked, and little danger from accidental friendly fire.<br />
#*Also means a brainsucked agent will need a lot of Toxigun shots to bring down. Depending on how shots spread across the armor, killing a disruptor armored agent takes 30 or more toxin C shots.<br />
#Ammo must be manufactured, and is used up very quickly. Generally a dedicated workshop is required for continuous use.<br />
#Cost of ammo can be problematic with early game budget.<br />
<br />
=Devastator Cannon=<br />
#High accuracy. Aimed shots with Devastator Cannons can hit reliably at longer ranges.<br />
#Highly effective against unshielded humans and aliens.<br />
#Infinite recharging ammo.<br />
#Easy to equip whole squad once unlocked.<br />
#Can break through cover. Can break through walls. Can tunnel ambush paths inside alien vessels. Can also destroy alien building objectives if you're short on Vortex Mines.<br />
#Requires capturing one to research.<br />
#Bulky and heavy. Impractical to carry as a secondary weapon.<br />
#Destroys and is slowed down by shields, leaving none for capture. You must use psionics or stun grenades to remove shields.<br />
<br />
<br />
== See Also ==<br />
* [[Equipment Analysis (Apocalypse) | Equipment Analysis]] <br />
* [[Biological Warfare (Apocalypse) | Biological Warfare]]<br />
* [[Devastator Cannon]]<br />
<br />
[[Category: Apocalypse]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Best_Starting_Weapons_(EU)&diff=61320Best Starting Weapons (EU)2014-11-16T01:49:53Z<p>Bobucles: /* Smoke Grenade */ typo</p>
<hr />
<div>''"What's the best weapon to start with?"'' <br />
<br />
This is a question that is often asked, and one that is not always that easy to answer due to the varied selection of weapons you can start with. Some are fast but clearly too weak to use against some aliens, while others are powerful but cumbersome to carry. Everyone will have their opinion of what is best and what isn't. This article will attempt to make logical comparisons of the weapons you start with, explain their roles and let you decide which weapon will suit your needs the best. <br />
<br />
Weapons will be discussed with their closest partner such as the pistol vs rifle, heavy cannon vs. auto cannon, grenade vs. high explosive. Merits of the weapons that don't have immediate pairings will be discussed on their own, such as the Rocket Launcher and Stun rod. <br />
<br />
For now, as this article is "under construction", please refer to the [[Talk:Best Starting Weapons (EU) |original discussion]] on this page's talk page.<br />
<br />
=The Weapons=<br />
<br />
== Pistol vs Rifle==<br />
No. Just no. Both weapons are terrible. Do not under ANY circumstances even consider the use of either one of these weapons. They are ROOKIE KILLERS. The damage is FAR too low to make reliable kills, and the accuracy isn't good enough to trust. Use ANY other starting weapon, even the stun rod at least FEELS good when it works out. Rush your research efforts to laser weapons, then never look at these awful toys again.<br />
<br />
== Heavy Cannon vs Auto-Cannon ==<br />
Autocannons have one great use during night time missions. Equip a rookie with incendiary ammo and use autoshot. If his aim is bad enough (yes lower is BETTER) then he will spray light-giving fire across a large portion of the map. Unfortunately the HE ammo isn't quite good enough to use and there is no point to using AP ammo. It frequently takes more than one blast to kill a target, and another hit may accidentally destroy valuable loot. That's no good.<br />
<br />
Heavy Cannons are decent against early game Sectoids and Floaters. Use explosive rounds all the time because they have less damage variance and can strike underside armor. Since explosives deal quadruple hits against large units they will pulverize Reapers and be good against Cyberdiscs. Compare them to grenades and you have a launcher which can be fired with decent aim 2 or 3 times a turn.<br />
<br />
The Heavy Cannon is moderately outclassed by laser weapons. You may find the explosion effect makes them slightly easier for rookies to use, and they are useful for removing active proximity mines. They are nearly harmless against XCOM agents with alloy armor so they are safe to place on PSI weenies.<br />
<br />
== Rocket Launcher ==<br />
Rocket launchers are an excellent weapon that can serve you the entire game. They flatten terrain, have excellent accuracy, and deal reliable 1-hit kills on nearly anything. One of their most powerful attributes is the smoke from the explosion. Enemies check their vision after taking damage, so if the smoke suddenly blinds them, you will not get hit with reaction fire. The large explosion range means that even a near miss will frequently kill its target. Kneeling aimed shots are nearly guaranteed kills even with rookies.<br />
<br />
The rocket launcher is not a weapon you take one of. To truly understand how it works, take 6 or more with 2-4 large rockets each. Flatten everything in your way and liquify everything that moves. Any time you see an alien, flatten ALL the terrain around him. Chances are you will not only kill the targeted alien, but will get a bonus kill as well. Keep 2-3 agents ready to fire and you can snipe down any problem that comes your way.<br />
<br />
Rocket launchers are effective against all terror units and will crush Reapers/Cyberdiscs. They deal moderate damage against Sectopods but a few large rockets can do the job in a pinch. Launchers are VERY dangerous with psi weenies! Be careful when giving rockets to a low quality agent because one panicked or mind controlled shot can wipe out even an alloy armor squad. As a side benefit the explosions will also cause some object types to catch fire, giving you free light sources at night.<br />
<br />
== Stun Rod ==<br />
Stun rods nearly mandatory to get the key research topics needed to beat XCOM. If not used, all capturing must be done with a small launcher or from extreme luck with weaker weapons. While small launchers can stun at range, they need ammo and have only 1 shot per clip combined with a low dual-wielding accuracy.<br />
<br />
== Grenade vs High Explosive ==<br />
Grenades are generally supplanted by the heavy cannon, which is simply easier to use in the early game. <br />
<br />
High Explosives stay useful the entire game if you desire scorched earth tactics. They are difficult to throw but stay stronger than alien grenades and are super cheap to replace. OpenApoc lets you prime grenades before starting a mission, so load down a grenadier with 6 or more primed HE and clear out a huge chunk of map in one turn. If you can not throw HE the distance, then alien grenades are an excellent substitute. <br />
<br />
Remember that aliens do not take reaction fire if they can not see the agent throwing the grenade, even if it lands in their face. This makes grenades excellent for throwing around hills or corners, or against aliens that are simply facing away from your group. HE deals reliable 1 hit kills against just about anything before Mutons and Sectopods.<br />
<br />
== Proximity Grenade ==<br />
Proximity grenades are difficult to use even when they are not glitched and you know how to use them. They depend on you being able to anticipate alien movement. Place them as an early warning system on corridors where you expect trouble, or one tile away from UFO doors to blast aliens that walk outside. Despite their good damage they are not to be trusted as a killing solution. Expect the alien to survive and have a backup plan to take it out.<br />
<br />
== Smoke Grenade == <br />
Smoke is quite possibly the most powerful grenade type in the game. Aliens can not attack what they can not see! This means you can effectively remove the two leading causes of agent death in the game- 1) Aliens walking up and shooting you and 2) Aliens taking reaction shots at you. This benefit is not restricted to daytime either. Smoke is the great equalizer at night, causing XCOM and aliens to have nearly equal vision range (aliens have one more vision range). Bring smoke to EVERY mission and drop a minimum of two- one to cover the ground and one to cover agents inside the Skyranger. Spread more smoke anywhere your agents have to move and use rookies to scout out potential targets. Keep snipers inside the smoke and shoot with impunity.<br />
<br />
Smoke will deal stun damage if your agents stay inside it too long. Generally this is not going to cause any trouble as long as you keep doing the mission at a good pace. Agents that get injured will probably pass out, but that can also save them from getting shot a second time.<br />
<br />
If you know how to use smoke in this game, then you are god in alien killing form.<br />
<br />
=Summaries= <br />
<br />
=See Also=<br />
*[[Weapon Analysis]]<br />
<br />
[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Best_Starting_Weapons_(EU)&diff=61319Best Starting Weapons (EU)2014-11-16T01:49:24Z<p>Bobucles: /* Smoke Grenade */</p>
<hr />
<div>''"What's the best weapon to start with?"'' <br />
<br />
This is a question that is often asked, and one that is not always that easy to answer due to the varied selection of weapons you can start with. Some are fast but clearly too weak to use against some aliens, while others are powerful but cumbersome to carry. Everyone will have their opinion of what is best and what isn't. This article will attempt to make logical comparisons of the weapons you start with, explain their roles and let you decide which weapon will suit your needs the best. <br />
<br />
Weapons will be discussed with their closest partner such as the pistol vs rifle, heavy cannon vs. auto cannon, grenade vs. high explosive. Merits of the weapons that don't have immediate pairings will be discussed on their own, such as the Rocket Launcher and Stun rod. <br />
<br />
For now, as this article is "under construction", please refer to the [[Talk:Best Starting Weapons (EU) |original discussion]] on this page's talk page.<br />
<br />
=The Weapons=<br />
<br />
== Pistol vs Rifle==<br />
No. Just no. Both weapons are terrible. Do not under ANY circumstances even consider the use of either one of these weapons. They are ROOKIE KILLERS. The damage is FAR too low to make reliable kills, and the accuracy isn't good enough to trust. Use ANY other starting weapon, even the stun rod at least FEELS good when it works out. Rush your research efforts to laser weapons, then never look at these awful toys again.<br />
<br />
== Heavy Cannon vs Auto-Cannon ==<br />
Autocannons have one great use during night time missions. Equip a rookie with incendiary ammo and use autoshot. If his aim is bad enough (yes lower is BETTER) then he will spray light-giving fire across a large portion of the map. Unfortunately the HE ammo isn't quite good enough to use and there is no point to using AP ammo. It frequently takes more than one blast to kill a target, and another hit may accidentally destroy valuable loot. That's no good.<br />
<br />
Heavy Cannons are decent against early game Sectoids and Floaters. Use explosive rounds all the time because they have less damage variance and can strike underside armor. Since explosives deal quadruple hits against large units they will pulverize Reapers and be good against Cyberdiscs. Compare them to grenades and you have a launcher which can be fired with decent aim 2 or 3 times a turn.<br />
<br />
The Heavy Cannon is moderately outclassed by laser weapons. You may find the explosion effect makes them slightly easier for rookies to use, and they are useful for removing active proximity mines. They are nearly harmless against XCOM agents with alloy armor so they are safe to place on PSI weenies.<br />
<br />
== Rocket Launcher ==<br />
Rocket launchers are an excellent weapon that can serve you the entire game. They flatten terrain, have excellent accuracy, and deal reliable 1-hit kills on nearly anything. One of their most powerful attributes is the smoke from the explosion. Enemies check their vision after taking damage, so if the smoke suddenly blinds them, you will not get hit with reaction fire. The large explosion range means that even a near miss will frequently kill its target. Kneeling aimed shots are nearly guaranteed kills even with rookies.<br />
<br />
The rocket launcher is not a weapon you take one of. To truly understand how it works, take 6 or more with 2-4 large rockets each. Flatten everything in your way and liquify everything that moves. Any time you see an alien, flatten ALL the terrain around him. Chances are you will not only kill the targeted alien, but will get a bonus kill as well. Keep 2-3 agents ready to fire and you can snipe down any problem that comes your way.<br />
<br />
Rocket launchers are effective against all terror units and will crush Reapers/Cyberdiscs. They deal moderate damage against Sectopods but a few large rockets can do the job in a pinch. Launchers are VERY dangerous with psi weenies! Be careful when giving rockets to a low quality agent because one panicked or mind controlled shot can wipe out even an alloy armor squad. As a side benefit the explosions will also cause some object types to catch fire, giving you free light sources at night.<br />
<br />
== Stun Rod ==<br />
Stun rods nearly mandatory to get the key research topics needed to beat XCOM. If not used, all capturing must be done with a small launcher or from extreme luck with weaker weapons. While small launchers can stun at range, they need ammo and have only 1 shot per clip combined with a low dual-wielding accuracy.<br />
<br />
== Grenade vs High Explosive ==<br />
Grenades are generally supplanted by the heavy cannon, which is simply easier to use in the early game. <br />
<br />
High Explosives stay useful the entire game if you desire scorched earth tactics. They are difficult to throw but stay stronger than alien grenades and are super cheap to replace. OpenApoc lets you prime grenades before starting a mission, so load down a grenadier with 6 or more primed HE and clear out a huge chunk of map in one turn. If you can not throw HE the distance, then alien grenades are an excellent substitute. <br />
<br />
Remember that aliens do not take reaction fire if they can not see the agent throwing the grenade, even if it lands in their face. This makes grenades excellent for throwing around hills or corners, or against aliens that are simply facing away from your group. HE deals reliable 1 hit kills against just about anything before Mutons and Sectopods.<br />
<br />
== Proximity Grenade ==<br />
Proximity grenades are difficult to use even when they are not glitched and you know how to use them. They depend on you being able to anticipate alien movement. Place them as an early warning system on corridors where you expect trouble, or one tile away from UFO doors to blast aliens that walk outside. Despite their good damage they are not to be trusted as a killing solution. Expect the alien to survive and have a backup plan to take it out.<br />
<br />
== Smoke Grenade == <br />
Smoke is quite possibly the most powerful grenade type in the game. Aliens can not attack what they can not see! This means you can effectively remove the two leading causes of agent death in the game- 1) Aliens walking up and shooting you and 2) Aliens taking reaction shots at you. This benefit is not restricted to daytime either. Smoke is the great equalizer at night, causing XCOM and aliens to have nearly equal vision range (aliens have one more vision range). Bring smoke to EVERY mission and drop a minimum of two- one to cover the ground and one to cover agents inside the Skyranger. Spread more smoke anywhere your agents have to move and use rookies to scout out potential targets. Keep snipers inside the smoke and shoot with impunity.<br />
<br />
Smoke will deal stun damage if your agents stay inside it too long. Generally this is not going to cause any trouble as long if you keep doing the mission at a good pace. Agents that get injured will probably pass out, but that can also save them from getting shot a second time.<br />
<br />
If you know how to use smoke in this game, then you are god in alien killing form.<br />
<br />
=Summaries= <br />
<br />
=See Also=<br />
*[[Weapon Analysis]]<br />
<br />
[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Best_Starting_Weapons_(EU)&diff=61318Best Starting Weapons (EU)2014-11-16T01:43:17Z<p>Bobucles: Woooow. This guide needed a serious update.</p>
<hr />
<div>''"What's the best weapon to start with?"'' <br />
<br />
This is a question that is often asked, and one that is not always that easy to answer due to the varied selection of weapons you can start with. Some are fast but clearly too weak to use against some aliens, while others are powerful but cumbersome to carry. Everyone will have their opinion of what is best and what isn't. This article will attempt to make logical comparisons of the weapons you start with, explain their roles and let you decide which weapon will suit your needs the best. <br />
<br />
Weapons will be discussed with their closest partner such as the pistol vs rifle, heavy cannon vs. auto cannon, grenade vs. high explosive. Merits of the weapons that don't have immediate pairings will be discussed on their own, such as the Rocket Launcher and Stun rod. <br />
<br />
For now, as this article is "under construction", please refer to the [[Talk:Best Starting Weapons (EU) |original discussion]] on this page's talk page.<br />
<br />
=The Weapons=<br />
<br />
== Pistol vs Rifle==<br />
No. Just no. Both weapons are terrible. Do not under ANY circumstances even consider the use of either one of these weapons. They are ROOKIE KILLERS. The damage is FAR too low to make reliable kills, and the accuracy isn't good enough to trust. Use ANY other starting weapon, even the stun rod at least FEELS good when it works out. Rush your research efforts to laser weapons, then never look at these awful toys again.<br />
<br />
== Heavy Cannon vs Auto-Cannon ==<br />
Autocannons have one great use during night time missions. Equip a rookie with incendiary ammo and use autoshot. If his aim is bad enough (yes lower is BETTER) then he will spray light-giving fire across a large portion of the map. Unfortunately the HE ammo isn't quite good enough to use and there is no point to using AP ammo. It frequently takes more than one blast to kill a target, and another hit may accidentally destroy valuable loot. That's no good.<br />
<br />
Heavy Cannons are decent against early game Sectoids and Floaters. Use explosive rounds all the time because they have less damage variance and can strike underside armor. Since explosives deal quadruple hits against large units they will pulverize Reapers and be good against Cyberdiscs. Compare them to grenades and you have a launcher which can be fired with decent aim 2 or 3 times a turn.<br />
<br />
The Heavy Cannon is moderately outclassed by laser weapons. You may find the explosion effect makes them slightly easier for rookies to use, and they are useful for removing active proximity mines. They are nearly harmless against XCOM agents with alloy armor so they are safe to place on PSI weenies.<br />
<br />
== Rocket Launcher ==<br />
Rocket launchers are an excellent weapon that can serve you the entire game. They flatten terrain, have excellent accuracy, and deal reliable 1-hit kills on nearly anything. One of their most powerful attributes is the smoke from the explosion. Enemies check their vision after taking damage, so if the smoke suddenly blinds them, you will not get hit with reaction fire. The large explosion range means that even a near miss will frequently kill its target. Kneeling aimed shots are nearly guaranteed kills even with rookies.<br />
<br />
The rocket launcher is not a weapon you take one of. To truly understand how it works, take 6 or more with 2-4 large rockets each. Flatten everything in your way and liquify everything that moves. Any time you see an alien, flatten ALL the terrain around him. Chances are you will not only kill the targeted alien, but will get a bonus kill as well. Keep 2-3 agents ready to fire and you can snipe down any problem that comes your way.<br />
<br />
Rocket launchers are effective against all terror units and will crush Reapers/Cyberdiscs. They deal moderate damage against Sectopods but a few large rockets can do the job in a pinch. Launchers are VERY dangerous with psi weenies! Be careful when giving rockets to a low quality agent because one panicked or mind controlled shot can wipe out even an alloy armor squad. As a side benefit the explosions will also cause some object types to catch fire, giving you free light sources at night.<br />
<br />
== Stun Rod ==<br />
Stun rods nearly mandatory to get the key research topics needed to beat XCOM. If not used, all capturing must be done with a small launcher or from extreme luck with weaker weapons. While small launchers can stun at range, they need ammo and have only 1 shot per clip combined with a low dual-wielding accuracy.<br />
<br />
== Grenade vs High Explosive ==<br />
Grenades are generally supplanted by the heavy cannon, which is simply easier to use in the early game. <br />
<br />
High Explosives stay useful the entire game if you desire scorched earth tactics. They are difficult to throw but stay stronger than alien grenades and are super cheap to replace. OpenApoc lets you prime grenades before starting a mission, so load down a grenadier with 6 or more primed HE and clear out a huge chunk of map in one turn. If you can not throw HE the distance, then alien grenades are an excellent substitute. <br />
<br />
Remember that aliens do not take reaction fire if they can not see the agent throwing the grenade, even if it lands in their face. This makes grenades excellent for throwing around hills or corners, or against aliens that are simply facing away from your group. HE deals reliable 1 hit kills against just about anything before Mutons and Sectopods.<br />
<br />
== Proximity Grenade ==<br />
Proximity grenades are difficult to use even when they are not glitched and you know how to use them. They depend on you being able to anticipate alien movement. Place them as an early warning system on corridors where you expect trouble, or one tile away from UFO doors to blast aliens that walk outside. Despite their good damage they are not to be trusted as a killing solution. Expect the alien to survive and have a backup plan to take it out.<br />
<br />
== Smoke Grenade == <br />
Smoke is quite possibly the most powerful grenade type in the game. Aliens can not attack what they can not see! This means you can effectively remove the two leading causes of agent death in the game- 1) Aliens walking up and shooting you and 2) Aliens taking reaction shots at you. This benefit is not restricted to daytime either. Smoke is the great equalizer at night, causing XCOM and aliens to have nearly equal vision range (aliens have one more vision range). Bring smoke to EVERY mission and drop a minimum of two- one to cover the ground and one to cover agents inside the Skyranger. Spread more smoke anywhere your agents have to move and use rookies to scout out potential targets. Keep snipers inside the smoke and shoot with impunity.<br />
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If you know how to use smoke in this game, then you are god in alien killing form. <br />
<br />
=Summaries= <br />
<br />
=See Also=<br />
*[[Weapon Analysis]]<br />
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[[Category:Enemy Unknown/UFO Defense]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Rotary_Plasma_Cannon_(Bureau)&diff=59683Rotary Plasma Cannon (Bureau)2014-09-23T12:31:12Z<p>Bobucles: </p>
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<div>A call to the Heavy Plasma Cannon of other XCOM games, this plasma 'Gatling Gun' has a massive rate of fire, a large ammo capacity, and is devastating to heavy and close targets. It's also got a hell of a recoil. It also has a small warm up time before firing, so this gun is not meant for on-the-go firing. On occasion, high-ranking Outsiders will carry this into battle.<br />
<br />
In practice, the Rotary Plasma Cannon is more bark than bite. While the weapon spins up Carter is exposed to enemy fire, and the weapon becomes increasingly difficult to hold steady as it fires. Releasing the fire button to improve aim means you have to spin up again, and many heavy enemies will require unloading the greater part of a clip or more. These issues leave you extremely vulnerable while getting limited use out of the Rotary Plasma Cannon, making it a novelty best left at home. <br />
<br />
The Rotary Plasma Cannon has okay general purpose use and plenty of ammo to take down Mutons/Sectopods/Gunships. However, agents who struggle against heavy targets are far better off taking the [[Blaster_Launcher_(Bureau)|Blaster Launcher]].<br />
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*Clip/Carry: 150/450<br />
*Gunner Pack: 194/585<br />
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It can be first acquired near the ends of the Minor Operations after the Axis mission. It is the final weapon for your Commandos.<br />
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[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Talk:Stores_(Apocalypse)&diff=59659Talk:Stores (Apocalypse)2014-09-22T04:55:34Z<p>Bobucles: Created page with "Brainsucker pods are alien life forms and do not go into storage. Nice work on the list, but double check those ammo storage values. I'm fairly certain that Apocalypse storag..."</p>
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<div>Brainsucker pods are alien life forms and do not go into storage.<br />
<br />
Nice work on the list, but double check those ammo storage values. I'm fairly certain that Apocalypse storage counts every bullet (rounding down and discarding the excess with the last clip), and bullets definitely take up space. I remember being very surprised at how much space M4000 ammo ammo takes up, since it's 36 rounds per clip.</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Laser_SMG_(Bureau)&diff=59658Laser SMG (Bureau)2014-09-22T04:45:26Z<p>Bobucles: </p>
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<div>The Bureau's iteration of the Laser Rifle, most Outsiders will carry this gun, until they become phased out with the Pulse Laser Rifle. It's firing rate is similar to that of the M14, and your commandos can take this weapon.<br />
<br />
It can be first acquired in the first set of Minor Operations, such as in the last area of Codebreakers.<br />
<br />
*Clip/Carry: 35/140<br />
*Gunner Pack: 48/180<br />
*Laser Efficiency Pack: 70/280<br />
<br />
The laser SMG is moderately useful during the midgame when it is frequently dropped from enemies. It suffers from low damage per shot and uses its ammo up extremely quickly. When it comes to overall damage and endurance, you will get better use from the [[Laser_Pistol_(Bureau)|laser pistol]].<br />
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[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Rotary_Plasma_Cannon_(Bureau)&diff=59657Rotary Plasma Cannon (Bureau)2014-09-22T04:38:19Z<p>Bobucles: </p>
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<div>A call to the Heavy Plasma Cannon of other XCOM games, this plasma Gatling Gun has a massive rate of fire, a large ammo capacity, and is devastating to heavy and close targets. It's also got a hell of a recoil, so the only enemies that you'll be able to make suck a whole clip are Mutons, Sectopods, and Gunships. It also has a small warm up time before firing, so this gun is not meant for the weak and fast, but the large and lumbering. On occasion, high-ranking Outsiders will carry this into battle.<br />
<br />
In practice the Rotary Plasma Cannon is more bark than bite. While the weapon spins up Carter is exposed to enemy fire, and the weapon becomes increasingly difficult to hold steady as it fires. Releasing the fire button to improve aim means you have to spin up again, and many heavy enemies will require unloading the greater part of a clip or more. These issues leave you extremely vulnerable while getting limited use out of the Rotary Plasma Cannon, making it a novelty best left at home.<br />
<br />
*Clip/Carry: 150/450<br />
*Gunner Pack: 194/585<br />
<br />
It can be first acquired near the ends of the Minor Operations after the Axis mission. It is the final weapon for your Commandos.<br />
<br />
[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Heavy_Plasma_Pistol_(Bureau)&diff=59656Heavy Plasma Pistol (Bureau)2014-09-22T04:31:13Z<p>Bobucles: </p>
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<div>Sectoids will begin to carry this gun mid/lateway through a campaign. With significant accuracy, the Heavy Plasma Pistol is a safe choice for a second weapon for Carter. Indeed, while two shots from a Laser Pulse Rifle can take out a Drone, the Heavy Plasma Pistol can destroy drones with one shot. Additionally, the bolts pierce enemies, so not also do you damage an enemy, but you also hurt any ones behind it.<br />
<br />
*Clip/Carry: 5/25<br />
*Gunner Pack: 6/30<br />
<br />
It can be first accuired in Operation Longsword, in a crook of the stairwell early in the Outsider facility. A surprisingly powerful weapon, consider it as a 'plasma magnum'. Though it won't come up often, it does have multi-target piercing properties. It's the best weapon for your Supports.<br />
<br />
Don't let the low ammo fool you, the heavy plasma pistol deals ''extremely'' high head shot damage. Many enemy types can be taken out with one shot to the face, and elites will rarely survive more than a few hits to their vulnerable bits. In the hands of a skilled shooter you get all the lethality of a sniper rifle with over twice the ammo. The heavy plasma pistol's ability to quickly eliminate threats with minimal exposure risk and respectable ammo storage makes it an excellent choice for your primary weapon.<br />
<br />
[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Heavy_Plasma_Pistol_(Bureau)&diff=59655Heavy Plasma Pistol (Bureau)2014-09-22T04:25:21Z<p>Bobucles: </p>
<hr />
<div>Sectoids will begin to carry this gun mid/lateway through a campaign. With significant accuracy, the Heavy Plasma Pistol is a safe choice for a second weapon for Carter. Indeed, while two shots from a Laser Pulse Rifle can take out a Drone, the Heavy Plasma Pistol can destroy drones with one shot. Additionally, the bolts pierce enemies, so not also do you damage an enemy, but you also hurt any ones behind it.<br />
<br />
*Clip/Carry: 5/25<br />
*Gunner Pack: 6/30<br />
<br />
It can be first accuired in Operation Longsword, in a crook of the stairwell early in the Outsider facility. A surprisingly powerful weapon, consider it as a 'plasma magnum'. Though it won't come up often, it does have multi-target piercing properties. It's the best weapon for your Supports.<br />
<br />
Don't let the low ammo fool you, the heavy plasma pistol deals ''extremely'' high head shot damage. Many enemy types can be taken out with one shot to the face, and elites will rarely survive more than a few hits to their vulnerable bits. In the hands of a skilled shooter you get all the lethality of a sniper rifle with over twice the ammo, making the heavy plasma pistol an excellent choice for your primary weapon.<br />
<br />
[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucleshttps://www.ufopaedia.org/index.php?title=Heavy_Plasma_Pistol_(Bureau)&diff=59654Heavy Plasma Pistol (Bureau)2014-09-22T04:24:45Z<p>Bobucles: </p>
<hr />
<div>Sectoids will begin to carry this gun mid/lateway through a campaign. With significant accuracy, the Heavy Plasma Pistol is a safe choice for a second weapon for Carter. Indeed, while two shots from a Laser Pulse Rifle can take out a Drone, the Heavy Plasma Pistol can destroy drones with one shot. Additionally, the bolts pierce enemies, so not also do you damage an enemy, but you also hurt any ones behind it.<br />
<br />
*Clip/Carry: 5/25<br />
*Gunner Pack: 6/30<br />
<br />
It can be first accuired in Operation Longsword, in a crook of the stairwell early in the Outsider facility. A surprisingly powerful weapon, consider it as a 'plasma magnum'. Though it won't come up often, it does have multi-target piercing properties. It's the best weapon for your Supports.<br />
<br />
Don't let the low ammo fool you, the heavy plasma pistol deals ''extremely'' high head shot damage. Many enemy types can be taken out with one shot to the face, and elites will rarely survive more than a few hits to their vulnerable bits. In the hands of a skilled shooter you get all the lethality of a sniper rifle with over twice the ammo.<br />
<br />
[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Bobucles