Best Starting Weapons (Apocalypse)

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This page discusses the strengths and weaknesses of the various starting weapons in X-COM: Apocalypse.

Lawpistol

Pro: Only starting weapon that's one-handed (giving better accuracy when dual-wielding in real-time mode). Consequently has high on-target DPS compared to the M4000 and Laser Sniper Gun. Can reach 1 TU in turn-based mode if employed by hybrids wearing Megapol Armour, although the low TU makes this less impressive compared to the M4000. The pistol itself is cheap and light.

Con: Very small clip, and the supply of clips is very small. As such, cannot be wielded by the entire squad.

M4000 Machine Gun

Pro: In turn-based mode, most humans in Megapol Armour will be just under the 67-TU threshold for the M4000 to cost 2 TU in auto-mode (and will thus get ~1.9 TU rounded down to 1, for nearly double the fire rate). Turn-based mode also favours charging enemies and then unloading at point-blank range, rendering accuracy irrelevant. Thus, the M4000 is basically just amazing in turn-based. Guns and clips are in plentiful supply.

Con: In real-time mode, has lower on-target DPS than either the Lawpistol or Auto Cannon HE.

Laser Sniper Gun

Pro: Excellent weapon in long-range firefights with high-accuracy soldiers, as the shot spread of the weapon is 11x narrower than the Lawpistol's. Can kill Poppers without them going off.

Con: Early on, you don't have high-accuracy soldiers, and the way Apocalypse calculates accuracy makes giving LSGs to low-accuracy soldiers pointless. Also, aliens don't pose a threat at long range until the Devastator Cannon shows up, so you can just walk up to them rather than trying to snipe. And, of course, many maps don't have open areas anyway and the LSG's accuracy is wasted indoors.

Auto Cannon

Pro: HE ammo does damage on impact, and then again on explosion, so the DPS is very high.

Con: Megapol doesn't sell very many of the guns, although there's a decent supply of ammo. Gun is heavy. HE ammunition will cause property damage.

Stun Grapple

Pro: High power (most aliens have a 40% resistance to stun, but it's still high). Captures aliens alive (and doesn't detonate Poppers). Doesn't use ammunition.

Con: Maximum range 3 tiles (still barely enough to usually stun charging Poppers, though). Doesn't work on Multiworm Eggs (assuming you want to kill one for some reason). Technically two-handed, which means it shouldn't usually be dual-wielded with a Lawpistol (the Lawpistol's accuracy will be reduced).

Putting It All Together

In real-time mode: as many Lawpistols as you can get the ammo for and as many Auto Cannons as you can buy will serve you well (dual-wielding at least the Lawpistols); make up the rest with M4000s. Buying as many Stun Grapples as you can is also generally worthwhile, though they should stay in the backpack until you actually reach close range.

In turn-based mode: the M4000 and Stun Grapple are your friends. Soldiers with too much TU/Strength to get 1-TU M4000 shots should probably use Auto Cannons. Never dual-wield in turn-based mode.