Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I'd consider arming a soldier with a Small Launcher in both hands. Maybe I'd consider it even it it's two-handed. -Buttons
- The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--Zombie 08:23, 13 August 2007 (PDT)
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! WHICH ONE IS TRUE???--amitakartok 14:06, 11 October 2009 (EDT)
- Both of course. Sectopods and Cyberdiscs cannot be "taken alive" back to base to be interrogated. However, you can still stun them on the Battlescape. --Zombie 14:25, 11 October 2009 (EDT)
Bit late to the punch here, but: large units cannot revive from stun, and robotic units (Sectopods and Cyberdiscs, which both happen to be large), if stunned at the end of battle, will be recovered as corpses instead of live aliens. As such, a stunned Sectopod/Cyberdisc is effectively dead. So: the Small Launcher is excellent against them, and they essentially cannot be stunned; the Small Launcher is excellent at killing them. Magic9mushroom (talk) 06:08, 8 November 2015 (EST)
Just a fun little anecdote to share. I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned. My floater was equipped with a small launcher, so I had it shoot the other floater through the window. Direct hit, but the other floater wasn't knocked out. The other floater immediately turned around to return fire, with what turned out to be another small launcher. It hit the wall instead of the window and knocked itself out. :-) --Ethereal Cereal 19:12, 20 January 2011 (EST)
I read somewhere (another site) that unused and cut content for the game included what looks like a retextured stun bomb. That and the weapon's name being SMALL launcher instead of STUN launcher inplies that originally there was to be multiple ammo types for this weapon, right? The dev team probably encountered problems with making the alien AI switch between ammo types.--amitakartok 01:44, 11 January 2012 (EST)
Here? Most of that unused stuff can be seen in the pre-release demo of the game (along with their proper names and purposes); I remember there was a stun grenade in that (unusable), but I don't think there was any alt ammo for the gun. They just happened to change some of the textures later down the track. - Bomb Bloke (Talk/Contribs) 05:49, 11 January 2012 (EST)
Alien UFOs with Small Launcher
What UFOs carry Small Launcher? ~ InVitro 14:43, 18 May 2012 (EDT)
- Just going by memory, Large Scouts and most larger craft. - Bomb Bloke (Talk/Contribs) 18:16, 18 May 2012 (EDT)
- What difficulty level? Now I'm at "Genius" - Large Scouts doesn't have SL... ~ InVitro 18:34, 18 May 2012 (EDT)
- You could try some of the mid range UFOs like the abductors and harvesters. Equipment loads are slightly randomised even if it's not immediately apparent, so you may not always get one.
- I'm actually trying to find the table with the various crew weapon loadouts, but it eludes me at the moment. either that or we never transcribed it over into a wiki page. If not, then that's something we definitely need. NKF 00:18, 19 May 2012 (EDT)
- Sorry, I probably should've dug that out to start with. Anyway, the further "advanced" you are, the better equipment the aliens get; they jump forwards faster on higher difficulties. The launchers will only start appearing on Large Scouts when they start using their "late game" loadouts.
- I've never been entirely certain what constitutes "advancement" on your part. I'm sure I've read some discussions about it but can't remember the conclusions, nor whether they were solid facts or just conjecture. The obvious-looking factors are game duration, research progress, and your cumulative score.
- Thanks a lot for useful table! ~ InVitro 04:51, 19 May 2012 (EDT)
No wonder it was hard to find, it's tucked away in a not terribly obvious location. I'd like to add this to the navbars, but what category would it best fall under? Equipment or aliens? There's a bit of cross-over there. -NKF 04:57, 19 May 2012 (EDT)
- My view is that if it's relevant, it should be there. I'd be adding it to both. - Bomb Bloke (Talk/Contribs) 05:28, 19 May 2012 (EDT)
By my calculations, you should be able to use a Small Launcher (or TFTD Torpedo Launcher; they have the same Snap cost) twice in a turn with any of the following TU numbers: 67 (0 TU remaining), 69 (0 TU remaining), 71 (0 TU remaining), 72 (1 TU remaining), 73 (0 TU remaining), 74 (1 TU remaining), 75 (0 TU remaining), 76 (1 TU remaining), 77 (2 TU remaining), 78 (1 TU remaining), 79 (2 TU remaining), 80 (1 TU remaining), 81 (2 TU remaining)