Talk:Weapons (EU2012)

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Could we add a Category tag for EU2012 equipment? Something like Equipment (EU2012), like the old EU (EU1994) page has in its equipment lists? --Lordofhyphens 20:46, 17 October 2012 (EDT)

can I suggest moving the alien weapons to the respective aliens' pages? I think the page would be easier to read without them, and they don't really add much information - IMO ;)

PS - I think the light plasma rifle's aim bonus is +10, going from the demo files. Momerathe 09:52, 1 October 2012 (EDT)

You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I'd prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) Hobbes 13:21, 1 October 2012 (EDT)
yup, I was thinking of the Muton Rifle etc, not the human-usable ones Momerathe 13:58, 1 October 2012 (EDT)
OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species' pages although they are rather blank at the moment. Hobbes 14:13, 1 October 2012 (EDT)

Why do the weapon damage not much the values given in game?

When I go (Barracks → select trooper → Loadout → Weapon information tag) I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.

All my saves are impossible if that makes a difference.

Odd, I get two damage on my Classic difficulty saves for the stock pistol. --Lordofhyphens 20:43, 17 October 2012 (EDT)

What is 'reaction range' exactly? KingMob4313 09:41, 18 October 2012 (EDT)

Ask the developers ;) Hobbes 10:25, 18 October 2012 (EDT)
In that case, I might do some research myself, when I have some time. I'm imagining that it has to do with the range at which the soldier will try to use the weapon for a reaction shot, but I don't know. Would be very easy to test. KingMob4313 16:55, 18 October 2012 (EDT)
So far, Reaction Range seems to be about 16-20 squares, assuming you see the target. (Some weapons, notably shotguns, have much lower EFFECTIVE ranges for reaction fire, but will still trigger at 15-20.) So far it seems that Squadsight Snipers can Reaction fire pretty much clear across the map, ASSUMING they have a clear line of fire to the alien. Arrow Quivershaft 03:42, 3 November 2012 (EDT)

Damage mechanics

Can someone confirm these observations I made:

For Precision weapons:

  • Crit DMG statistic is always 50% higher than Base DMG, rounded down, but at least 1 DMG higher than Base DMG.
  • Actual DMG weapon can do (when not a crit) is +-1 of weapon's Base DMG and chances are equal? (meaning, e.g., Laser Rifle has 33.(3)% chance to deal 4 DMG, same chance for 5 DMG and 6 DMG).
  • Actual DMG weapon can do with a crit is +50% to DMG it rolled, rounded down, but at least 1 DMG higher. (meaning, Laser Rifle with a crit can deal 6, 7 or 9 DMG, depending on what it rolled for its usual DMG)

For Launchers:

  • Crit chance has no effect (seems so in tooltips when using blaster launcher, has anyone ever critted with blaster bomb, or been critted by sectopod's cluster bomb?).
  • Actual DMG weapon will do is always -1 of weapon's Base DMG (seems so for players, but i believe not for sectopods, who hit for 7 dmg with their cluster bomb attack).

Istrebitel 17:10, 29 October 2012 (EDT)

Admittedly, I'm curious where the "Base Damage" numbers came from for the launchers, as the Rocket Launcher and Blaster Launcher list 6 and 9 as their power, respectively.
Otherwise it looks pretty decent, although I've noticed a slight tendency for higher-tier aliens to more often take reduced damage from lower-tier weapons. I can't remember the last time I saw a Muton Elite take four damage from a Assault Rifle. Perhaps it's just my imagination, though.
Also, I can pretty much confirm that explosives never crit(however, you can massively improve the damage with HEAT ammo, Mayhem, or by using a rocket/grenade to blow up a car or three. One of my recent missions involved three Mutons taking cover behind the same car, which quickly saw a rocket come in. 12 damage to all of them!  :D ) Arrow Quivershaft 22:39, 29 October 2012 (EDT)
I think those damages come from game files or ripped from exe.
I'm going to watch out for that in my playthrough (getting less damage with weaker weapons on newer enemies).
Mayhem is strange in that it confers damage bonus to rockets but based on your main weapon (LMG=1, HvL=2 or HvP=3), not the rocket launcher itself. Still, all those numbers, plus options to explode cars etc are out of question of my research here. I'm interested to see if someone has something to object (because all I can say is that I never saw a number X to pop, but maybe I wasnt paying attention or was just lucky/unlucky). Then we can add this to the wiki. Istrebitel 10:43, 30 October 2012 (EDT)
Hmm, nope, something is wrong here. Just critted for 13 and 14 on a Muton with Laser Sniper Rifle. Which supposedly has 6 base 9 crit damage. Istrebitel 11:58, 30 October 2012 (EDT)
Even more interesting, managed to score 11 damage with a Plasma Sniper Rifle (no crit!). Which supposedly has 9 base damage and UI shows "up to 10 damage" can be dealt with it.Istrebitel 08:13, 1 November 2012 (EDT)
Plasma rifle stats are definetly off. I have tried all-assault team and my assalut guy never manages to crit for more than 15 with his Alloy Canon, while my snipers regularily output up to 18 damage with crits from their Plasma Sniper Rifles. Which supposedly has the same stats! (9 DMG 13 CritDMG)Istrebitel 03:25, 3 November 2012 (EDT)
I've gotten 11 with the Plasma Sniper as well. Do note, however, that if you are using Headshot, the description for headshot says up front that it causes an increased hit chance, AND "Extra damage on critical hits". So the way I read it, Headshot adds a +30% to your Critical chance, and then, if you DO crit successfully, stacks extra damage onto the crit, on top of the already noticeable extra damage for BEING a crit. Kinda overkill, really. Arrow Quivershaft 03:35, 3 November 2012 (EDT)
Put a bit clearer...using headshot and getting a crit does Normal Damage+Crit Bonus+Headshot Bonus. Two bonuses can really push a number up. Arrow Quivershaft 03:39, 3 November 2012 (EDT)
Huh? What is exact wording on the Headshot? I thought it only increases crit chance... Anyway, that 11 hit was NOT a crit, so something must be off anyway, unless Headshot is worded to always add + damage. Istrebitel 09:15, 3 November 2012 (EDT)
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. So there's some bonus damage in there somewhere... Arrow Quivershaft 13:25, 6 November 2012 (EST)

Smoke Grenade Terrain Damage

Listed in the table as 250(same as normal and Alien grenades), but I have never seen a Smoke Grenade damage terrain at all. Is this a typo? Arrow Quivershaft 12:36, 6 December 2013 (EST)

Thanks for noticing. Fixed. Hobbes 12:41, 6 December 2013 (EST)