Difference between revisions of "Area-effect weapons"

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[[High Explosive]] types (all of them, not just grenades and HE packs) affect the Under armour always. And, as this part is the most weak, it is more effective early in the game. So, it is the only effective way to battle [[Lobsterman|Lobstermen]], if you still haven't Sonic weaponry.  
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All [[explosions|explosive]] weapons (those that are of the HE [[damage]] type) are ''area-effect weapons'': they do damage to all units and objects within their explosive radius. (The [[Small Launcher]]'s [[Stun Bomb]] is also an area-effect weapon.[[Incendiary]] munitions affect a circular area as well, but inflict damage in a very different way.
  
-- cyrus, Dec 18 2003, reposted by --[[User:JellyfishGreen|JellyfishGreen]] 16:05, 21 Apr 2005 (BST)
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Area-effect weapons will apply their damage to the under armour of all units in a 1 tile radius from the centre of the explosion -- i.e., a 3x3 area with the impact point being dead centre.  The under armor of most units is weak, so area-effect weapons can be more effective than the weak direct-fire weapons available early in the game.  For instance, they are the only effective way to battle [[Lobsterman|Lobstermen]], if you haven't acquired Sonic weaponry yet.
  
Explosive damage and area-effect stun explosions are treated as area effect damage. [[Incendiary]] damage behaves differently and will be discussed elsewhere.
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All damage outside this 3x3 area is treated as normal directional damage -- so it is worthwhile to look towards a grenade (and take it on the front armor) if you think you think you are within range of its blast.  
  
Area effect weapons ''only'' damage under-armour in a 1 tile radius from the centre of the explosion. I.e. a 3x3 area with the impact point being dead centre. All other damage is treated as normal directional damage - so it pays to look towards an explosive (and take it on the front armor) if you think you might still get clipped by the edge of the blast. Vice versa, an alien will only take under-armor damage if the grenade lands between their feet or on the tile next to them.
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Area-effect weapons can be very effective against large (4-square) Terror Units [[Terror Units (UFO Defense)|(UFO)]], [[Terror Units (Tftd)|(TFTD)]].  This is because each square of the unit will take damage from the explosion, effectively quadrupling the damage dealt.
 
 
Also note area-effect weapons will damage a large 4-square Terror Unit [[Terror Units (UFO Defense)|(UFO)]], [[Terror Units (Tftd)|(TFTD)]] about four times as much - once per square.
 

Revision as of 08:12, 29 May 2006

All explosive weapons (those that are of the HE damage type) are area-effect weapons: they do damage to all units and objects within their explosive radius. (The Small Launcher's Stun Bomb is also an area-effect weapon.) Incendiary munitions affect a circular area as well, but inflict damage in a very different way.

Area-effect weapons will apply their damage to the under armour of all units in a 1 tile radius from the centre of the explosion -- i.e., a 3x3 area with the impact point being dead centre. The under armor of most units is weak, so area-effect weapons can be more effective than the weak direct-fire weapons available early in the game. For instance, they are the only effective way to battle Lobstermen, if you haven't acquired Sonic weaponry yet.

All damage outside this 3x3 area is treated as normal directional damage -- so it is worthwhile to look towards a grenade (and take it on the front armor) if you think you think you are within range of its blast.

Area-effect weapons can be very effective against large (4-square) Terror Units (UFO), (TFTD). This is because each square of the unit will take damage from the explosion, effectively quadrupling the damage dealt.