Difference between revisions of "Best Starting Weapons (EU)"

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(Ammo carrying capacity is key issue)
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I think you are right that ammo and clip carrying capacity the a key issue. Using AC will allow you to carry 2-3 times as many rounds, and also have more diverse ammo types for each soldier. But the extra 50% firepower is hard to argue with it. I'm going to give it a try and see if the firepower boost compensates for the ammo constraints. I tend to use a 14 man squad and I think the weight constraint will be less of a problem than it would be with a 6 man squad for example. But the best thing to do is test it, so I will test it. [[User:Spike|Spike]] 08:03, 7 December 2008 (CST)
 
I think you are right that ammo and clip carrying capacity the a key issue. Using AC will allow you to carry 2-3 times as many rounds, and also have more diverse ammo types for each soldier. But the extra 50% firepower is hard to argue with it. I'm going to give it a try and see if the firepower boost compensates for the ammo constraints. I tend to use a 14 man squad and I think the weight constraint will be less of a problem than it would be with a 6 man squad for example. But the best thing to do is test it, so I will test it. [[User:Spike|Spike]] 08:03, 7 December 2008 (CST)
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Doesn't the rifle do 4 more points of the same type of damage as the pistol?--[[User:(name here)|(name here)]] 08:55, 7 December 2008 (CST)

Revision as of 14:55, 7 December 2008

Until recently my view was that the AutoCannon was the best standard-issue starting weapon and I gave it to every soldier strong enough to carry one; everyone else got a Rifle. Having run some numbers, I think this is probably wrong. For early-game scenarios involving mainly Floaters and Sectoids (including their associated terror units), I would now say that:

  1. The Pistol is probably better than the Rifle. It has slightly better firepower, plus the advantage of improved Experience gain, the flexibility with grenades or other items in the second hand, more likely to get off a reaction shot, and of course lower cost to own and operate (a minor consideration). The only real downside is less ammo (more frequent reloads, more Transport space). The only thing in the Rifle's favour is the auto mode, and that only generates greater firepower in close range situations where accuracy can be ignored. For medium range shots, Snap fire from a Pistol (or Rifle) is far more effective than Auto fire from a Rifle.
  2. The Heavy Cannon is probably better than the Auto Cannon. It has 50% better firepower than the Rifle, Pistol, or AutoCannon. It is cheaper to own and operate than the AutoCannon, and is superior in reaction fire (snap fire) firepower. It has the best first-shot-kill capability. It has much greater terrain-clearing capabilities (both AP and HE). It can even step up to tackling Mutons, with some degree of success. The only advantages the Auto Cannon has over it are ammo capacity, and the rare use of HE in auto mode when accuracy can be ignored. The downside is the 6-rd ammo limitation, and fewer reaction shot opportunities (though those shots have the best effectiveness, on average). But overcoming that downside will build up soldiers' Strength, rapidly!
  3. In conclusion, I would make the combination of the Pistol and Heavy Cannon the standard starting personal weapons. The Pistol favours Experience and flexibility; the Heavy Cannon favours pure all-round firepower.
  4. The AutoCannon would not be standard-issue. It would be retained only for 1-2 soldiers as a special weapon (such as for illuminating with IC, or possibly fighting Reapers or Mutons with HE on auto). Similarly you also need Rocket Launchers as special heavy weapons, grenades/explosives, Stun Rods for captures, etc.

NB - I am defining "firepower" as "average armour-adjusted damage delivered on target per unit of time".

Spike 19:03, 6 December 2008 (CST)

Don't disagree with much here, but if you use the Incendiary Exploit, the Autocannon can more than hold its own. Arrow Quivershaft 19:58, 6 December 2008 (CST)

The biggest drawback to the heavy weapons is weight which you pointed out, Spike. Just did a breakdown of the HC and 81% of starting rookies can carry it (without encumberance playing a role) with 1 clip, 52% with 2 clips and 24% with 3 clips. (I don't remember if clip weight is ignored if it is loaded into a weapon, so these percentages are based off the worst-case scenario). As for the Auto-Cannon, 81% can carry it with 1 clip, 57% with 2 clips and 33% with 3 clips. Because the AC can be carried by more soldiers due to it's lower overall clip weight, it should get the nod over the HC in that respect. Then again, if a soldier needs multiple clips for any of these weapons and are too weak to carry the excess, I suppose you could have some of those Pistol-toting freaks be pack mules. --Zombie 04:35, 7 December 2008 (CST)

Due to a bug, the first clip loaded by the game (usually AP) during the Equip phase does not count for Encumbrance. So this widens the range of rookies who can carry a (minimally) loaded AC or HC. If you unload/reload the weapon, the clip weight is from then on counted against Encumbrance.

I think you are right that ammo and clip carrying capacity the a key issue. Using AC will allow you to carry 2-3 times as many rounds, and also have more diverse ammo types for each soldier. But the extra 50% firepower is hard to argue with it. I'm going to give it a try and see if the firepower boost compensates for the ammo constraints. I tend to use a 14 man squad and I think the weight constraint will be less of a problem than it would be with a 6 man squad for example. But the best thing to do is test it, so I will test it. Spike 08:03, 7 December 2008 (CST)

Doesn't the rifle do 4 more points of the same type of damage as the pistol?--(name here) 08:55, 7 December 2008 (CST)