Difference between revisions of "Craft Armaments"

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<nowiki>*</nowiki> Accuracy is modified by the size of the UFO you're shooting at. Multiply by 0.8 for Very Small, 0.88 for Small, 1.0 for Medium, 1.25 for Large and 2.0 for Very Large.
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<nowiki>*</nowiki> Accuracy is modified by the size of the UFO you're shooting at. Multiply by 0.8 for Very Small, 0.875 for Small, 1.0 for Medium, 1.25 for Large and 2.0 for Very Large.
  
 
Reload times are given in frames. Launched weapons have different reload times depending on attack mode; they are listed as Cautious/Standard/Aggressive (cannons have the same reload time in all modes).
 
Reload times are given in frames. Launched weapons have different reload times depending on attack mode; they are listed as Cautious/Standard/Aggressive (cannons have the same reload time in all modes).

Latest revision as of 04:20, 19 July 2019

Interception craft would be useless if they had no means of neutralising enemy aircraft. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.

The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:

The weapons that can be manufactured after you have researched them are:

Quick Comparison Table

Armament Damage Range (km) Accuracy* Reload Time Shots
Stingray 70 30 70% 64/48/32 6
Avalanche 100 60 80% 96/72/48 3
Cannon 10 10 25% 4 200
Fusion Ball Launcher 230 65 100% 64/48/32 2
Laser Cannon 70 21 35% 24 99
Plasma Beam 140 52 50% 24 100

* Accuracy is modified by the size of the UFO you're shooting at. Multiply by 0.8 for Very Small, 0.875 for Small, 1.0 for Medium, 1.25 for Large and 2.0 for Very Large.

Reload times are given in frames. Launched weapons have different reload times depending on attack mode; they are listed as Cautious/Standard/Aggressive (cannons have the same reload time in all modes).

Note that the accuracies and reload times in the in-game UFOpaedia are incorrect. These values are taken directly from the executable and verified by empirical measurement.

As a general guide to weapon range, 70km is the standoff range on the dogfight screen and the UFO starts at 80km. If a weapon has close to 70km range the weapon will start firing soon after you initiate an attack, whereas weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.

See Weapons vs. UFOs for advice on which armaments to use against which UFOs. To summarise: Use Avalanche Missiles against Medium or smaller enemies and use 2 interceptors with Avalanche Missiles against Terror Ships, until you get Plasma Beams. Thereafter, stick to Plasma Beams. If attacking Battleships with Interceptors, use Fusion Ball Launchers if available, to reduce casualties.

See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Craft
Craft: SkyrangerLightningAvengerInterceptorFirestorm
Craft Armaments: StingrayAvalancheCannonFusion Ball LauncherLaser CannonPlasma Beam
Data

RepairsRefuelingRearming
UFO InterceptionAircraft Firepower TableCraft Comparison Table
Craft-Based UFO DetectionAircraft Detection and Duty Cycle Table