Difference between revisions of "Craft Armaments"

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(added some links, and split them into the two types, bought and made)
(Rewritten some, added table)
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Interception craft would be useless if they had no means of neutralising enemy aircraft.
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Interception craft would be useless if they had no means of neutralising enemy aircraft. To this end, there are a number of '''craft armaments''' 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 [[research]]ed and [[manufacture]]d in your workshops.
  
To this end, there are a number of offensive weapons available that can be fitted to interception craft for use in combat. There are three weapons systems that can be purchased throughout the course of your conflict with the alien menace:
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The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:
  
 
*[[Cannon]]
 
*[[Cannon]]
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*[[Avalanche|Avalanche Missiles]]
 
*[[Avalanche|Avalanche Missiles]]
  
A further three you can [[manufacture]] in your [[workshop]]s once you have completed [[research]] on them:
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The weapons that can be manufactured after you have researched them are:
  
 
*[[Laser Cannon]]
 
*[[Laser Cannon]]
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*[[Fusion Ball Launcher]]
 
*[[Fusion Ball Launcher]]
  
As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. Hence, if a weapon has 70km range, as soon as you press cautious attack, the weapon will be fired.
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==Quick Comparision Table==
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<center>
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<table {{StdCenterTable}} width="80%">
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<tr {{StdDescTable_Heading}}><th align="left">Armament</th>
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<th>Damage</th>
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<th>Range (km)</th>
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<th>Accuracy</th>
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<th>Reload Time (s)</th>
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<th>Shots</th>
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<tr><td>Cannon</td><td>10</td><td>10</td><td>10%</td><td>2</td><td>200</td></tr>
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<tr><td>Stingray</td><td>70</td><td>30</td><td>70%</td><td>15</td><td>6</td></tr>
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<tr><td>Avalanche</td><td>100</td><td>60</td><td>100%</td><td>20</td><td>3</td></tr>
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<tr><td>Laser Cannon</td><td>70</td><td>21</td><td>70%</td><td>4</td><td>99</td></tr>
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<tr><td>Plasma Beam</td><td>140</td><td>52</td><td>140%</td><td>6</td><td>100</td></tr>
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<tr><td>Fusion Ball Launcher</td><td>230</td><td>65</td><td>230%</td><td>25</td><td>2</td></tr>
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</table>
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</center>
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As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where 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 Also==
 
==See Also==
 
[[UFO Interception]]
 
[[UFO Interception]]

Revision as of 23:19, 6 March 2007

Interception craft would be useless if they had no means of neutralising enemy aircraft. To this end, there are a number of craft armaments 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 Comparision Table

Armament Damage Range (km) Accuracy Reload Time (s) Shots
Cannon101010%2200
Stingray703070%156
Avalanche10060100%203
Laser Cannon702170%499
Plasma Beam14052140%6100
Fusion Ball Launcher23065230%252

As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where 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 Also

UFO Interception