Difference between revisions of "Craft Armaments"

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(adding another name they are called in game (craft weapons in manufacturing, armaments when installing/swapping))
m (→‎Quick Comparision Table: add missing close tag)
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<th>Accuracy</th>
 
<th>Accuracy</th>
 
<th>Reload Time (s)</th>
 
<th>Reload Time (s)</th>
<th>Shots</th>
+
<th>Shots</th></tr>
 
<tr><td>Cannon</td><td>10</td><td>10</td><td>10%</td><td>2</td><td>200</td></tr>
 
<tr><td>Cannon</td><td>10</td><td>10</td><td>10%</td><td>2</td><td>200</td></tr>
 
<tr><td>Stingray</td><td>70</td><td>30</td><td>70%</td><td>15</td><td>6</td></tr>
 
<tr><td>Stingray</td><td>70</td><td>30</td><td>70%</td><td>15</td><td>6</td></tr>

Revision as of 17:34, 7 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, 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 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