Difference between revisions of "Disruptor Pulse Launcher"

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(Updated. Not sure what the Accuracy between waypoints is but Seb probably knows the number in EU.)
(Sorry about the rollbacks, but I was in the process of updating... like I said I'd do.)
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In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?
 
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?
  
The main blessing of the Disrupter Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.
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The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.
  
 
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.
 
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.
  
 
==Comparison to UFO: EUs Blaster Launcher==
 
==Comparison to UFO: EUs Blaster Launcher==
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the ammo is increased by 1. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same. Another improvement is the 75% TU launch requirement (compared to 80% for EU). The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it).
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Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the ammo is increased by 1. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it).
  
 
==Weapon Statistics==
 
==Weapon Statistics==
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*Weight: 12
 
*Weight: 12
 
*TUs:  
 
*TUs:  
**Aimed: 75% (Accuracy 120%) (NOT USED)
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**Launch: 75% (Accuracy 120%)<sup>1</sup>
**Launch: 66% (waypoint system)
 
 
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space
 
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space
 
*Sell Price: $144,000
 
*Sell Price: $144,000
 +
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.
  
 
===Ammo Statistics===
 
===Ammo Statistics===

Revision as of 05:36, 27 February 2009

General Information

The Disrupter Pulse Launcher which can be carried with one hand is perhaps the worst thing since the Blaster Launcher from the First Alien War. Though it depends on whose fingers are on the trigger: human or alien.

In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one Gillman, and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?

The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.

Commanders with troops well-trained in MC can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.

Comparison to UFO: EUs Blaster Launcher

Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the ammo is increased by 1. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it).

Weapon Statistics

Dplaunch.gif
  • Size: 3 high x 2 wide
  • Weight: 12
  • TUs:
    • Launch: 75% (Accuracy 120%)1
  • Manufacturing: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space
  • Sell Price: $144,000

1 TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.

Ammo Statistics

Dptorp.gif
  • Power: 200 High Explosive
  • Ammo: 1
  • Size: 2 high x 1 wide
  • Weight: 4
  • Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space

See Also


TFTD Badge Terror From The Deep: Equipment (TFTD)
Armor Diving SuitPlastic Aqua ArmorIon ArmorMagnetic Ion Armor
Weapons Dart GunJet HarpoonGas CannonHydro-Jet CannonTorpedo LauncherThermal Tazer

Magna-Blast GrenadeParticle Disturbance GrenadeMagna-Pack Explosive
Gauss PistolGauss RifleHeavy Gauss
Sonic PistolSonic-Blasta RifleSonic CannonSonic PulserThermal Shok LauncherDisruptor Pulse Launcher
Vibro BladeThermic LanceHeavy Thermic Lance

Portable Equipment Dye GrenadeParticle Disturbance SensorMedi-KitChemical-flareM.C. DisruptorM.C. ReaderZrbite
SWS Coelacanth/G. CannonCoelacanth/Aqua JetCoelacanth/GaussDisplacer/SonicDisplacer/PWT
Data Weapon Summaries TFTD Item destruction table • SWS/Terror Unit Innate Weapons