Difference between revisions of "EXALT Weapons (Long War)"

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(moved to EXALT Units)
 
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Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.
 
  
However, stunning them does make them drop their ''Laser'' weapons (also alien grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you ''should'' be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaster, aka: Heavy Laser (Elite Heavy), and Sniper Rife (Elite Sniper). As all of EXALT's weapons remain with those three Vanilla weapon types: they do not carry, for example, Marksman Rifles or Heavy Rifles (or the laser versions thereof).
 
 
It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense mission: the slightly better damage-- and especially the +7 to aim-- makes them much better fighters.
 
 
[[Category: Long War]]
 

Latest revision as of 13:13, 23 May 2016