Difference between revisions of "Equipment (Enforcer)"

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'''NOTE:''' This entire section is just one big dump of NKF's personal (and opinionated) notes on the weapons as he was playing through the game. As such, treat this entire article as a stub page - with bells, whistles and other nifty but not terribly essential whirligigs.
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== Weapons ==
  
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=== Laser Rifle/Autocannon ===
  
== Weapons ==
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The Laser Rifle or Autocannon is your default weapon when you have no ammunition for your primary firearm.  
The Enforcer comes with way too many overkill weapons for you to choose from. There are a few that can prove to be a hindrance if they were to randomly spawn in front of you as you're moving. Though there are many weapons to unlock and choose from, it's often better to stick to a core set of weapons so that you can benefit from the upgrades, and there will be less chaotic spread in random weapon spawn drops to choose from.  
 
  
When choosing to unlock a new weapon (with the exception of the Nuker), try not to buy it unless you've got enough data points to get some or all of the upgrades as well. It is far less effective at its default level than at its mid or full level.
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The '''Professor's Choice''' upgrade level 2 will replace the Laser Rifle with the Autocannon. This is a considerable upgrade over the laser rifle and it can deal impressive damage when enhanced with the damage intensifier. It will sound like it's firing many rounds per turn, but in actual fact only doubles the rate of fire. Shots also become slightly more erratic.  
  
=== Laser Rifle/Autocannon ===
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As the Enforcer is quite taller that most common enemies, you will often have to use mouse-look to lower the aim a little when fighting small enemies like Sectoids.  
Nothing special about this weapon except that you come armed with it when you're out of ammo for the other weapons. The Autocannon upgrade doubles the rate of fire and makes the shots a bit more erratic. It sounds like it spews out more ammunition than it really does, but still a vast improvement over the laser rifle in every way, and can stack up on its own when souped up with the damage intensifier. Upgrade as quickly as you can, but not at the expense of other more important upgrades or power ups. As the Enforcer is quite taller that most common enemies, you often have to use mouse-look to lower the aim a little.  
 
  
  
 
=== Blade Launcher===  
 
=== Blade Launcher===  
Default unlocked weapon. Probably one of the more useful unavoidable pre-unlocked weapons due to its homing ability and data point pickup. It's weak, but its ability to home in on targets targets and boomerang on them means that you can fire a series of them into a mob and clear them out fairly quickly. Best upgraded as quickly as possible. A good lazy weapon to run into if you've in between your super weapons.  
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The Blade Launcher is unlocked by default. This weapon fires a series of buzzsaw blades that home in on targets. The blades can boomerang on their targets and deal additional damage. Upgrades add the ability to pick up data points and bounce off more targets.  
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Though it isn't a very powerful weapon compared to other weapons, it is one of the more useful of the weapons you start with due to its homing ability and data point pick up. It's a fairly Hot-Streak friendly weapon as you can concentrate more on dodging and let the weapon's homing ability do most of the precision work for you.  
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It is recommended to upgrade this as quickly as possible to prevent accidentally downgrading a more powerful weapon.  
  
 
=== Flame Thrower===  
 
=== Flame Thrower===  
Everyone wants a flamethrower in X-Com apparently - so we've  got one. Default unlocked weapon. Probably one of your weakest unavoidable weapons as you may find yourself cursing it the most. It's very annoying if you're in the middle of a hot streak with your rocket launcher when a randomly spawning flame thrower suddenly appears in your path. It should be maxed as quickly as possible as you do not want to be slowed down during a heated battle. When upgraded it chews through ammo faster as it fires three jets of flame. Visually impressive, good against mobs of low hit point enemies. Less so against tougher enemies and bosses. Enemies can block flames. Not particularly hot-streak friendly.  
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Everyone wanted a flamethrower in X-COM - so we got one. This is the second of the two pre-unlocked weapon. It fires a flame jet that burns deals continuous damage while the trigger is held. Each upgrade consumes ammunition faster but produces more jets, allowing more damage to be dealt.  
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The flamethrower is useful against small groups of low hit-point enemies, but less effective against tough enemies and bosses. Flames are blocked by enemies, so only enemies immediately facing the flamethrower are hurt.  
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This weapon should be upgraded as quickly as possible in the event of a Flamethrower spawning in your path while you are holding a much more powerful weapon.  
  
 
=== Shotgun===  
 
=== Shotgun===  
A great weapon and often a favourite. Fires a bunch of pellets that spread out as they travel. Quite powerful up close and a good way to pelt groups of easier enemies. This weapon benefits from the mouse-aim, as firing at a downward angle allows you to catch a nearby enemy with more pellets, which would usually just fly off over their heads. Best avoided on harder levels as it becomes less effective against mobs. On easier levels, it's a great way to lazily attack a bunch of weak enemies in front of you. Ammo lasts a fair while. Do not recommend getting this on harder levels, and there are much more powerful weapons available.
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The shotgun fires a bunch of pellets that spread outwards as they travel. It is a very powerful weapon in close quarters and when used at range cut down groups of low hit-point enemies like Sectoids. It has a lot of ammunition so each shotgun will last the Enforcer a good while.
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The combination of good damage and longevity make it a safe weapon choice on any difficulty level. However, on harder levels its becomes less effective against mobs unless it is combined with the Damage Intensifier. On XtraSpicy difficulty, it may be better to consider a heavier alternative, such as a the Fusion Rifle.  
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This weapon benefits greatly from mouse-aim, as firing at a downward angle allows you to hit a nearby enemy with more pellets. Firing without mouse aim may cause some pellets to be wasted as they pass over the target's head.  
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=== Freeze Gun===  
 
=== Freeze Gun===  
  
The freeze gun is a weapon that freezes enemies. These enemies subsequently take some damage when they thaw. Frozen enemies are solid and prove to be a hindrance to both aliens and the Enforcer.  
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The freeze gun freezes enemies. These enemies subsequently take some damage when they thaw. Frozen enemies are solid and prove to be a hindrance to both aliens and the Enforcer.  
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This weapon is not an effective damage dealer like most of the other weapons, but it is a good weapon for stalling groups of enemies when you are fleeing from them, and is quite effective against very weak aliens like Sectoids and Snakemen. On harder difficulties like XtraSpicey, it can be quite useful as enemies often appear in very large mobs.
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Each upgrades increases the area of effect of the weapon and the damage done when the enemies thaw. Note that its area-effect nature only kicks in when the main projectile hits an unfrozen enemy. Hitting a frozen enemy, wall or the floor in between several enemies will not freeze enemies in the blast radius. 
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This weapon is best used in open situations where you have room to move and re-target a new set of enemies as the frozen aliens fall behind. It is very dangerous to use in close quarter combat if you are surrounded by enemies as the freeze gun will often auto-target enemies that have already been frozen but not those attacking you. It not effective against bosses and isn't a hot-streak friendly weapon.
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=== Mass Driver===
  
It doesn't excel at dealing a lot of damage like most of the weapons, but it is a good weapon for stalling groups of enemies when you are fleeing from them, and is quite effective against very weak aliens like Sectoids and Snakemen. On harder difficulties like XtraSpicey, it can be quite useful as enemies often appear in very large mobs.  
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A linear beam rifle that is effectively an energy based sniper rifle. Moderately powerful and shots hit instantly. This makes it a very accurate weapon. Upgrades add small explosions when hitting walls and later when hitting enemies.  
  
Each upgrades increases the area of effect of the weapon and the damage done when the enemies thaw. Note that its area-effect nature only kicks in when the main projectile hits an enemy. Hitting a wall or floor in between several enemies will not freeze enemies in the blast radius.  
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It easily slices paths through mobs of enemies and can do good damage against strong enemies and bosses. As long as you keep your concentration on picking off enemy targets precisely, it makes for a friendly Hot-Streak weapon.  
  
This weapon is best used in open situations where you can flee and re-target a new set of enemies as the frozen aliens fall behind. However it is very dangerous to use in close quarter combat if you are surrounded by enemies as the freeze gun will often re-target enemies that have already been frozen but not those that may be attacking you.  
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It is highly recommended that you do not rely on the game's auto-aim and instead have mouse-look activated when using this weapon. This also grants a firing reticle so you can make much more precise shots.  
  
It does little to bosses and isn't a particularly efficient hot-streak weapon.
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This weapon may be a homage to a similar linear beam weapon used in Unreal/Unreal Tournament. Enforcer uses the Unreal game engine.  
  
=== Mass Driver===
 
Linear beam rifle. Moderately powerful, instantaneous so is very accurate. Upgrades add small explosions when hitting walls and later when hitting enemies. Sniper-rifle, if you will. Good for cutting paths through mobs of enemies. Reminds me of a particular Unreal Tournament linear energy beam weapon (unsurprising as Enforcer uses the Unreal engine). Can benefit from activating mouse-look to get the aiming cross hairs to make more precise attacks.
 
  
 
=== Fusion Rifle===  
 
=== Fusion Rifle===  
Fires little purple balls that bounce off walls. Upgrades increase bounce, rounds shot per attack and ammo capacity. Fully upgraded it's like a shotgun and can rapidly pound out energy balls - however immensely more powerful than the shotgun. Great indoors, and amazing against mobs of enemies. Not terribly powerful against bosses, but them's the breaks. Only downside is that ammo runs out very quickly. Reminds me of Contra's Spread gun, with added bounce.
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The Fusion Rifle is best described as an energy shotgun that fires purple bouncing energy balls. Unlike a shotgun, shots are all fired at the same vertical alignment. Any missed shots will bounce off walls, allowing them another chance to strike a target. This makes for a fantastic weapon to fire indoors or against large groups of enemies. Its primary downside is that it goes through ammunition very fast.  
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Each upgrades increase bounce, rounds shot per attack and ammo capacity.  
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=== Lightning gun===  
 
=== Lightning gun===  
  
Quite an unusual but extremely useful short range weapon. It stuns enemies that it catches in its purple electric beam as long as the electricity is flowing. Upgrades allow it to zap more nearby targets. Fully upgraded, as many as nine enemies can be caught this way. Lots of ammo so it can last quite a long time before you need to pick up another weapon. Works well at taking small chunks of health out of bosses but will not stun them. Although there are better weapons available, it can be used on harder difficulty levels to great effect as it can methodically wipe out chunks of mobs easily. It is reasonably good for hot streaking as most enemies will not be able to fight back, thus keeping the hot streak bar safe.  
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The Lightning Gun is an unusual but extremely useful short range weapon for fighting enemy mobs. It fires an arc of (purple) electricity at a nearby enemy that stuns and damages it as long as the electricity is flowing. Upgrades allow the electricity to jump across to more targets. Fully upgraded, as many as nine enemies can be attacked at the same time. Against bosses it will knock out sizeable chunks of health, but does not stun them.
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This weapon packs a lots of ammo so it can last quite a long time before you need to pick up another.  
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Although there are weapons that provide more wide-area devastation, this weapon is a very effective weapon to use on harder difficulty levels. It is reasonably good hot streak weapon as most enemies will not be able to fight back, thus keeping the hot streak bar safe.  
  
  
 
=== Vibroblade XL ===  
 
=== Vibroblade XL ===  
XL probably means X-tra Large, but that's just speculation. A propeller blade that rips apart anything that the Enforcer runs into. Part defensive, part offensive. Does continuous damage as propeller spins. Upgrades allow the propeller to deflect light enemy fire back at them. That's not very powerful in itself, but is mainly to deflect the damage away from you- which is useful against Sectoid plasma fire or rapid fire enemy weapons. You can cut a channel through easier enemies with the Vibroblade XL effortlessly. Tougher enemies will require more persistence. Really tough enemies should be avoided and engaged with ranged weaponry.  
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The Vibroblade XL is a propeller blade that rips apart anything that the Enforcer runs into. This weapon is part defensive, part offensive. Upgrades allow the propeller to deflect light enemy fire such as from Sectoids and Cyberdiscs right back at them. This allows the Enforcer to safely close in for the attack.
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This weapon is a very good anti-mob weapon as it can easily cut through swathes of weak enemies. Against tougher enemies it does a reasonable job of cutting them down to size. Against bosses however, its effectiveness will vary depending on the boss's combat methods and move pattern.  
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Because this weapon requires the Enforcer to be right up against the action, you may not be able to maintain a Hot Streak indefinitely.
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The XL in the name may mean Xtra Large.  
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=== Grenade Launcher===  
 
=== Grenade Launcher===  
Arguably one of the most entertaining weapons in your arsenal in addition to being quite a formidable weapon. Definitely a weapon you should try in at least one of your play-throughs. It launches small grenades that detonate on contact. The more upgrades, the more grenades are launched per shot. Individually, the grenades aren't very powerful, but as more grenades come out, the faster enemies will fall. Good speed and jumping can let you jump over mobs of enemies while raining down grenades over them. Works reasonably well on higher difficulty levels. Mini bosses fall easy to it - major bosses need more damage.  
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The Grenade Launcher fires small grenades that bounce and detonate on contact with an enemy. Each upgrade launches more grenades per shot, in many directions and resulting in massive devastation. Though it is not the most powerful weapon, it is arguably one of the most entertaining weapons in the Enforcer's arsenal. Definitely a weapon that should be tried in at least one play-through.  
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Mouse-look can be used to adjust the angle the grenades are sprayed.  
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This weapon Works well on all difficulty levels. Mini bosses fall easy to it while major bosses on higher difficulty levels may need more damage. It's a very good hot-streak weapon.
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In addition to weapon upgrades, this weapon benefits a lot from the Enforcer's various mobility enhancements, particularly Jump Jets. The ammunition upgrade is highly recommend as this weapon uses ammunition fast.
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=== Rocket launcher===  
 
=== Rocket launcher===  
Your stock powerful weapon. Each successive upgrade adds more missiles that are fired (and spent) in each attack. Each upgrade adds different missiles, from the standard missile, seeker missiles and drunken missiles. The net effect is that a lot of firepower is thrown out at once. Not as powerful on a wide scale as the Nuker, but formidable nonetheless and a bit longer lasting. Great against mobs as missiles are fired everywhere.  
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The rocket launcher is your stock no-nonsense powerful weapon. Each successive upgrade increases the number of missiles fired per shot. The missiles added on each upgrade get a different firing pattern from the standard missile, seeker missiles and drunken missiles. The net effect is that a lot of firepower is thrown out at once.  
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The Rocket Launcher is not as powerful on a wide scale as the Nuker, but still deals a lot of damage and carries a lot more ammunition. It's effective against mobs, strong enemies or bosses. It's a hot-streak friendly weapon as well.  
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=== Psi Cannon===  
 
=== Psi Cannon===  
A slow but moderately powerful weapon that fires a psionic blast that travels through targets. Projectile is misleading as it looks smaller than it really is. Enemies caught near the projectile can get hurt. The attack itself is quite strong and upgrades will make it detonate on hitting a solid wall into a big psionic explosion. Another upgrade will cause it to toss enemies away that don't get destroyed by the blast (except for really big enemies like the giant reaper and bosses). Useful against large mobs. Powerful, but probably not worth the data points spent to unlock and upgrade it as there are cheaper alternatives as well as the Nuker.  
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A slow but powerful weapon that fires a psionic blast that travels through targets. The visual appearance of the projectile is misleading as its effects extend beyond the projectile and will hurt enemies standing near it. Upgrades will make the projectile explode on hitting a solid wall and another upgrade will cause it to throw non-boss enemies aside.
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It's good at clearing out mobs and does respectable damage against major enemies and bosses.  
  
  
 
=== Nuker ===  
 
=== Nuker ===  
Way-WAY too powerful, thus probably the most fun to use weapon. Literally wipes out mobs of enemies in one shot, thus great for combo kills and hot streaking. Balanced by having a low ammo count, but upgrades and enforcer ammo upgrades can increase amount. The mouse-look can be used effectively to drop a nuker missile right at your feet in order to clear the air around you quickly. You don't need to upgrade it too much if you're low on data points as the upgrades only add more ammo, which can be added via the enforcer's extra ammo upgrade for less the cost. Also due to the rapid respawn rate of weapons, you'll have another fresh Nuker in no time. Use in combination with the hot-streak helper when fighting mobs of basic enemies, and the damage intensifier when fighting bosses if at all possible.  
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The game's flashiest, most overpowered and perhaps most fun weapon. This weapon fires a huge missile that wipes out an entire screen of enemies in one shot - but does no harm to the Enforcer. It is very effective for combo kills and especially hot streaking. Weak enemy mobs do not stand a chance and bosses sustain massive damage. Weapon upgrades only add an additional shot per upgrade,.
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Mouse-look can be used to quickly drop a Nuker missile at your feet in order to clear the air around you quickly if you are surrounded.
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This weapon's main weakness is its low ammo count, which you can mitigate with upgrades. Either by gun upgrades, or the Enforcer's extra ammo upgrades. If you are low on Data Points, the Enforcer's ammo upgrades are preferable as it affects all weapons.
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The Professor's Choice level 3 upgrade is a also a recommended upgrade. With faster weapon respawn, you'll often have another fresh Nuker in no time.  
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This weapon is not required to complete easier difficulties, but is almost a necessity on the harder difficulty levels.
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== Weapon Tips ==
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* Though there are many weapons to unlock, it's preferable to stick to a core set of weapons through each play-through of the game. This way you can concentrate your Data Points on fully upgrading these weapons and bring them to their highest potential rather than have all the weapons open but at low levels. A smaller weapon set also allows for a more predictable selection of weapons are respawned.
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* When choosing to unlock a new weapon (with the exception of the Nuker), try not to buy it unless you've got enough data points to get some or all of the upgrades as well. They are far less effective at their default level than at mid or full level. You also do not want to downgrade your firepower at more advanced stages by having a level 1 weapon suddenly spawn in front of you while you are running.  
  
  
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=== Repair Pack ===  
 
=== Repair Pack ===  
The most useful power up available. Upgrade it a few times to make each pickup more effective. Combined with the self-repair upgrades, this will keep the Enforcer alive and happy for the rest of the game. Concentrate more on this than the self-repair upgrades at first, as this is cheaper. This power up is unlocked for free.  
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The repair pack helps keep the Enforcer alive by restoring lost hit points, making it one of the most useful of the available power ups. This is unlocked from the start. Every upgrade increases the amount of health that is restored.  
  
 
=== Hot Streak Helper ===  
 
=== Hot Streak Helper ===  
Increases the rate that the hot streak bar increases. Hot streaking gives you a random powerup at set intervals as long as hot streak is in effect, with the exception of the Lazarus system, Bio Magnetic Pulse, Missile Strike, Stasis field and Invulnerator. It also temporarily upgrades weapons that have are not fully upgraded yet. Though not an essential power up, the free temporary upgrades you get while in hot streak mode are very helpful. Note that any upgrade you get will be at the same level as what you've upgraded them to. Unlocked power ups are treated as level 1.
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The Hot Streak Helper increases Hot Streak bars fill rate. Extra upgrades increase the fill rate. When the bar is full, Hot Streak mode is activated.  
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While in Hot Streak, the Enforcer gains a random power up at set intervals as long as it is in effect. Power ups that have not yet been unlocked can be obtained this way, but will be treated as if they were at level 1. Weapons not fully upgraded will also be temporarily upgraded.
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Power up effects that are not provided during a Hot Streak include: Lazarus system, Bio Magnetic Pulse, Missile Strike, Stasis field and Invulnerator.  
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=== Speed Booster===  
 
=== Speed Booster===  
Increases your running speed. A free power up that does not need to be unlocked. Not the most important upgrade available, but handy and you do not have to upgrade it unless you have the data points to spare.  
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Increases your running speed. Each upgrade increases the speed. Unlocked by default.  
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=== Damage Intensifier===  
 
=== Damage Intensifier===  
Increases damage. Each upgrade increases the multiplier, up to a maximum of 8 times the normal attack. Definitely worth unlocking and upgrading as quickly as you can as it allows weaker weapons that aren't mob friendly like the laser rifle/autocannon and shotgun make a complete turn around. Not as important with overkill weapons like the nuker or fully upgraded rocket launcher, but extra damage cannot hurt against bosses.  
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Increases all weapon damage ×2. Each upgrade doubles the multiplier up to a maximum of ×8 damage.
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This is very highly recommended upgrade. It completely changes the nature of most weapons, and turns weak weapons - including the default laser rifle/autocannon - into powerful forces to be reckoned with, while powerful weapons start dealing ridiculous amounts of damage. It's an excellent power up to have during major enemy fights or for building up a Hot Streak.
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=== Lazarus System===  
 
=== Lazarus System===  
This power up refills your health if the Enforcer just happens to get killed during the game. A free life if you will. It's not needed, but if you find yourself getting the Enforcer killed regularly, then it can be useful. Otherwise there are better upgrades and power ups to spend data points on.  
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The Lazarus System power up will revive the Enforcer once if killed during the battle. A 1-Up if you will. Only one Lazarus System can be in effect at a time.
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=== Data Point Multiplier===  
 
=== Data Point Multiplier===  
This power up multiplies every data point you pick up. At maximum level you can multiply data points up to 5 times their amount. Definitely well worth getting this on your first few times playing through the game as more data points will mean you can buy more upgrades and goodies.
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This power up multiplies every data point you pick up. Initially a ×2 multiplier, it can be eventually be upgraded to a maximum pf ×5. This is a very useful Power Up as any Data Points invested in this upgrade will eventually pay for themselves. Also the more Data Points gathered, the more weapons and upgrades you can invest in.  
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=== Bio Magnetic Pulse===  
 
=== Bio Magnetic Pulse===  
This power up simply wipes out every enemy in your area in an instant. Handy but considering how much damage you'll be doing to the enemies already, may be redundant.
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This power up wipes out every enemy in your area in an instant. A handy power up but may be redundant if you plan to invest in the Nuker.
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=== Stealth===  
 
=== Stealth===  
This power up hides you so that enemies won't be able to acquire you so easily. Could be handy for building up the hot streak bar as you won't get shot at so much. Best obtained if data points permit.  
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This power up hides the Enforcer and makes it harder for enemies to target and shoot back. A useful power up for building up Hot Streaks.  
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=== Missile Strike===  
 
=== Missile Strike===  
Launches an air strike and the area is blanketed in missiles. Similar to the Bio Mag Pulse in function, but not as instantaneous.  
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When touched, launches an air strike that blankets the area in missiles. Similar to the Bio Mag Pulse in function but not as instantaneous. Again, may be redundant if you wish to invest in the Nuker or other area effect weapons.  
  
 
===  Stasis field ===  
 
===  Stasis field ===  
Freezes enemies around you. A great power up to give a few sucker punchs. Not strictly necessary but useful all the same.  
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Picking up the Stasis Field freezes enemies around you. A handy effect to have to slow down enemy mobs or stall major enemies.  
  
 
=== Attack Bot ===  
 
=== Attack Bot ===  
Those familiar with side scrollers like Gradius will be familiar with these. An independent weapon pod will orbit around the Enforcer. It is equipped with a laser rifle and will fire every time the Enforcer pulls the trigger, effectively increasing firepower. Upgrades increase the amount of laser beams. Worth getting - and as usual data points permitting.  
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This power up creates an independent weapon pod that orbit around the Enforcer, equipped with as laser rifle that fires whenever the Enforcer fires. Upgrades increase the amount of laser beams up to three laser beams.  
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The Attack Bot is similar to the auxiliary fighter pods found in many side scrolling shooters like Gradius that orbit around the main vessel and provide additional firepower or other functions.  
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===  Invulnerator ===  
 
===  Invulnerator ===  
Since the time of mindless shooters incarnate, there have been invulnerability devices. This power up temporarily makes you invincible - except against falling into an endless pit.  
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Since the beginning of First Person Shooters, there have been invulnerability devices. This power up temporarily makes the Enforcer invincible from everything except falling into endless pits. Upgrades extends its duration.
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== Enforcer Upgrades ==
 
== Enforcer Upgrades ==
  
 
=== Max Speed===  
 
=== Max Speed===  
Upgrades the Enforcer's moving speed. You'll rarely need to buy any upgrades, but if the Enforcer just isn't moving fast enough for your play style, then it's worth spending some data points on a few speed upgrades.  
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Upgrades the Enforcer's moving speed. Upgrade this if you are finding the Enforcer is not running fast enough. Be careful that you do not make the Enforcer too fast, as there are maps that feature bottomless pits with narrow walkways that you need to carefully navigate over.  
  
 
===  Jump Jets===  
 
===  Jump Jets===  
Increase your jumping height. Worth upgrading as much as possible for the purpose of dodging incoming fire. You have to upgrade these in order to get to some hard-to-get-to places to get BONUS balls or Researchable Items.
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Increase your jumping height. Worth upgrading as much as possible for the added mobility, dodging incoming fire or launching mid-air attacks with certain weapons. You have to upgrade this in order to get to some hard-to-get-to places to get the BONUS or Researchable Items balls.
  
 
=== Ammo Capacity===  
 
=== Ammo Capacity===  
Increases ammo. Due to the frequency that weapons respawn, probably not necessary. Some low ammo weapons like the Nuker would benefit from the increase, and some weapons that eat through ammo like the Grenade Launcher and Mass Driver could benefit from a larger ammo cap.  
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Increases ammo storage for all weapons per upgrade. This is useful to take if you are finding your weapons are running out of ammunition too quickly.  
  
 
===  Auto Repair===  
 
===  Auto Repair===  
Repairs the Enforcer slowly over time, up to but not beyond 100 hitpoints. If you often get your hitpoints knocked under 100 and are constantly on the run for a repair pack, then having auto repair would be beneficial. Otherwise, spending data points on repair pack upgrades would be more efficient at first.  
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Repairs the Enforcer slowly over time, up to but not beyond 100 hitpoints. Combined with the repair pack upgrades, this keeps the Enforcer happy and alive.  
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Note that the Data Point costs for this upgrade are higher than Repair Pack upgrades, and as it caps at 100 hit points, it may be more efficient to concentrate on the Repair Pack upgrades first.  
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===  Armour ===  
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===  Armor ===  
Increases hitpoint capacity. You do not have to have more than the base 250 capacity to beat the game, it's always good to have more hitpoints. Concentrate on other upgrades first.  
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Increases hitpoint capacity with each upgrade. Also consider the 1st level Professor's Choice upgrade below to add additional hitpoints.  
  
 
=== Professor's Choice===  
 
=== Professor's Choice===  
A set of variable one-off upgrades. The first increases your starting hitpoints to 200. The second upgrades your laser rifle into the autocannon. The final upgrade increases random weapon respawn rate. It's worth upgrading to the autocannon, though concentrate on your major weapons first.
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A set of variable one-off upgrades that provide different useful functions.  
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:# Starting hitpoints increased to 200.  
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:# Replace Laser rifle with Autocannon.  
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:# Random weapon respawn rate increase.
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The level 1 update is a good starting alternative to Armor that helps the Enforcer's survivability.
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The level 2 Autocannon increases the Enforcer's firepower when caught between super weapons.
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The level 3 respawn ensures weapons are dropped more frequently. This keep the Enforcer well armed, but also increases the risk of the Enforcer running over an unwanted weapon.

Latest revision as of 07:58, 23 April 2013

Weapons

Laser Rifle/Autocannon

The Laser Rifle or Autocannon is your default weapon when you have no ammunition for your primary firearm.

The Professor's Choice upgrade level 2 will replace the Laser Rifle with the Autocannon. This is a considerable upgrade over the laser rifle and it can deal impressive damage when enhanced with the damage intensifier. It will sound like it's firing many rounds per turn, but in actual fact only doubles the rate of fire. Shots also become slightly more erratic.

As the Enforcer is quite taller that most common enemies, you will often have to use mouse-look to lower the aim a little when fighting small enemies like Sectoids.


Blade Launcher

The Blade Launcher is unlocked by default. This weapon fires a series of buzzsaw blades that home in on targets. The blades can boomerang on their targets and deal additional damage. Upgrades add the ability to pick up data points and bounce off more targets.

Though it isn't a very powerful weapon compared to other weapons, it is one of the more useful of the weapons you start with due to its homing ability and data point pick up. It's a fairly Hot-Streak friendly weapon as you can concentrate more on dodging and let the weapon's homing ability do most of the precision work for you.

It is recommended to upgrade this as quickly as possible to prevent accidentally downgrading a more powerful weapon.

Flame Thrower

Everyone wanted a flamethrower in X-COM - so we got one. This is the second of the two pre-unlocked weapon. It fires a flame jet that burns deals continuous damage while the trigger is held. Each upgrade consumes ammunition faster but produces more jets, allowing more damage to be dealt.

The flamethrower is useful against small groups of low hit-point enemies, but less effective against tough enemies and bosses. Flames are blocked by enemies, so only enemies immediately facing the flamethrower are hurt.

This weapon should be upgraded as quickly as possible in the event of a Flamethrower spawning in your path while you are holding a much more powerful weapon.

Shotgun

The shotgun fires a bunch of pellets that spread outwards as they travel. It is a very powerful weapon in close quarters and when used at range cut down groups of low hit-point enemies like Sectoids. It has a lot of ammunition so each shotgun will last the Enforcer a good while.

The combination of good damage and longevity make it a safe weapon choice on any difficulty level. However, on harder levels its becomes less effective against mobs unless it is combined with the Damage Intensifier. On XtraSpicy difficulty, it may be better to consider a heavier alternative, such as a the Fusion Rifle.

This weapon benefits greatly from mouse-aim, as firing at a downward angle allows you to hit a nearby enemy with more pellets. Firing without mouse aim may cause some pellets to be wasted as they pass over the target's head.


Freeze Gun

The freeze gun freezes enemies. These enemies subsequently take some damage when they thaw. Frozen enemies are solid and prove to be a hindrance to both aliens and the Enforcer.

This weapon is not an effective damage dealer like most of the other weapons, but it is a good weapon for stalling groups of enemies when you are fleeing from them, and is quite effective against very weak aliens like Sectoids and Snakemen. On harder difficulties like XtraSpicey, it can be quite useful as enemies often appear in very large mobs.

Each upgrades increases the area of effect of the weapon and the damage done when the enemies thaw. Note that its area-effect nature only kicks in when the main projectile hits an unfrozen enemy. Hitting a frozen enemy, wall or the floor in between several enemies will not freeze enemies in the blast radius.

This weapon is best used in open situations where you have room to move and re-target a new set of enemies as the frozen aliens fall behind. It is very dangerous to use in close quarter combat if you are surrounded by enemies as the freeze gun will often auto-target enemies that have already been frozen but not those attacking you. It not effective against bosses and isn't a hot-streak friendly weapon.

Mass Driver

A linear beam rifle that is effectively an energy based sniper rifle. Moderately powerful and shots hit instantly. This makes it a very accurate weapon. Upgrades add small explosions when hitting walls and later when hitting enemies.

It easily slices paths through mobs of enemies and can do good damage against strong enemies and bosses. As long as you keep your concentration on picking off enemy targets precisely, it makes for a friendly Hot-Streak weapon.

It is highly recommended that you do not rely on the game's auto-aim and instead have mouse-look activated when using this weapon. This also grants a firing reticle so you can make much more precise shots.

This weapon may be a homage to a similar linear beam weapon used in Unreal/Unreal Tournament. Enforcer uses the Unreal game engine.


Fusion Rifle

The Fusion Rifle is best described as an energy shotgun that fires purple bouncing energy balls. Unlike a shotgun, shots are all fired at the same vertical alignment. Any missed shots will bounce off walls, allowing them another chance to strike a target. This makes for a fantastic weapon to fire indoors or against large groups of enemies. Its primary downside is that it goes through ammunition very fast.

Each upgrades increase bounce, rounds shot per attack and ammo capacity.


Lightning gun

The Lightning Gun is an unusual but extremely useful short range weapon for fighting enemy mobs. It fires an arc of (purple) electricity at a nearby enemy that stuns and damages it as long as the electricity is flowing. Upgrades allow the electricity to jump across to more targets. Fully upgraded, as many as nine enemies can be attacked at the same time. Against bosses it will knock out sizeable chunks of health, but does not stun them.

This weapon packs a lots of ammo so it can last quite a long time before you need to pick up another.

Although there are weapons that provide more wide-area devastation, this weapon is a very effective weapon to use on harder difficulty levels. It is reasonably good hot streak weapon as most enemies will not be able to fight back, thus keeping the hot streak bar safe.


Vibroblade XL

The Vibroblade XL is a propeller blade that rips apart anything that the Enforcer runs into. This weapon is part defensive, part offensive. Upgrades allow the propeller to deflect light enemy fire such as from Sectoids and Cyberdiscs right back at them. This allows the Enforcer to safely close in for the attack.

This weapon is a very good anti-mob weapon as it can easily cut through swathes of weak enemies. Against tougher enemies it does a reasonable job of cutting them down to size. Against bosses however, its effectiveness will vary depending on the boss's combat methods and move pattern.

Because this weapon requires the Enforcer to be right up against the action, you may not be able to maintain a Hot Streak indefinitely.

The XL in the name may mean Xtra Large.


Grenade Launcher

The Grenade Launcher fires small grenades that bounce and detonate on contact with an enemy. Each upgrade launches more grenades per shot, in many directions and resulting in massive devastation. Though it is not the most powerful weapon, it is arguably one of the most entertaining weapons in the Enforcer's arsenal. Definitely a weapon that should be tried in at least one play-through.

Mouse-look can be used to adjust the angle the grenades are sprayed.

This weapon Works well on all difficulty levels. Mini bosses fall easy to it while major bosses on higher difficulty levels may need more damage. It's a very good hot-streak weapon.

In addition to weapon upgrades, this weapon benefits a lot from the Enforcer's various mobility enhancements, particularly Jump Jets. The ammunition upgrade is highly recommend as this weapon uses ammunition fast.


Rocket launcher

The rocket launcher is your stock no-nonsense powerful weapon. Each successive upgrade increases the number of missiles fired per shot. The missiles added on each upgrade get a different firing pattern from the standard missile, seeker missiles and drunken missiles. The net effect is that a lot of firepower is thrown out at once.

The Rocket Launcher is not as powerful on a wide scale as the Nuker, but still deals a lot of damage and carries a lot more ammunition. It's effective against mobs, strong enemies or bosses. It's a hot-streak friendly weapon as well.


Psi Cannon

A slow but powerful weapon that fires a psionic blast that travels through targets. The visual appearance of the projectile is misleading as its effects extend beyond the projectile and will hurt enemies standing near it. Upgrades will make the projectile explode on hitting a solid wall and another upgrade will cause it to throw non-boss enemies aside.

It's good at clearing out mobs and does respectable damage against major enemies and bosses.


Nuker

The game's flashiest, most overpowered and perhaps most fun weapon. This weapon fires a huge missile that wipes out an entire screen of enemies in one shot - but does no harm to the Enforcer. It is very effective for combo kills and especially hot streaking. Weak enemy mobs do not stand a chance and bosses sustain massive damage. Weapon upgrades only add an additional shot per upgrade,.

Mouse-look can be used to quickly drop a Nuker missile at your feet in order to clear the air around you quickly if you are surrounded.

This weapon's main weakness is its low ammo count, which you can mitigate with upgrades. Either by gun upgrades, or the Enforcer's extra ammo upgrades. If you are low on Data Points, the Enforcer's ammo upgrades are preferable as it affects all weapons.

The Professor's Choice level 3 upgrade is a also a recommended upgrade. With faster weapon respawn, you'll often have another fresh Nuker in no time.

This weapon is not required to complete easier difficulties, but is almost a necessity on the harder difficulty levels.

Weapon Tips

  • Though there are many weapons to unlock, it's preferable to stick to a core set of weapons through each play-through of the game. This way you can concentrate your Data Points on fully upgrading these weapons and bring them to their highest potential rather than have all the weapons open but at low levels. A smaller weapon set also allows for a more predictable selection of weapons are respawned.
  • When choosing to unlock a new weapon (with the exception of the Nuker), try not to buy it unless you've got enough data points to get some or all of the upgrades as well. They are far less effective at their default level than at mid or full level. You also do not want to downgrade your firepower at more advanced stages by having a level 1 weapon suddenly spawn in front of you while you are running.


Power Ups

Repair Pack

The repair pack helps keep the Enforcer alive by restoring lost hit points, making it one of the most useful of the available power ups. This is unlocked from the start. Every upgrade increases the amount of health that is restored.

Hot Streak Helper

The Hot Streak Helper increases Hot Streak bars fill rate. Extra upgrades increase the fill rate. When the bar is full, Hot Streak mode is activated.

While in Hot Streak, the Enforcer gains a random power up at set intervals as long as it is in effect. Power ups that have not yet been unlocked can be obtained this way, but will be treated as if they were at level 1. Weapons not fully upgraded will also be temporarily upgraded.

Power up effects that are not provided during a Hot Streak include: Lazarus system, Bio Magnetic Pulse, Missile Strike, Stasis field and Invulnerator.


Speed Booster

Increases your running speed. Each upgrade increases the speed. Unlocked by default.


Damage Intensifier

Increases all weapon damage ×2. Each upgrade doubles the multiplier up to a maximum of ×8 damage.

This is very highly recommended upgrade. It completely changes the nature of most weapons, and turns weak weapons - including the default laser rifle/autocannon - into powerful forces to be reckoned with, while powerful weapons start dealing ridiculous amounts of damage. It's an excellent power up to have during major enemy fights or for building up a Hot Streak.


Lazarus System

The Lazarus System power up will revive the Enforcer once if killed during the battle. A 1-Up if you will. Only one Lazarus System can be in effect at a time.


Data Point Multiplier

This power up multiplies every data point you pick up. Initially a ×2 multiplier, it can be eventually be upgraded to a maximum pf ×5. This is a very useful Power Up as any Data Points invested in this upgrade will eventually pay for themselves. Also the more Data Points gathered, the more weapons and upgrades you can invest in.


Bio Magnetic Pulse

This power up wipes out every enemy in your area in an instant. A handy power up but may be redundant if you plan to invest in the Nuker.


Stealth

This power up hides the Enforcer and makes it harder for enemies to target and shoot back. A useful power up for building up Hot Streaks.


Missile Strike

When touched, launches an air strike that blankets the area in missiles. Similar to the Bio Mag Pulse in function but not as instantaneous. Again, may be redundant if you wish to invest in the Nuker or other area effect weapons.

Stasis field

Picking up the Stasis Field freezes enemies around you. A handy effect to have to slow down enemy mobs or stall major enemies.

Attack Bot

This power up creates an independent weapon pod that orbit around the Enforcer, equipped with as laser rifle that fires whenever the Enforcer fires. Upgrades increase the amount of laser beams up to three laser beams.

The Attack Bot is similar to the auxiliary fighter pods found in many side scrolling shooters like Gradius that orbit around the main vessel and provide additional firepower or other functions.


Invulnerator

Since the beginning of First Person Shooters, there have been invulnerability devices. This power up temporarily makes the Enforcer invincible from everything except falling into endless pits. Upgrades extends its duration.


Enforcer Upgrades

Max Speed

Upgrades the Enforcer's moving speed. Upgrade this if you are finding the Enforcer is not running fast enough. Be careful that you do not make the Enforcer too fast, as there are maps that feature bottomless pits with narrow walkways that you need to carefully navigate over.

Jump Jets

Increase your jumping height. Worth upgrading as much as possible for the added mobility, dodging incoming fire or launching mid-air attacks with certain weapons. You have to upgrade this in order to get to some hard-to-get-to places to get the BONUS or Researchable Items balls.

Ammo Capacity

Increases ammo storage for all weapons per upgrade. This is useful to take if you are finding your weapons are running out of ammunition too quickly.

Auto Repair

Repairs the Enforcer slowly over time, up to but not beyond 100 hitpoints. Combined with the repair pack upgrades, this keeps the Enforcer happy and alive.

Note that the Data Point costs for this upgrade are higher than Repair Pack upgrades, and as it caps at 100 hit points, it may be more efficient to concentrate on the Repair Pack upgrades first.


Armor

Increases hitpoint capacity with each upgrade. Also consider the 1st level Professor's Choice upgrade below to add additional hitpoints.

Professor's Choice

A set of variable one-off upgrades that provide different useful functions.

  1. Starting hitpoints increased to 200.
  2. Replace Laser rifle with Autocannon.
  3. Random weapon respawn rate increase.

The level 1 update is a good starting alternative to Armor that helps the Enforcer's survivability.

The level 2 Autocannon increases the Enforcer's firepower when caught between super weapons.

The level 3 respawn ensures weapons are dropped more frequently. This keep the Enforcer well armed, but also increases the risk of the Enforcer running over an unwanted weapon.