Difference between revisions of "Fusion Ball Launcher"

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(Updated accuracy to actual code-confirmed numbers)
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The other major drawback is the outstanding range of the weapon, believe it or not. Even though it has the greatest range of all other craft weapons, it is equal to the range of the main weapon on an alien [[Battleship]]. Given that the next best craft weapon (the [[Plasma Beam]]) can outrange all other UFOs except [[Battleship]]s, has a greater number of shots per use and a much faster reload time, there is no practical advantage to using Fusion Balls as a craft weapon.
 
The other major drawback is the outstanding range of the weapon, believe it or not. Even though it has the greatest range of all other craft weapons, it is equal to the range of the main weapon on an alien [[Battleship]]. Given that the next best craft weapon (the [[Plasma Beam]]) can outrange all other UFOs except [[Battleship]]s, has a greater number of shots per use and a much faster reload time, there is no practical advantage to using Fusion Balls as a craft weapon.
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While the amazing destructive power of Fusion Balls can make it very easy to take down larger ships, using this weapon against any Scout-class ship and even medium-sized ships on occasion will result in the utter annihilation of the craft. In addition, using the Fusion Ball Launcher on a [[Supply ship]] is not recommended, as more often than not it will utterly destroy the power supplies. This will rob you of needed [[Elerium-115]], one of the primary reasons to raid Supply ships in the first place.
  
 
Quite apart from all of that, the manufacture of Fusion Balls for use with the launcher requires [[Elerium-115]], a very rare and valuable resource. Each Fusion Ball manufactured requires 4 Elerium units.
 
Quite apart from all of that, the manufacture of Fusion Balls for use with the launcher requires [[Elerium-115]], a very rare and valuable resource. Each Fusion Ball manufactured requires 4 Elerium units.

Revision as of 06:27, 9 July 2007

Fusion Ball Launcher

The Fusion Ball Launcher is available after research is completed on the Blaster Launcher and Blaster Bomb.

Fusion Balls are without a doubt the most devasting weapon available for use on X-COM craft. They also have the greatest range of any X-COM craft weapon, standing at 65 km.

However, the drawbacks associated with Fusion Balls far outweigh the advantages. There is only enough room on each hardpoint to load two fusion balls into the launcher, for a total of four shots. Against most UFOs this is more than adequate, but against alien Battleships your craft will likely run out of ammunition before bringing it down.

The other major drawback is the outstanding range of the weapon, believe it or not. Even though it has the greatest range of all other craft weapons, it is equal to the range of the main weapon on an alien Battleship. Given that the next best craft weapon (the Plasma Beam) can outrange all other UFOs except Battleships, has a greater number of shots per use and a much faster reload time, there is no practical advantage to using Fusion Balls as a craft weapon.

While the amazing destructive power of Fusion Balls can make it very easy to take down larger ships, using this weapon against any Scout-class ship and even medium-sized ships on occasion will result in the utter annihilation of the craft. In addition, using the Fusion Ball Launcher on a Supply ship is not recommended, as more often than not it will utterly destroy the power supplies. This will rob you of needed Elerium-115, one of the primary reasons to raid Supply ships in the first place.

Quite apart from all of that, the manufacture of Fusion Balls for use with the launcher requires Elerium-115, a very rare and valuable resource. Each Fusion Ball manufactured requires 4 Elerium units.

Manufacturing Requirements

Fusion Ball Launcher

Engineer Hours:400
Cost per Unit:242,000
Workshop Space required:6

Fusion Balls

Engineer Hours:600
Cost per Unit:28,000
Workshop Space required:6
Raw Materials:4x Elerium-115

Vital Statistics

Damage:230
Range:65 km
Accuracy:100%
Reload Time:25 seconds
Shots:2
Ammunition Used:Fusion Balls

Note that the Accuracy given in the in-game UFOPaedia is incorrect; two independent code digs have confirmed these are the correct accuracies for the craft weaponry.