Difference between revisions of "Gauss Rifle"

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==General Information==
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== General Information ==
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{{Ref Open | title =Gauss Rifle}}
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A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system, we have utilised a micro particle accelerator that generates a stream of anti-protons.
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{{Ref Close | source = Terror From The Deep Ufopaedia}}
  
A further development in Gauss weaponry, the Gauss Rifle offers more power over the Gauss Pistol, at the expense of a smaller clip.  The most powerful weapon in the war that can be fired on auto, the Gauss Rifle has a place in the armory of almost any X-Com base.  Effective against most aliens, with a decent clip size and easy-to-acquire ammunition, some of these should be kept around for that 'just in case' situation where auto-fire will come in handy.
 
  
==Comparison to UFO: EUs Laser Rifle==
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{{Infobox open}}
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{{Infobox module/weapon
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| weapon = Gauss Rifle
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| height = 3
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| width = 1
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| weight = 8
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| grip = Two-Handed
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| damagethreshold = 20
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| weaponimage = [[Image:Gauss_rifle.gif]]
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| acc_auto = 50
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| acc_snap = 65
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| acc_aim = 100
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| fcost_auto = 40
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| fcost_snap = 30
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| fcost_aim = 60
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| saleprice = 36900
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| research =
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| acquisition ={{Manufacturing|20000|400|3| -}}
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}}
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{{Infobox module/ammo
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| weapon = Gauss Rifle
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| ammo = Gauss Rifle Clip
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| weight = 3
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| height = 1
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| width = 1
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| damagethreshold = 70
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| ammoimage = [[Image:Gauss_rifle_clip.gif]]
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| damage = 60 Gauss Beam
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| capacity = 15
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| saleprice = 1950
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| research =
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| acquisition = {{Manufacturing|2000|45|4| -}}
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}}
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{{Infobox close}}
  
Again, another step back.  While the [[Laser Rifle]] was one of the best weapons in the game, the Gauss Rifle can't even hope to close in on that title.  Firing costs are up in all modes, and the limited ammo makes this weapon less useful.  Accuracy may be up in Auto mode, but all other accuracies are the same. The loss of unlimited ammo is another major minus.  While it keeps the same power as the Laser Rifle, that and the slight accuracy boost in Auto mode can't hope to save this weapon from its weak points. Worse, [[Damage_Modifiers_%28TFTD%29|many aliens]] have significant resistance to Gauss damage. Notably, Tasoths take only 70% damage and Lobstermen take 30%. All alien units in the first game took full damage from Laser weapons and [[Sectopod|Sectopods]] took 150%.
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The Gauss Rifle is a powerful rifle that is accurate and has an auto fire mode. Thanks to its good balance of abilities, it is often the most favoured of the three Gauss weapons.  
  
==Weapon Statistics==
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The Gauss Rifle improves on the [[Gauss Pistol]] by introducing greater accuracy and a small increase in stopping power. It is not as fast but can still maintain a high damage output. It also features a 15-round ammunition clip.
[[Image:Gauss_rifle.gif|frame|The Gauss Rifle.]]
 
  
'''Gauss Rifle'''
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'''Note''': All Gauss Weapons must be manufactured.
* Size: 3 high x 1 wide
 
* Firing Accuracy:
 
** 50% Auto
 
** 65% Snapshot
 
** 100% Aimed
 
* Firing Cost:
 
** 40% Auto
 
** 30% Snapshot
 
** 60% Aimed
 
* Selling Cost: $36,900
 
* Build Cost: $20,000
 
** 400 Technician Hours
 
** Required Workspace: 3
 
  
==Ammo Statistics==
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The Gauss Rifle is a good general-purpose weapon that is suitable as a standard issue squad weapon. Having ammunition that is easy to mass-produce, it is a useful weapon for conserving [[Sonic Pistol]] and [[Sonic-Blasta Rifle]] ammunition when fighting against non-[[Lobsterman]] crews.
[[Image:Gauss_rifle_clip.gif|frame|The Gauss Rifle clip.]]
 
  
'''Gauss Rifle Clip'''
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This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Laser Rifle]].
* Size: 1 high x 1 wide
 
* Damage: 60 Gauss Beam
 
* Ammo Capacity: 15
 
* Selling Cost: $1,950
 
* Build Cost: $2,000
 
** 45 Technician Hours
 
** Required Workspace: 4
 
  
==USOpaedia==
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{| {{StdCenterTable}} align = "center"
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|-
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|colspan = "2" {{StdDescTable_Heading}}|'''Key Features'''
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|-
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|colspan = "2" align="left" valign = "top"|
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* Auto Fire
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* High Accuracy
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* Gauss Damage
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|-
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|{{StdDescTable_Heading}} width = "50%" |'''Pros'''
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|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
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|-
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| align = "left" valign = "top"|
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* Moderate power
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* Fast
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| align = "left" valign = "top"|
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* Manufactured
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|}
  
* A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system, we have utilised a micro particle accelerator that generates a stream of anti-protons.
 
  
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==Recommendations==
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The Gauss Rifle is a good starting weapon and continues to be a fairly respectable weapon in the later game when fighting [[Aquatoid]]s or [[Gillmen]] due to its autofire capability.
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However, many terror units and later enemies ([[Tasoth]]s, [[Lobster Men]]) are very tough and highly resistant to Gauss rounds. For example, on Superhuman difficulty, Gauss Rifles are almost completely ineffective against Lobster Men (less than a 1/8 chance to do any damage at all), and usually require 5-6 hits to kill a Tasoth.
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Therefore, when these races start appearing, one should switch to Sonic Weapons, [[Sonic Pulser]]s, melee weapons, and/or [[Thermal Shok Launcher]]s as soon as possible; Gauss Rifles should be left behind and used only when one knows that they will be facing Gillmen or Aquatoids.
  
 
==See Also==
 
==See Also==
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* [[Gauss Pistol]]
 
* [[Gauss Pistol]]
 
* [[Heavy Gauss]]
 
* [[Heavy Gauss]]
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* [[Laser Rifle vs Gauss Rifle]]
  
  
 
{{Equipment (TFTD) Navbar}}
 
{{Equipment (TFTD) Navbar}}
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[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]
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[[Category:TFTD]]

Latest revision as of 09:28, 15 January 2020

General Information

Gauss Rifle

A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system, we have utilised a micro particle accelerator that generates a stream of anti-protons.

Source: Terror From The Deep Ufopaedia


Gauss Rifle
Size
(h x w)
3 x 1 Gauss rifle.gif
Weight 8
D. Threshold 20
Grip Two-Handed
TU Cost Accuracy
Auto 40% 50%
Snapshot 30% 65%
Aimed 60% 100%
Sale Price $36,900
Research
Manufacture
Cost $20,000
Technician Hours 400
Workspace 3
Materials -
Gauss Rifle Clip
Size
(h x w)
1 × 1 Gauss rifle clip.gif
Weight 3
D. Threshold 70
Damage 60 Gauss Beam
Capacity 15
Sale Price $1,950
Research
Manufacture
Cost $2,000
Technician Hours 45
Workspace 4
Materials -

The Gauss Rifle is a powerful rifle that is accurate and has an auto fire mode. Thanks to its good balance of abilities, it is often the most favoured of the three Gauss weapons.

The Gauss Rifle improves on the Gauss Pistol by introducing greater accuracy and a small increase in stopping power. It is not as fast but can still maintain a high damage output. It also features a 15-round ammunition clip.

Note: All Gauss Weapons must be manufactured.

The Gauss Rifle is a good general-purpose weapon that is suitable as a standard issue squad weapon. Having ammunition that is easy to mass-produce, it is a useful weapon for conserving Sonic Pistol and Sonic-Blasta Rifle ammunition when fighting against non-Lobsterman crews.

This weapon appears in Terror from the Deep. For the UFO: Enemy Unknown equivalent, refer to the Laser Rifle.

Key Features
  • Auto Fire
  • High Accuracy
  • Gauss Damage
Pros Cons
  • Moderate power
  • Fast
  • Manufactured


Recommendations

The Gauss Rifle is a good starting weapon and continues to be a fairly respectable weapon in the later game when fighting Aquatoids or Gillmen due to its autofire capability.

However, many terror units and later enemies (Tasoths, Lobster Men) are very tough and highly resistant to Gauss rounds. For example, on Superhuman difficulty, Gauss Rifles are almost completely ineffective against Lobster Men (less than a 1/8 chance to do any damage at all), and usually require 5-6 hits to kill a Tasoth.

Therefore, when these races start appearing, one should switch to Sonic Weapons, Sonic Pulsers, melee weapons, and/or Thermal Shok Launchers as soon as possible; Gauss Rifles should be left behind and used only when one knows that they will be facing Gillmen or Aquatoids.

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