Difference between revisions of "Gauss Rifle"

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m (→‎See Also: Relinking.)
(→‎Comparison to UFO Mirror: [[Laser Rifle]]: Added link to damage modifiers)
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==Comparison to UFO Mirror: [[Laser Rifle]]==
 
==Comparison to UFO Mirror: [[Laser Rifle]]==
  
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.
+
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%.
  
 
==Weapon Statistics==
 
==Weapon Statistics==

Revision as of 12:58, 17 March 2008

General Information

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 Mirror: Laser Rifle

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, 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 Sectopods took 150%.

Weapon Statistics

The Gauss Rifle.

Gauss Rifle

  • 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

The Gauss Rifle clip.

Gauss Rifle Clip

  • 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

  • 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.


See Also