Difference between revisions of "Gauss Rifle"
(→Recommendations: Re-wrote the Recommendations section - going against Lobstermen or Tasoths with only Gauss is suicide, especially on the higher difficulties.)
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The Gauss Rifle is a good starting weapon and continues to be a fairly respectable weapon in the later game. However,
The Gauss Rifle is a good starting weapon and continues to be a fairly respectable weapon in the later game .
However, many terror units and later enemies are very tough and highly resistant to Gauss rounds
, Sonic Weapons[[Sonic Pulser]]swhen .
Revision as of 14:41, 3 May 2015
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
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 high capacity 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.
However, many terror units and later enemies (Tasoth, 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 (av. 0-3 damage per hit), 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.
|Terror From The Deep: Equipment (TFTD)|
|Armor||Diving Suit • Plastic Aqua Armor • Ion Armor • Magnetic Ion Armor|
|Weapons|| Dart Gun • Jet Harpoon • Gas Cannon • Hydro-Jet Cannon • Torpedo Launcher • Thermal Tazer|
Magna-Blast Grenade • Particle Disturbance Grenade • Magna-Pack Explosive
|Portable Equipment||Dye Grenade • Particle Disturbance Sensor • Medi-Kit • Chemical-flare • M.C. Disruptor • M.C. Reader • Zrbite|
|SWS||Coelacanth/G. Cannon • Coelacanth/Aqua Jet • Coelacanth/Gauss • Displacer/Sonic • Displacer/PWT|
|Data||Weapon Summaries • TFTD Item destruction table • SWS/Terror Unit Innate Weapons|