Difference between revisions of "Heavy Cannon"

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While the regulation [[pistol]]s and [[rifle]]s provide adequate firepower against most soft targets, they lack the strength to punch through the thick armour introduced by a number of early terrorist units, like the [[Cyberdisc]] and [[Chryssalid]]. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon.  
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While the regulation [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon.  
 
   
 
   
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its small magazine capacity. It can only carry 6 rounds at a time.  
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The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin, the Auto-Cannon.  
  
The Heavy Cannon also lacks an automatic firing mode, however it remains more powerful and much more accurate than its weaker but ultimately more popular cousin, the Auto-Cannon. Except for starting out on a new game, when Heavy and Auto-Cannons are the best offense your weak Rookies can afford (aside from the [[Rocket Launcher]]), these should be tossed by the wayside later in the game (after a few months or so, when you can walk onto a battlefield with a plasma/laser rifle and rocket launchers). As an added paradox, the explosive rounds actually do ''less'' damage than an AP round. AP rounds, however, don't have the benefit of splash damage. Although far from an ideal weapon, some find it useful on higher difficulty levels. On superhuman, for example, it can kill early enemies in one hit, while the Auto Cannon often seems to come up a few hit points short of a kill.
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Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, and the direct fire can wound a flying [[Cyberdisc]] where thrown explosives fail. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty.  
  
One excellent strategy with both Heavy and Auto-Cannons is to wear Power Suits and arm these weapons with HE shells. As long as you don't get a direct hit from one of your own shells, you will feel absolutely no damage whatsoever when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations.  
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AP rounds are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]], and actually have a WORSE chance of OHKO'ing early aliens. Incendiary rounds are glitched to always deal low damage, making both ammo types fairly useless. Feel free to use the Heavy Cannon strictly with HE rounds as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don't have time to prime grenades. Consider using it when an agent is too weak for a [[Rocket Launcher]].
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Both Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don't get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations.  
  
 
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Gas Cannon]].
 
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Gas Cannon]].
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* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].
 
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].
 
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.
 
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.
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*  On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively.
  
 
==See also==
 
==See also==

Revision as of 14:49, 28 April 2015

While the regulation pistols and rifles can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the Auto-Cannon - two highly versatile man-portable cannons with a selection of shells tipped with armour piercing, high explosive or incendiary warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon.

The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin, the Auto-Cannon.

Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping Reapers, and the direct fire can wound a flying Cyberdisc where thrown explosives fail. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty.

AP rounds are quickly made obsolete by the vastly improved quality of Laser Weapons, and actually have a WORSE chance of OHKO'ing early aliens. Incendiary rounds are glitched to always deal low damage, making both ammo types fairly useless. Feel free to use the Heavy Cannon strictly with HE rounds as a glorified Grenade launcher, for when you need the power of a grenadier but don't have time to prime grenades. Consider using it when an agent is too weak for a Rocket Launcher.

Both Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don't get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations.

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

Stats

Heavy Cannon:

BIGOBS11.GIF
  • Size: 3 high x 2 wide
  • Weight: 18
  • TUs:
    • Snap: 33% (Accuracy 60%)
    • Aimed: 80% (Accuracy 90%)
  • Cost: $6,400
  • Sell Price: $4,800

AP Clip:

BIGOBS12.GIF
  • Power: 56 AP
  • Ammo: 6
  • Size: 1 high x 2 wide
  • Weight: 6
  • Cost: $300
  • Sell Price: $225

HE Clip:

BIGOBS13.GIF
  • Power: 52 HE
  • Ammo: 6
  • Size: 1 high x 2 wide
  • Weight: 6
  • Cost: $500
  • Sell Price: $275

Incendiary Clip:

BIGOBS14.GIF
  • Power: 60 IN (6.4)
  • Ammo: 6
  • Size: 1 high x 2 wide
  • Weight: 6
  • Cost: $400
  • Sell Price: $300

Usage notes

The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.

  • Aimed: 1 Shot, 20% Remaining TUs
  • Snap: 3 Shots, 1% Remaining TUs

Limitations of incendiary damage

The listed damage using incendiary rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the UFOpaedia do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.

Furthermore soldiers cannot gain any form of experience shooting any weapon loaded with incendiary rounds.

Tips

  • Carry a reload or two; you don't have many shots per clip.
  • Try to kneel when firing.
  • Aimed mode takes extremely long, but is probably the most effective use of ammunition.
  • Try to keep your second hand free while using the Heavy Cannon. The accuracy already sucks, so avoid the 20% penalty.
  • Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.
  • On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively.

See also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers