Difference between revisions of "Heavy Plasma"
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== Beam Weapons: Heavy Plasma == |
== Beam Weapons: Heavy Plasma == |
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− | The Heavy Plasma is a powerful squad support weapon |
+ | The Heavy Plasma is a powerful squad support weapon which is nonetheless light enough to be usable by nearly any soldier. It is the most powerful weapon available to X-COM agents short of the [[Blaster Launcher]], with a fast rate of fire and high accuracy. |
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+ | This weapon is capable of penetrating a wide variety of terrain features, including even inner UFO walls and doors sometimes. (See [[Destroying Terrain]] for more info.) This quality makes it indispensible for certain [[UFO_Assault]] tactics. |
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+ | Its 35 rounds are usually more than sufficient for the typical engagement. |
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Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire. |
Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire. |
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− | Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way). |
+ | Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way). Clips can be hard to come by in the early part of the game, and require Elerium if manufactured. |
== Weapon Vital Statistics == |
== Weapon Vital Statistics == |
Revision as of 06:07, 9 May 2006
Beam Weapons: Heavy Plasma
The Heavy Plasma is a powerful squad support weapon which is nonetheless light enough to be usable by nearly any soldier. It is the most powerful weapon available to X-COM agents short of the Blaster Launcher, with a fast rate of fire and high accuracy.
This weapon is capable of penetrating a wide variety of terrain features, including even inner UFO walls and doors sometimes. (See Destroying Terrain for more info.) This quality makes it indispensible for certain UFO_Assault tactics.
Its 35 rounds are usually more than sufficient for the typical engagement.
Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire.
Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way). Clips can be hard to come by in the early part of the game, and require Elerium if manufactured.
Weapon Vital Statistics
- Actions, TU cost:
- 35% TU Auto
- 30% TU Snap
- 60% TU Aimed
- Accuracy:
- 50% Auto
- 75% Snap
- 110% Aimed
- Power: 115
- Power type: Plasma
- Ammo: One clip contains 35 rounds