Difference between revisions of "Heavy Weapons Platforms"

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(power difference isn't that bad...)
(Lots of little edits)
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== General Information ==
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'''Heavy Weapons Platforms''', or '''HWPs''', are small unmanned tanks.  They are fast, heavily-armored, and carry specialized versions of several weapon types available to your soldiers.   
 
'''Heavy Weapons Platforms''', or '''HWPs''', are small unmanned tanks.  They are fast, heavily-armored, and carry specialized versions of several weapon types available to your soldiers.   
  
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*[[Hovertank/Launcher]] (Same as above, except it needs Fusion Ball Launcher instead of Plasma Cannon)
 
*[[Hovertank/Launcher]] (Same as above, except it needs Fusion Ball Launcher instead of Plasma Cannon)
  
== General Information ==
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=== Tank Types ===  
Tanks are divided into two distinct chassis types, the standard miniature tracked tank and the hover tank. The tracked tank chassis is the weaker of the two, however it is relatively cheaper on materials and can be purchased off the market. Our engineers can also reproduce a replica of the tracked tank in the workshops for the purposes of mounting our proprietary heavy laser turrets. The hovertank, a hybrid of human and alien technologies, must be built in the engineering labs. It is the most expensive, especially on exotic resources, but it comes with superior internal and external subsystems, a generous amount of armour, and comes with the ability to hover in the air much like a [[Cyberdisc]] or [[Ethereal]].
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Tanks are divided into two distinct chassis types, the standard miniature tracked tank and the hover tank.  
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;Tracked Chassis
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The tracked tank chassis is the weaker of the two, however it is relatively cheaper on materials and can be purchased off the market. Engineers can produce replica of the tracked tank in the workshops refitted with powerful heavy laser turrets.  
  
Tanks use turrets to fire. These turrets can turn independently of the tanks themselves. For example, if you tell a tank to fire behind itself, the turret will turn and not the tank. The turret will keep its new bearing relative to the tank until it is told to fire again. Moving the turret costs 1 [[Time Units|TU]] per directional change. However, the turret itself does not contain any optical perception sensors, so it cannot see an enemy if the tank cannot see it.
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;Hover Chassis
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The hovertank, a hybrid of human and alien technologies, must be built. It expensive and requires exotic resources in its manufacture, but has superior performance, generous layers of armour, and most importantly is able to hover in the air much like a [[Cyberdisc]].
  
With the exception of the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]], you must have sufficient ammunition in your stores before loading the tank onto a transport craft. However, if one of your bases is attacked and you do not have ammunition available, any tanks will be granted with a full payload of ammunition. Any rounds remaining after a successful [[Base Defense|base defense]] will be added to your stores.
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=== Tank Weapons ===
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Tanks use turrets to fire. These turrets can turn independently of the tanks themselves. For example, if you tell a tank to fire behind itself, the turret will turn and not the tank. The turret will keep its new bearing relative to the tank until it is told to fire again. Moving the turret costs 1 [[Time Units|TU]] per directional change. The turret do not contain any optical perception sensors, so the turret can only see what the tank sees.
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With the exception of the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]], you must have sufficient ammunition in your stores before loading the tank onto a transport craft.  
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A special allowance is made for protecting bases during attacks if you do not have ammunition available. Tanks will always be granted a full payload of ammunition. Any rounds remaining after a successful [[Base Defense|base defense]] will be added to your stores.
  
 
== Advantages ==
 
== Advantages ==
 
*Tanks are not affected by psi attacks.  They cannot lose [[morale]], except by killing "friendly" units (which includes mind-controlled aliens).
 
*Tanks are not affected by psi attacks.  They cannot lose [[morale]], except by killing "friendly" units (which includes mind-controlled aliens).
 
*Tanks are not affected by [[stun]], nor can they receive [[Fatal Wounds|fatal wounds]].
 
*Tanks are not affected by [[stun]], nor can they receive [[Fatal Wounds|fatal wounds]].
*They tend to have a greater amount of Time Units than normal [[Soldiers|soldiers]] making them excellent as scouts. They also will never experience encumbrance, unlike low-[[strength]] soldiers who struggle to carry a Rocket Launcher and its reloads.
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*Tanks start off with fairly decent stats, except for their Reactions, which are extremely low.
*Tanks start off with fairly decent stats, except for their Reactions, which are horrible.
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**Tanks have greater Time Units than normal [[Soldiers|soldiers]] making them excellent as scouts.  
 
*Tanks are counted as items, not staff. This lets them be stored in general storage instead of Living Quarters.
 
*Tanks are counted as items, not staff. This lets them be stored in general storage instead of Living Quarters.
 
*When starting up a new base and fearing alien attacks, it's convenient to buy/send a couple of HWPs there on guard duty. You still need at least one soldier on duty there for a base defense though.
 
*When starting up a new base and fearing alien attacks, it's convenient to buy/send a couple of HWPs there on guard duty. You still need at least one soldier on duty there for a base defense though.
*They can take fairly heavy damage before being destroyed. This is especially true in XcomUtil, which has an option to upgrade the armor values of base tanks to hovertank levels.
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*They can take fairly heavy damage before being destroyed.  
 
*A damaged tank is instantly repaired at the end of a mission.
 
*A damaged tank is instantly repaired at the end of a mission.
 
*Other units can fire over the top of a tank without the tank getting hit in the crossfire.
 
*Other units can fire over the top of a tank without the tank getting hit in the crossfire.
*Tanks carry more ammunition than a soldier can. In particular, [[Hovertank/Launcher]]s and [[Tank/Rocket Launcher]]s carry more ammo than a soldier carrying a launcher and ammo can.
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* More importantly, the ammo loaded in the tank one does not count towards the 80 item limit, unlike the ammunition for man-portable Blaster and Rocket Launchers.
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* Tanks have better ammunition management than their man-portable counterpart. This significantly affects launcher type tanks like the [[Hovertank/Launcher]] and [[Tank/Rocket Launcher]].
* The tank does NOT have to manually reload its weapon. It doesn't even have to use any TUs. This is important for the Blaster and Plasma tanks.  Basically, it uses a clip with many many shots, as opposed to soldiers with many 1 shot clips. Makes a difference.
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** Tanks carry more (large) ammunition than a soldier can at one time.  
*Tanks do not draw salaries.  While their initial cost is large, you don't have to keep shelling out cash every month for them. Of course, for the blaster, rocket and AP tanks, the ammunition cost can far outstrip a soldier's salary.
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** The ammo loaded in the tank does not count towards the 80 item limit.
*As expensive as they are, everything is included in the cost of the tank except ammunition.  You do not need to buy weapons, armor or equipment for them.  Furthermore, two of the most useful tanks-- the laser and plasma tanks-- do not require ammunition at all.
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** All of the tank's ammunition is loaded in a single magazine. Ammo is therefore automatically fed into the gun, and does not require 15TUs to reload after every shot.  
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*Tanks do not draw salaries.  While their initial cost is large, you don't have to keep shelling out cash every month for them. Ammunition expenses take its place.  
 +
*As expensive as they are, everything is included in the cost of the tank except ammunition.  You do not need to buy weapons, armor or equipment for them.   
 
*Tanks cannot be implanted by [[Chryssalid]]s.  Their bite may well destroy the tank, but at least you don't have to worry about the tank turning into a [[Zombie]].   
 
*Tanks cannot be implanted by [[Chryssalid]]s.  Their bite may well destroy the tank, but at least you don't have to worry about the tank turning into a [[Zombie]].   
*Hovertanks, like all flying units, can avoid physical attacks- most noticeably [[Chryssalid]]s- completely by staying above ground level.
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*Hovertanks, like all flying units, can avoid physical attacks from melee aliens by hovering one tile above them.
 
*Losing a tank affects morale the same as losing a newbie - much less than the death of a soldier of somewhat similar stats, who would probably have earned a high officer [[rank]]. Despite being a significant [[economic]] loss, the destruction of a tank doesn't trigger the panic wave the fall of a Colonel would.
 
*Losing a tank affects morale the same as losing a newbie - much less than the death of a soldier of somewhat similar stats, who would probably have earned a high officer [[rank]]. Despite being a significant [[economic]] loss, the destruction of a tank doesn't trigger the panic wave the fall of a Colonel would.
  
 
== Disadvantages ==
 
== Disadvantages ==
*Tanks are much more expensive than [[Soldiers|soldiers]] - eg $420,000 vs $40,000. Their cost and usefulness are inverse with time, i.e. by the time you can afford them, they are a lot less useful as attackers. They will continue to remain useful as expendable scouts.  
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*Tanks are much more expensive than [[Soldiers|soldiers]] - eg $420,000 vs $40,000. Their cost and usefulness are inverse with time. When you need them for their superior mobility and defenses you cannot easily afford them. By the time you can afford them, you will already have better alternatives. They will always remain useful as expendable scouts.  
 
*Each tank takes up four soldiers' worth of space in the transport.
 
*Each tank takes up four soldiers' worth of space in the transport.
 
*They do not gain [[experience]] during combat.
 
*They do not gain [[experience]] during combat.
*Their extra size makes it difficult to get them to certain areas - through most doorways, for example.
 
*It's possible for a tank to be "halfway" (one square) past a wall and be visible to enemies and vulnerable to their fire, yet unable to spot those same enemies and, needless to say, unable to return fire. A similar problem can cause tanks to get stranded in walls if they try to drop off ledges in the wrong compass direction.
 
*They take extra damage from explosives due to their size.
 
 
*Tanks have very low [[reactions]]. In other words, tanks draw fire.  Aliens will prefer to react against tanks more often than your troops because tanks have low reaction levels - all the time.  
 
*Tanks have very low [[reactions]]. In other words, tanks draw fire.  Aliens will prefer to react against tanks more often than your troops because tanks have low reaction levels - all the time.  
 
**Many commanders consider this an advantage, however, knowing they can bring a tank in to distract the enemy from vulnerable troops. This works by making the enemy use up their remaining Time Units on an expendable decoy.
 
**Many commanders consider this an advantage, however, knowing they can bring a tank in to distract the enemy from vulnerable troops. This works by making the enemy use up their remaining Time Units on an expendable decoy.
*Tanks do not have any Auto-Fire capability, a big liability in combat.
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*The tank's size introduces a variety of problems.  
*Tanks' snap shot is rather expensive in terms of TU.
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**They make bigger targets
*2 tanks have slightly weaker weapons than their man-portable counterparts. 2 tanks, the Tank/Cannon and Tank/Laser, have weapons that surpass their hand-held counterparts in power. The Hovertank/Launcher is MUCH weaker than the Blaster Bomb.  
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**More damage is taken from explosives.
**The Tank/Rockets have missiles that are stronger than small rockets, but are weaker than large rockets.
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**They cannot pass through narrow gaps such as doorways.
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**They can also get stuck in walls if they fall off ledges while traveling north or east.  
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**It's possible for a tank to be "halfway" (one square) past a wall and be visible to enemies and vulnerable to their fire, yet unable to spot those same enemies or return fire. This occurs because the tank can only see via one of its quarters. The others three quarters are blind.
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* Tank versions of the various weapons are limited:
 +
**Tanks do not have any Auto-Fire capability and their snap shots are time consuming.
 +
**Tanks cannot re-arm during the battle.
 +
**Though many of the weapons are very powerful, they are reduced in effectiveness thanks to the tank's own accuracy levels.
 
**Plasma hovertanks are poorer than Heavy Plasmas at breaching UFO inner walls, due to a 5 point power difference (see [[Destroying Terrain]] for more details).
 
**Plasma hovertanks are poorer than Heavy Plasmas at breaching UFO inner walls, due to a 5 point power difference (see [[Destroying Terrain]] for more details).
**The Hovertank/Launchers are MUCH weaker than Blaster Bombs - 200 power vs 140 - and unable to breach outer walls of UFOs as standard blasters can.
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**Normal lasers have infinite ammunition for the duration of a battle, but the [[Tank/Laser Cannon]] has a limit of 255 charges.
*Tanks cannot carry additional equipment and cannot reload once their ammunition has run out.
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**Launcher tanks in general have weaker missiles. [[Tank/Rocket Launcher]]s use mid-weight rockets that sit between the small and large rockets, while [[Hovertank/Launcher]] have weaker blaster bombs that cannot breach outer UFO walls.
 +
*Tanks cannot carry additional equipment  
 
*The aimed shots on most tanks are not worthwhile.  The gain in accuracy does not nearly match the extra time units they require.  This is especially true on the [[Hovertank/Plasma]].
 
*The aimed shots on most tanks are not worthwhile.  The gain in accuracy does not nearly match the extra time units they require.  This is especially true on the [[Hovertank/Plasma]].
*Once destroyed they are unrepairable and unrecoverable.
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*Once destroyed, tanks or their ammunition cannot be recovered.  
 
*Tanks can go [[Morale#Panicking_and_Berserking|berserk]], although only by killing a large number of friendly units (including mind-controlled aliens).  A berserk rocket or blaster launcher tank can be catastrophic.
 
*Tanks can go [[Morale#Panicking_and_Berserking|berserk]], although only by killing a large number of friendly units (including mind-controlled aliens).  A berserk rocket or blaster launcher tank can be catastrophic.
  

Revision as of 07:52, 22 March 2009

General Information

Heavy Weapons Platforms, or HWPs, are small unmanned tanks. They are fast, heavily-armored, and carry specialized versions of several weapon types available to your soldiers.

The five HWP types available to X-COM commanders are:

Tank Types

Tanks are divided into two distinct chassis types, the standard miniature tracked tank and the hover tank.

Tracked Chassis

The tracked tank chassis is the weaker of the two, however it is relatively cheaper on materials and can be purchased off the market. Engineers can produce replica of the tracked tank in the workshops refitted with powerful heavy laser turrets.

Hover Chassis

The hovertank, a hybrid of human and alien technologies, must be built. It expensive and requires exotic resources in its manufacture, but has superior performance, generous layers of armour, and most importantly is able to hover in the air much like a Cyberdisc.

Tank Weapons

Tanks use turrets to fire. These turrets can turn independently of the tanks themselves. For example, if you tell a tank to fire behind itself, the turret will turn and not the tank. The turret will keep its new bearing relative to the tank until it is told to fire again. Moving the turret costs 1 TU per directional change. The turret do not contain any optical perception sensors, so the turret can only see what the tank sees.

With the exception of the Tank/Laser Cannon and the Hovertank/Plasma, you must have sufficient ammunition in your stores before loading the tank onto a transport craft.

A special allowance is made for protecting bases during attacks if you do not have ammunition available. Tanks will always be granted a full payload of ammunition. Any rounds remaining after a successful base defense will be added to your stores.

Advantages

  • Tanks are not affected by psi attacks. They cannot lose morale, except by killing "friendly" units (which includes mind-controlled aliens).
  • Tanks are not affected by stun, nor can they receive fatal wounds.
  • Tanks start off with fairly decent stats, except for their Reactions, which are extremely low.
    • Tanks have greater Time Units than normal soldiers making them excellent as scouts.
  • Tanks are counted as items, not staff. This lets them be stored in general storage instead of Living Quarters.
  • When starting up a new base and fearing alien attacks, it's convenient to buy/send a couple of HWPs there on guard duty. You still need at least one soldier on duty there for a base defense though.
  • They can take fairly heavy damage before being destroyed.
  • A damaged tank is instantly repaired at the end of a mission.
  • Other units can fire over the top of a tank without the tank getting hit in the crossfire.
  • Tanks have better ammunition management than their man-portable counterpart. This significantly affects launcher type tanks like the Hovertank/Launcher and Tank/Rocket Launcher.
    • Tanks carry more (large) ammunition than a soldier can at one time.
    • The ammo loaded in the tank does not count towards the 80 item limit.
    • All of the tank's ammunition is loaded in a single magazine. Ammo is therefore automatically fed into the gun, and does not require 15TUs to reload after every shot.
  • Tanks do not draw salaries. While their initial cost is large, you don't have to keep shelling out cash every month for them. Ammunition expenses take its place.
  • As expensive as they are, everything is included in the cost of the tank except ammunition. You do not need to buy weapons, armor or equipment for them.
  • Tanks cannot be implanted by Chryssalids. Their bite may well destroy the tank, but at least you don't have to worry about the tank turning into a Zombie.
  • Hovertanks, like all flying units, can avoid physical attacks from melee aliens by hovering one tile above them.
  • Losing a tank affects morale the same as losing a newbie - much less than the death of a soldier of somewhat similar stats, who would probably have earned a high officer rank. Despite being a significant economic loss, the destruction of a tank doesn't trigger the panic wave the fall of a Colonel would.

Disadvantages

  • Tanks are much more expensive than soldiers - eg $420,000 vs $40,000. Their cost and usefulness are inverse with time. When you need them for their superior mobility and defenses you cannot easily afford them. By the time you can afford them, you will already have better alternatives. They will always remain useful as expendable scouts.
  • Each tank takes up four soldiers' worth of space in the transport.
  • They do not gain experience during combat.
  • Tanks have very low reactions. In other words, tanks draw fire. Aliens will prefer to react against tanks more often than your troops because tanks have low reaction levels - all the time.
    • Many commanders consider this an advantage, however, knowing they can bring a tank in to distract the enemy from vulnerable troops. This works by making the enemy use up their remaining Time Units on an expendable decoy.
  • The tank's size introduces a variety of problems.
    • They make bigger targets
    • More damage is taken from explosives.
    • They cannot pass through narrow gaps such as doorways.
    • They can also get stuck in walls if they fall off ledges while traveling north or east.
    • It's possible for a tank to be "halfway" (one square) past a wall and be visible to enemies and vulnerable to their fire, yet unable to spot those same enemies or return fire. This occurs because the tank can only see via one of its quarters. The others three quarters are blind.
  • Tank versions of the various weapons are limited:
    • Tanks do not have any Auto-Fire capability and their snap shots are time consuming.
    • Tanks cannot re-arm during the battle.
    • Though many of the weapons are very powerful, they are reduced in effectiveness thanks to the tank's own accuracy levels.
    • Plasma hovertanks are poorer than Heavy Plasmas at breaching UFO inner walls, due to a 5 point power difference (see Destroying Terrain for more details).
    • Normal lasers have infinite ammunition for the duration of a battle, but the Tank/Laser Cannon has a limit of 255 charges.
    • Launcher tanks in general have weaker missiles. Tank/Rocket Launchers use mid-weight rockets that sit between the small and large rockets, while Hovertank/Launcher have weaker blaster bombs that cannot breach outer UFO walls.
  • Tanks cannot carry additional equipment
  • The aimed shots on most tanks are not worthwhile. The gain in accuracy does not nearly match the extra time units they require. This is especially true on the Hovertank/Plasma.
  • Once destroyed, tanks or their ammunition cannot be recovered.
  • Tanks can go berserk, although only by killing a large number of friendly units (including mind-controlled aliens). A berserk rocket or blaster launcher tank can be catastrophic.

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