Difference between revisions of "Laser Pistol"

From UFOpaedia
Jump to navigation Jump to search
m
(→‎Recommendations: secondary weapon)
Line 21: Line 21:
 
== Recommendations ==
 
== Recommendations ==
  
The Laser Pistol excels primarily with two modes of attack — attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools.  
+
The Laser Pistol excels primarily with two modes of attack — attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. They remain useful for the entire game. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, [[Morale#Panicking_and_Berserking|forced to drop your main weapon]], or want to [[Reaction Training|train reactions]].
  
Early in a campaign, the Laser Pistol are much more effective at defeating enemy [[Cyberdisk]]s than conventional [[Pistol]]s or [[Rifle]]s.  
+
Early in a campaign, the Laser Pistol are much more effective at defeating enemy units than any purchasable weapon except explosives. [[Heavy cannons]] do slightly more damage per shot, but you can fire many more times per combat round with a laser pistol (3 shots max, vs 12).
  
 
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour.  
 
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour.  

Revision as of 13:36, 31 July 2008

The Laser Pistol is the first weapon in X-COM's laser weapon series, researched prior to the Laser Rifle. Like all lasers, the Laser Pistol features an efficient miniature power plant built into the gun that provides limitless firepower for the duration of any ground skirmish.

Despite being a considerable step up over ballistic firearms, the laser pistol is unfortunately highly inadequate for precision attacks. Even crack marksmen have trouble hitting their mark with Laser Pistols.

The Laser Pistol's effectiveness does not stem from its accuracy or its moderate stopping power. Instead, it excels by superceding every other weapon as being the fastest automatic-fire weapon available, be it of human or alien origin.

To cast the Laser Pistol in a better light, X-COM commanders are recommended to think of the laser pistol as the machine gun of the laser family instead of merely being a weaker variant of the Laser Rifle.

Stats

BIGOBS05.GIF
  • Power: 46 Laser
  • Size: 2 high x 1 wide
  • Weight: 7
  • TUs:
    • Auto: 25% (Accuracy 28%)
    • Snap: 20% (Accuracy 40%)
    • Aimed: 55% (Accuracy 68%)
  • Manufacturing: $8,000 for parts, 300 Engineer Hours
  • Sell Price: $20,000

Recommendations

The Laser Pistol excels primarily with two modes of attack — attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. They remain useful for the entire game. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, forced to drop your main weapon, or want to train reactions.

Early in a campaign, the Laser Pistol are much more effective at defeating enemy units than any purchasable weapon except explosives. Heavy cannons do slightly more damage per shot, but you can fire many more times per combat round with a laser pistol (3 shots max, vs 12).

With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the Sectopods. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a Sectopod with superhuman class armour.

Laser Pistols are recommended for soldiers with specialised roles such as grenadiers, heavy weapon specialists or scouts, to name a few. New recruits can employ the Laser Pistols to good effect as short range combat weapons, or, like the standard Pistol, use it as a tool for training both firing accuracy and reactions at the same time. Veterans, on the other hand, can wield Laser Pistols with alarming efficiency.

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, 45% Remaining TUs
  • Snap: 5 Shots, 0% Remaining TUs
  • Auto: 4 Bursts (12 Shots), 0% Remaining TUs


General Pistol Warning

This note covers the regulation Pistol, Laser Pistol and the Plasma Pistol.

Pistols-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. In addition to that, there is also a rather unusual culture amongst X-COM troops regarding pistol-type weapon distribution in general. Sometimes everyone gets the weapons, as normal. At other times, only one person will be armed with the pistol and will be carrying all the clips if applicable. This can prove to be a minor annoyance.


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