Difference between revisions of "Laser Rifle"

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(WRONG, NKF.... the 3 autoshots occurs twice as often as the 2 autoshots.)
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Note:The difference for auto shot occurs according to how many TUs the soldier has, and is probably due to the INT-eger function. For instance a soldier with 59 TU will use 20 TU for an auto shot, but a soldier with 60 TU will also use 20 TU and will thus be able to shoot 3 times. 64 TU will give 3 shots at 21 TU and 1 TU leftover.
 
Note:The difference for auto shot occurs according to how many TUs the soldier has, and is probably due to the INT-eger function. For instance a soldier with 59 TU will use 20 TU for an auto shot, but a soldier with 60 TU will also use 20 TU and will thus be able to shoot 3 times. 64 TU will give 3 shots at 21 TU and 1 TU leftover.
 
The laser rifle is notable because, for TU between 50 and 81, you will get:
 
The laser rifle is notable because, for TU between 50 and 81, you will get:
2 shots - 11 occurences
+
2 shots - 11 occurences
3 shots+0 TU - 11 occurences
+
3 shots+0 TU - 11 occurences
3 shots + 1 TU - 10 occurences
+
3 shots + 1 TU - 10 occurences
  
 
So, in fact, 3 shots is the RULE, not the exception.
 
So, in fact, 3 shots is the RULE, not the exception.
 
  
 
==See Also==
 
==See Also==
 
{{Equipment (UFO Defense) Navbar}}
 
{{Equipment (UFO Defense) Navbar}}
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Revision as of 10:20, 15 April 2009

Arguably the best weapon in the game, the Laser Rifle is the next step up from the Laser Pistol, and leads on to the Heavy Laser. Good accuracy, long range, no ammo needed, burst fire... This gun has it all. It does a LOT less damage than the Heavy Plasma, but that's about it. The conventional rifle reaches its limits with floaters and snakemen, but the laser rifle, once developed, is useful for the rest of the game.

Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships. See Destroying Terrain for more details.

The only thing that really withstands a point blank burst from this would be the Sectopod.

Stats

BIGOBS00.GIF
  • Power: 60 Laser
  • Size: 3 high x 1 wide
  • Weight: 8
  • TUs:
    • Auto: 34% (Accuracy 46%)
    • Snap: 25% (Accuracy 65%)
    • Aimed: 50% (Accuracy 100%)
  • Manufacturing: $20,000 for parts, 400 Engineer Hours
  • Sell Price: $36,900

Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy - A sharpshooter's dream. Too bad you can't specify head shots...


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: 2 Shots, 0% Remaining TUs
  • Snap: 4 Shots, 0% Remaining TUs
  • Auto: 3 bursts, 0% remaining TUs, OR 2 Bursts (6 Shots), 32% Remaining TUs (sufficient for 1 more Snap shot)

Note:The difference for auto shot occurs according to how many TUs the soldier has, and is probably due to the INT-eger function. For instance a soldier with 59 TU will use 20 TU for an auto shot, but a soldier with 60 TU will also use 20 TU and will thus be able to shoot 3 times. 64 TU will give 3 shots at 21 TU and 1 TU leftover. The laser rifle is notable because, for TU between 50 and 81, you will get:

2 shots - 11 occurences
3 shots+0 TU - 11 occurences
3 shots + 1 TU - 10 occurences

So, in fact, 3 shots is the RULE, not the exception.

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