Difference between revisions of "Laser Rifle"

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(Silacoids, Reapers, and Cyberdiscs all quite comfortably survive an autoburst from the Laser Rifle. Even Chryssalids and Mutons have a pretty good shot at it.)
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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 [[Rifle|conventional rifle]] reaches its limits with floaters and snakemen, but the laser rifle, once developed, is useful for the rest of the game.
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{{EU2012Version}}
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One of the best weapons 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 [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s 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.
 
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]].
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This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Gauss Rifle]].
  
 
== Stats ==
 
== Stats ==
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*Sell Price: $36,900</td></tr></table>
 
*Sell Price: $36,900</td></tr></table>
  
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...
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Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.
  
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== Usage notes ==
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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 [[TU]]s that cannot be spent as a shot.
  
== Usage Notes ==
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* '''Aimed:''' 2 shots, 0% remaining TUs
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* '''Snap:''' 4 shots, 0% remaining TUs
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* '''Auto:''' Depends on maximum TUs, for 2/3 of the possible values you'll get three shots with 0/1 TUs remaining, for the remaining third you'll get two with 32% TUs remaining (sufficient for 1 more Snap shot).
  
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.
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'''Note:''' Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it's enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is ''no'', then that soldier can perform three auto shots per turn.
  
* Aimed: 2 Shots, 0% Remaining TUs  
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For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 ''rounded down''), and three times 26 is 78 - More TUs then that soldier has. The list of all "unlucky" values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.
* 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 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.
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On the other hand, at 78 TUs max he'll ''also'' be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.
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.
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==See also==
 
 
==See Also==
 
 
{{Equipment (UFO Defense) Navbar}}
 
{{Equipment (UFO Defense) Navbar}}
[[Category:Equipment]]
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[[Category:Equipment (EU)]]
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[[Category:Research (EU)]]
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[[Category:Enemy Unknown/UFO Defense]]

Revision as of 11:29, 12 April 2015

For the XCOM: Enemy Unknown (2012) version, see Laser Rifle (EU2012)

One of the best weapons 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.

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

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.

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: Depends on maximum TUs, for 2/3 of the possible values you'll get three shots with 0/1 TUs remaining, for the remaining third you'll get two with 32% TUs remaining (sufficient for 1 more Snap shot).

Note: Since MaxTUs is restricted to a 50-81 interval, to determine whether a solder can perform two or three auto shots per turn, it's enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is no, then that soldier can perform three auto shots per turn.

For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 rounded down), and three times 26 is 78 - More TUs then that soldier has. The list of all "unlucky" values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.

On the other hand, at 78 TUs max he'll also be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.

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