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. 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 bullet 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 pointblank 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]].
  
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== Stats ==
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<table><tr><td>[[Image:BIGOBS00.GIF|left|64 px]]</td><td>
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*Power: 60 Laser
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*Size: 3 high x 1 wide
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*Weight: 8
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*TUs:
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**Auto:  34% (Accuracy  46%)
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**Snap:  25% (Accuracy  65%)
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**Aimed: 50% (Accuracy 100%)
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*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $20,000 for parts, 400 Engineer Hours
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*Sell Price: $36,900</td></tr></table>
  
== Statistics ==
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Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.
  
===Laser Rifle===
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== Usage notes ==
*Actions, TU cost:
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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.
**34% TU Auto
 
**25% TU Snap
 
**50% TU Aimed
 
  
*Accuracy:
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* '''Aimed:''' 2 shots, 0% remaining TUs
**46% Auto
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* '''Snap:''' 4 shots, 0% remaining TUs
**65% Snap
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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).
**100% Aimed [1]
 
  
*Power: 60
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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.
*Power type: Laser Beam
 
  
*Ammo: Unlimited, no cost [2]
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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.
  
[1] Note with the additional bonus from kneeling, you get 115% * soldier base accuracy - a sharpshooter's dream. Too bad you can't specify head shots...
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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.
  
[2] A real-life equivalent would probably have swappable, rechargeable batteries. Maybe one battery is sufficient to last the entire firefight. No elerium required!
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==See also==
 
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{{Equipment (UFO Defense) Navbar}}
=== Manufacturing ===
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[[Category:Equipment (EU)]]
*Cost  20,000
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[[Category:Research (EU)]]
*Engineer-hours 400
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[[Category:Enemy Unknown/UFO Defense]]
*Workshop space 3
 
*Sale price 36,900
 
 
 
[[Category:Equipment (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