Difference between revisions of "Laser Rifle (EU2012)"
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{{Weapon Data Box (EU2012) | {{Weapon Data Box (EU2012) | ||
|requires=[[Beam Weapons (EU2012)|Beam Weapons]] | |requires=[[Beam Weapons (EU2012)|Beam Weapons]] | ||
− | |costs=§25<br>[[Alien Alloys (EU2012)|Alloys]] | + | |costs=§25<br>15 [[Alien Alloys (EU2012)|Alloys]]<br>12 Engineers |
|base damage=4-6 | |base damage=4-6 | ||
− | |critical damage= | + | |critical damage=7 or 9 |
|critical chance=10% | |critical chance=10% | ||
|range= Medium | |range= Medium | ||
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}} | }} | ||
*This is the first major upgrade to a XCOM's [[Squads (EU2012)|squad]] firepower, nearly doubling the damage output of the [[Assault Rifle (EU2012)|Assault]]. | *This is the first major upgrade to a XCOM's [[Squads (EU2012)|squad]] firepower, nearly doubling the damage output of the [[Assault Rifle (EU2012)|Assault]]. | ||
− | *Fielding the Laser Rifle allows to speed up training of Rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]] since its bigger damage will ensure more kills against early aliens such as [[Sectoid (EU2012)|Sectoids]], [[Floater (EU2012)|Floaters]] [[Thin Man (EU2012)|Thin Men]]. This weapon is even useful against [[Muton (EU2012)|Mutons]], although you'll want to upgrade to [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Scatter Laser (EU2012)|Scatter Lasers]] otherwise you'll risk being outgunned by later aliens. | + | * While the listed Critical Damage (on the EW DLC) is 8-10, the actual values are either 7 (33% of the shots) or 9 (66%) due to a bug. |
+ | *Fielding the Laser Rifle allows to speed up training of Rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]] since its bigger damage will ensure more kills against early aliens such as [[Sectoid (EU2012)|Sectoids]], [[Floater (EU2012)|Floaters]] or [[Thin Man (EU2012)|Thin Men]]. This weapon is even useful against [[Muton (EU2012)|Mutons]], although you'll want to upgrade to [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Scatter Laser (EU2012)|Scatter Lasers]] otherwise you'll risk being outgunned by later aliens. | ||
<br clear="all"> | <br clear="all"> | ||
==See Also== | ==See Also== |
Revision as of 16:32, 30 January 2014
- For the original UFO: Enemy Unknown (1994) version, see Laser Rifle
Description |
The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.
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Source: XCOM: Enemy Unknown (2012)
|
Notes
Research Required | Beam Weapons |
Base Costs | §25 15 Alloys 12 Engineers |
Base Damage | 4-6 |
Critical Damage | 7 or 9 |
Critical Chance | 10% |
Range | Medium |
Abilities | None |
- This is the first major upgrade to a XCOM's squad firepower, nearly doubling the damage output of the Assault.
- While the listed Critical Damage (on the EW DLC) is 8-10, the actual values are either 7 (33% of the shots) or 9 (66%) due to a bug.
- Fielding the Laser Rifle allows to speed up training of Rookies, Supports and Assaults since its bigger damage will ensure more kills against early aliens such as Sectoids, Floaters or Thin Men. This weapon is even useful against Mutons, although you'll want to upgrade to Light Plasma Rifle or Scatter Lasers otherwise you'll risk being outgunned by later aliens.