Difference between revisions of "Laser Rifle (EU2012)"
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+ | {{OriginalVersion (EU2012)}} |
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− | STUB |
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+ | {{Ref Open | title = Description }} |
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+ | [[File:LASER RIFLE (EU2012).png|100px|right|Laser Rifle]] |
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− | ==Description== |
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+ | 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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− | * ''Flavor text from Enginering-Build/Buy Items menu'' |
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+ | * An improved version of the Assault Rifle |
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+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |
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− | ==Stats== |
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− | {| class="wikitable" width="25%" |
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− | |+ '''Item Name''' |
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− | ! width="30px" align="center" | Property !! Info |
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− | |- style="vertical-align:top;" |
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− | | align="center" | Requires: || align="center" | [Research (EU2012)|Research Project Name] |
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− | | align="center" | Cost: || align="center" | §xx |
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− | | align="center" | Grey Market Value: || align="center" | §xx |
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− | | align="center" | Damage || align="center" | ''text here'' |
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− | | align="center" | Shot Type || align="center" | ''text here'' |
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− | | align="center" | Terrain Damage || align="center" | |
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− | | align="center" | Range || align="center" | |
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− | | align="center" | Reaction Range || align="center" | |
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− | | align="center" | Reaction Angle || align="center" | |
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− | | align="center" | Radius (Explosives) || align="center" | |
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− | | align="center" | Critical Chance|| align="center" | |
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− | | align="center" | Offensive Bonus || align="center" | |
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− | | align="center" | Abilities || align="center" | |
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− | | align="center" | Suppression || align="center" | |
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− | | align="center" | Size || align="center" | |
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− | | align="center" | Health Points Bonus || align="center" | |
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− | | align="center" | Will Bonus || align="center" | |
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− | | align="center" | text here || align="center" | |
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− | | align="center" | text here || align="center" | |
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==Notes== |
==Notes== |
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+ | {{Weapon Data Box (EU2012) |
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− | ''Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities. Listing of foundry upgrades have been here as well.'' |
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+ | |requires=[[Beam Weapons (EU2012)|Beam Weapons]] |
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+ | |costs=§25<br>15 [[Alien Alloys (EU2012)|Alloys]]<br>12 Engineers |
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+ | |base damage=4-6 |
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+ | |critical damage=7 or 9 |
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+ | |critical chance=10% |
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+ | |range= Medium |
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+ | |abilities=None |
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+ | |ammo=4 shots |
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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]]. |
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+ | * 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 game bug. |
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+ | *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. |
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+ | <br clear="all"> |
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==See Also== |
==See Also== |
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+ | {{Equipment (EU2012)}} |
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− | ''Place here internal links to wiki pages that might be relevant to the topic of the page'' |
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[[Category: Enemy Unknown (2012)]] |
[[Category: Enemy Unknown (2012)]] |
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+ | [[Category: Equipment (EU2012)]] |
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+ | [[Category: Weapons (EU2012)]] |
Latest revision as of 04:06, 31 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.
|
Source: XCOM: Enemy Unknown (2012)
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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 game 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.