Difference between revisions of "Light Weapons Control (Apocalypse)"

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I don't know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.
 
I don't know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.
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== See also ==
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[[Vehicle Options (Apocalypse)|Vehicle Options]]
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[[Cyberweb]]

Revision as of 11:30, 25 August 2008

A weapon control module can give extra accuracy to guided projectiles. The space requirement for the light weapon control is 1x1, so it's best suited to the Hoverbike (actually its the only thing that will fit on it).

Along with the medium module, they make efficient "space fillers" if you have empty utility module space.

Weapon control modules are useless when using guns. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results.

Note, I'm still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - NKF

Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness.

eg: VERY rough estimate

  • 1xmodule = 20% increase
  • 2xmodule = 20 + (50% x 20) = 30% increase
  • 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase
  • 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.

I don't know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.


See also

Vehicle Options

Cyberweb