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

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(New page: A weapon control module can give extra accuracy to guided projectiles. The space requirement for the medium weapon control is 2x1. Along with other modules, they make efficient "space fill...)
 
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A weapon control module can give extra accuracy to guided projectiles. The space requirement for the medium weapon control is 2x1.
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A weapon control module can give extra accuracy to guided projectiles. The space required for the medium weapon control is 2x1.
 
Along with other modules, they make efficient "space fillers" if you have empty utility module space.
 
Along with other modules, they make efficient "space fillers" if you have empty utility module space.
   

Revision as of 13:41, 25 August 2008

A weapon control module can give extra accuracy to guided projectiles. The space required for the medium weapon control is 2x1. Along with other modules, 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