Difference between revisions of "Megapol Auto Cannon"

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(worth noting that the HE rounds aren't actually weaker than AP)
(got some testing to do)
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[[Megapol]]'s Auto Cannon is a powerful weapon that mimics the versatility of its older cousin the [[Auto-Cannon]] from the [[First Alien War]]. It can take a selection of AP, HE and Incendiary ammo drums that allow the weapon to change how it behaves in combat.
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The Megapol Auto Cannon is a bulky but versatile weapon. It can fire armor piercing rounds, high explosive shells or incendiary shells. It is best used at medium range with explosive or incendiary ammunition, or at close range with armor piercing rounds.
 
 
;Armor Piercing Ammo
 
:Armor Piercing are very powerful and even give the [[Megapol Plasma Gun]] a good run for its money. This is where the Megapol Auto Cannon and the old favourite Auto Cannon differ greatly. Where the older Armour Piercing rounds were used sparingly due to their unreliability (Note: This is primarily a function of how the speed of the Autocannon is handled differently in the two games), the Megapol Armor Piercing rounds are very reliable and may see a lot of use in combat.
 
 
 
;High Explosive Ammo
 
:The high explosive rounds fire powerful explosive rounds that make it very difficult to miss enemies at short ranges. It completely obliterates small mobs of weak enemies like [[Hyperworm (Apocalypse)|Hyperworm]]s and [[Brainsucker]]s. While wearing stronger armor like Megapol or X-COM Disruptor Armor or even [[Personal Disruptor Shield]]s, they can even be used like [[Megapol AP Grenade]]s to blow brainsuckers off your own head by targeting the ground in front of you. Note that fired explosives in Apocalypse deal damage twice if they hit (once for the hit and one for the explosion), so these are generally more lethal than the AP rounds.
 
 
 
;Incendiary Ammo
 
:Incendiary rounds are ideal for roasting enemies and terrain. As usual, fire can quickly incite tight packs of enemies to flee from the flames. They are more compact than [[Incendiary Grenade]]s, but require a cannon to operate. Therefore, it is sensible only to use these if the agent is armed with a Megapol Auto Cannon.
 
 
 
Although it's a two-handed weapon, commanders will gladly arm agents with two Megapol Auto Cannons for close range combat. The increased output is very impressive and the close proximity negates the loss in accuracy. Pairs of aimed Megapol Auto Cannons are also ideal for mid to long range combat.
 
 
 
== Stats ==
 
 
[[Image:Megapol Auto Cannon (UFOpaedia).png|frame|Auto Cannon]]
 
[[Image:Megapol Auto Cannon (UFOpaedia).png|frame|Auto Cannon]]
=== Auto Cannon ===
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===Auto Cannon===
 
<table><tr><td>[[Image:Megapol Auto Cannon.png|left]]</td><td>
 
<table><tr><td>[[Image:Megapol Auto Cannon.png|left]]</td><td>
 
* Size: 2 × 4
 
* Size: 2 × 4
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* Minimum Weekly Stock: 3
 
* Minimum Weekly Stock: 3
 
* Maximum Weekly Stock: 8
 
* Maximum Weekly Stock: 8
* Battlescape Score: 3</td></tr></table>
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* Battlescape Score: 3
 
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* Style: two-handed</td></tr></table>
* Two-handed weapon
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====Ammunition====
 
 
"The Megapol Auto Cannon is a bulky but versatile weapon. It can fire armor piercing rounds, high explosive shells or incendiary shells. It is best used at medium range with explosive or incendiary ammunition, or at close range with armor piercing rounds."
 
 
 
== Ammunition ==
 
 
[[Image:Megapol AP Clip (UFOpaedia).png|frame|Auto Cannon AP Clip]]
 
[[Image:Megapol AP Clip (UFOpaedia).png|frame|Auto Cannon AP Clip]]
=== Auto Cannon AP Clip ===
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=====Armor Piercing=====
 
<table><tr><td>[[Image:Megapol AP Clip.png|left]]</td><td>
 
<table><tr><td>[[Image:Megapol AP Clip.png|left]]</td><td>
 
* Size: 1 × 1
 
* Size: 1 × 1
 
* Weight: 2
 
* Weight: 2
 
* Power: 40
 
* Power: 40
* Damage Type: Armor Piercing
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* Damage Type: '''Armor Piercing'''
 
* Ammo: 24
 
* Ammo: 24
 
* Range: 56m
 
* Range: 56m
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* Maximum Weekly Stock: 40
 
* Maximum Weekly Stock: 40
 
* Battlescape Score: 0</td></tr></table>
 
* Battlescape Score: 0</td></tr></table>
 
"Armor piercing ammunition for the Auto Cannon."
 
----
 
 
[[Image:Megapol HE Clip (UFOpaedia).png|frame|Auto Cannon HE Clip]]
 
[[Image:Megapol HE Clip (UFOpaedia).png|frame|Auto Cannon HE Clip]]
=== Auto Cannon HE Clip ===
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=====High Explosive=====
 
<table><tr><td>[[Image:Megapol HE Clip.png|left]]</td><td>
 
<table><tr><td>[[Image:Megapol HE Clip.png|left]]</td><td>
 
* Size: 1 × 1
 
* Size: 1 × 1
 
* Weight: 2
 
* Weight: 2
 
* Power: 33
 
* Power: 33
* Damage Type: Explosive
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* Damage Type: '''Explosive'''
 
* Blast Radius: 8
 
* Blast Radius: 8
 
* Ammo: 24
 
* Ammo: 24
Line 63: Line 43:
 
* Maximum Weekly Stock: 40
 
* Maximum Weekly Stock: 40
 
* Battlescape Score: 0</td></tr></table>
 
* Battlescape Score: 0</td></tr></table>
 
"High Explosive ammunition for the Auto Cannon."
 
----
 
 
[[Image:Megapol IN Clip (UFOpaedia).png|frame|Auto Cannon IN Clip]]
 
[[Image:Megapol IN Clip (UFOpaedia).png|frame|Auto Cannon IN Clip]]
=== Auto Cannon IN Clip ===
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=====Incendiary=====
 
<table><tr><td>[[Image:Megapol IN Clip.png|left]]</td><td>
 
<table><tr><td>[[Image:Megapol IN Clip.png|left]]</td><td>
 
* Size: 1 × 1
 
* Size: 1 × 1
 
* Weight: 2
 
* Weight: 2
 
* Power: 37
 
* Power: 37
* Damage Type: Incendiary
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* Damage Type:''' Incendiary'''
 
* Blast Radius: 7 (or 2? I'm not sure how to check this, but that's how far the fire goes.)
 
* Blast Radius: 7 (or 2? I'm not sure how to check this, but that's how far the fire goes.)
 
* Ammo: 24
 
* Ammo: 24
Line 82: Line 59:
 
* Battlescape Score: 0</td></tr></table>
 
* Battlescape Score: 0</td></tr></table>
  
"Incendiary ammunition for the Auto Cannon."
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A heavy, powerful, versatile weapon usually the first choice when equipping troops for combat against the alien menace. The weapon's ability to fire three types of projectiles will keep this weapon in use on the front line until better exotic equipment is acquired. The market has limited ammunition stock levels, so a mix of other weapons will be necessary on the battlescape.<br>
 
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'''Armor Piercing''' (AP) ammunition is the most powerful round of any standard weaponry available on the market, even surpassing the Plasma Gun. A heavy hitter that can punch holes in stronger aliens only limited by its rate of fire. Dual wielding autocannons with AP ammo offsets the firing rate but should be limited to strong agents in close quarters combat to offset its now lower accuracy. If this type of ammuntion can be 'found' elsewhere, this weapon and ammo could be used up until it is ''devastatingly'' out classed. Will detonate Poppers.<br>
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'''Explosive''' (HE) ammunition is the weakest of any high explosive available to X-Com, commonly used against weak aliens like Brainsuckers and Hyperworms when face-to-face so long as the agent is wearing armor. The advantage of such explosive power is the capacity of the ammunition drum - essentially 24 weak grenades - doing minimal damage to bulding internals but causing injury to groups of hostiles. An agent with low accuracy but reasonable strength would be best suited for this weapon and ammunition combination from a medium range, used carefully to avoid friendly fire. Will detonate Poppers if it is the kill shot.<br>
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<!-- TESTING THIS SOON
 +
fired explosives in Apocalypse deal damage twice if they hit (once for the hit and one for the explosion), so these are generally more lethal than the AP rounds. -->
 +
'''Incendiary''' (IN) ammunition is ideal for engulfing hostiles in flames and cause groups on fire to flee in all directions. As the fire is burning over time, ammuniton and explosives on the ground may cook-off, causing more injury to any entity nearby. Ammunition quantity is rarely an issue since hostiles on fire will be injured over a (short) period of time. Keep them burning! Fire inside a building may spread far and wide and may affect relations if damage is extensive. Extinguish flames with gas effect grenades. Explosives will work also by destroying the burning item, but will cause even more damage. Will detonate Poppers if they die inside a fire.
  
 
{{Equipment (Apocalypse) Navbar}}
 
{{Equipment (Apocalypse) Navbar}}

Revision as of 10:56, 29 April 2022

The Megapol Auto Cannon is a bulky but versatile weapon. It can fire armor piercing rounds, high explosive shells or incendiary shells. It is best used at medium range with explosive or incendiary ammunition, or at close range with armor piercing rounds.
Auto Cannon

Auto Cannon

Megapol Auto Cannon.png
  • Size: 2 × 4
  • Weight: 10
  • ROF: 1.06 r/s
  • Accuracy: 40%
  • Manufacturer: Megapol
  • Base Price: $1,200
  • Minimum Weekly Stock: 3
  • Maximum Weekly Stock: 8
  • Battlescape Score: 3
  • Style: two-handed

Ammunition

Auto Cannon AP Clip
Armor Piercing
Megapol AP Clip.png
  • Size: 1 × 1
  • Weight: 2
  • Power: 40
  • Damage Type: Armor Piercing
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $30
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0
Auto Cannon HE Clip
High Explosive
Megapol HE Clip.png
  • Size: 1 × 1
  • Weight: 2
  • Power: 33
  • Damage Type: Explosive
  • Blast Radius: 8
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $40
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0
Auto Cannon IN Clip
Incendiary
Megapol IN Clip.png
  • Size: 1 × 1
  • Weight: 2
  • Power: 37
  • Damage Type: Incendiary
  • Blast Radius: 7 (or 2? I'm not sure how to check this, but that's how far the fire goes.)
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $30
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0

A heavy, powerful, versatile weapon usually the first choice when equipping troops for combat against the alien menace. The weapon's ability to fire three types of projectiles will keep this weapon in use on the front line until better exotic equipment is acquired. The market has limited ammunition stock levels, so a mix of other weapons will be necessary on the battlescape.
Armor Piercing (AP) ammunition is the most powerful round of any standard weaponry available on the market, even surpassing the Plasma Gun. A heavy hitter that can punch holes in stronger aliens only limited by its rate of fire. Dual wielding autocannons with AP ammo offsets the firing rate but should be limited to strong agents in close quarters combat to offset its now lower accuracy. If this type of ammuntion can be 'found' elsewhere, this weapon and ammo could be used up until it is devastatingly out classed. Will detonate Poppers.
Explosive (HE) ammunition is the weakest of any high explosive available to X-Com, commonly used against weak aliens like Brainsuckers and Hyperworms when face-to-face so long as the agent is wearing armor. The advantage of such explosive power is the capacity of the ammunition drum - essentially 24 weak grenades - doing minimal damage to bulding internals but causing injury to groups of hostiles. An agent with low accuracy but reasonable strength would be best suited for this weapon and ammunition combination from a medium range, used carefully to avoid friendly fire. Will detonate Poppers if it is the kill shot.
Incendiary (IN) ammunition is ideal for engulfing hostiles in flames and cause groups on fire to flee in all directions. As the fire is burning over time, ammuniton and explosives on the ground may cook-off, causing more injury to any entity nearby. Ammunition quantity is rarely an issue since hostiles on fire will be injured over a (short) period of time. Keep them burning! Fire inside a building may spread far and wide and may affect relations if damage is extensive. Extinguish flames with gas effect grenades. Explosives will work also by destroying the burning item, but will cause even more damage. Will detonate Poppers if they die inside a fire.

Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons