Difference between revisions of "Minigun (EU2012)"

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(The critical chance was in the critical damage slot and vice versa. Fixed this error.)
 
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This page is a stub. You can help UFOPaedia by expanding it.  
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{{Ref Open | title = Description }}
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[[File:Minigun (EU2012).png|128px|right|]]
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*''Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage''
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*''Only equipped by MEC troopers''
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*''Risk of catastrophic overheating precludes suppression with this weapon''
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{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}
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<noinclude>
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==Notes==
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{{Weapon Data Box (EU2012)
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|requires=N/A
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|costs=N/A
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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=Collateral Damage
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|ammo=2 shots
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}}
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*Always available, does not need to be manufactured.
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*Can only be used by [[MEC Trooper (EU2012)|MEC Troopers]].
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*It has a very high ammo consumption level, allowing only for a couple of shots. Using the '''Collateral Damage''' ability will completely deplete its ammo level.
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**The ammo capacity can be increased by 50% with the '''Expanded Storage''' ability and by a further 100% with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project.
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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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<br clear="all">
  
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== See Also ==
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{{Equipment (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Equipment (EU2012)]]
 
[[Category: Equipment (EU2012)]]
 
[[Category: Weapons (EU2012)]]
 
[[Category: Weapons (EU2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
 
[[Category: Enemy Within DLC (EU2012)]]
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[[Category: Mechs (EU2012)]]
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</noinclude>

Latest revision as of 07:48, 5 October 2014

Description
Minigun (EU2012).png
  • Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage
  • Only equipped by MEC troopers
  • Risk of catastrophic overheating precludes suppression with this weapon

Notes

Research Required N/A
Base Costs N/A
Base Damage 4-6
Critical Damage 7 or 9
Critical Chance 10%
Range Medium
Abilities Collateral Damage
  • Always available, does not need to be manufactured.
  • Can only be used by MEC Troopers.
  • It has a very high ammo consumption level, allowing only for a couple of shots. Using the Collateral Damage ability will completely deplete its ammo level.
    • The ammo capacity can be increased by 50% with the Expanded Storage ability and by a further 100% with the Ammo Conservation project.
  • 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.


See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant