Difference between revisions of "Particle Cannon (EU2012)"

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(Added line about exclusivity to MEC troopers.)
 
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*Only equippable by MEC Troopers
 
*Only equippable by MEC Troopers
 
*Risk of catastrophic overheating precludes suppression with this weapon
 
*Risk of catastrophic overheating precludes suppression with this weapon
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
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{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}
  
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<noinclude>
 
==Notes==
 
==Notes==
 
{{Weapon Data Box (EU2012)
 
{{Weapon Data Box (EU2012)
 
|requires=[[Heavy Plasma (EU2012)|Heavy Plasma]]
 
|requires=[[Heavy Plasma (EU2012)|Heavy Plasma]]
|costs=$325, 40 Alien Alloys, 40 Elerium, 40 Engineers
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|costs=§325<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>40 [[Elerium (EU2012)|Elerium]]<br>25 Engineers
 
|base damage=9-11
 
|base damage=9-11
|critical damage=10%
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|critical damage=15 or 16
|critical chance=15-17
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|critical chance=10%
 
|range=Medium
 
|range=Medium
 
|abilities=Collateral Damage
 
|abilities=Collateral Damage
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|ammo=2 shots
 
}}
 
}}
 
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*Can only be used by [[MEC Trooper (EU2012)|MEC Troopers]].
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* While the listed Critical Damage (on the EW DLC) is 15-17, the actual values are either 15 (66% of the shots) or 16 (33%) due to a game bug.
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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 and by a further 100% with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project.
 
<br clear="all">
 
<br clear="all">
 
<noinclude>
 
<noinclude>
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== See Also ==
 
== See Also ==
 
{{Equipment (EU2012)}}
 
{{Equipment (EU2012)}}

Latest revision as of 08:04, 5 October 2014

Description
Particle Cannon

Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.

  • Effective range: Medium; 9-11 base damage, 10% critical chance, 15-17 critical damage
  • Devastating plasma-based MEC weapon
  • Only equippable by MEC Troopers
  • Risk of catastrophic overheating precludes suppression with this weapon


Notes

Research Required Heavy Plasma
Base Costs §325
40 Alloys
40 Elerium
25 Engineers
Base Damage 9-11
Critical Damage 15 or 16
Critical Chance 10%
Range Medium
Abilities Collateral Damage
  • Can only be used by MEC Troopers.
  • While the listed Critical Damage (on the EW DLC) is 15-17, the actual values are either 15 (66% of the shots) or 16 (33%) due to a game bug.
  • 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 and by a further 100% with the Ammo Conservation project.



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