Difference between revisions of "Pistol"

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(→‎Recommendations: Sectopods are immune; I believe the mention of testing applied only to Cyberdiscs.)
 
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The standard issue X-COM Pistol is a large caliber semi-automatic handgun with a 12 round clip. It fast and reliable, but although almost on equal power as the standard [[Rifle]], it lacks stopping power.
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== General Information ==
  
The most notable feature of the Pistol is its one-handed grip. A one-handed weapon can be operated in one hand and not suffer from any loss in accuracy if the other hand is not free.  
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{{Ref Open | title = Pistol}}
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The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.
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{{Ref Close| source = Enemy Unknown Ufopaedia}}
  
Unlike most modern handguns, the standard Pistol lacks the ability to fire in short bursts. This is not a big disadvantage as it is still the fastest single-shot weapon in [[X-COM]]'s entire arsenal. The only weapon to match it is the [[Laser Pistol]]. This makes the Pistol less effective in short range combat.
 
  
As the Pistol is one of the most elementary of weapons, it is not designed for high precision shooting. Normal shots from the hip have a 60% hit rate, but studies show that to get an additional 18% inrease in accuracy, soldiers have to spend almost twice as much time to fire the weapon. For more accurate aimed attacks, consider the standard [[Rifle]], [[Rocket Launcher]], [[Heavy Plasma]] and [[Small Launcher]].
 
  
Due to its simplicity (and cheapness) the Pistol is a remarkable training weapon. It takes effort to improve any combat skill, and the ordinary Pistol certainly forces a soldier to put in a lot of effort!
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{{Infobox open}}
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{{Infobox module/weapon
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| weapon =Pistol
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| height = 2
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| width = 1
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| weight = 5
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| grip =One-Handed
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| damagethreshold = TBA
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| weaponimage = [[Image:BIGOBS03.GIF|right|64 px]]
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| acc_auto = -
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| acc_snap = 60
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| acc_aim = 78
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| fcost_auto = -
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| fcost_snap = 18
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| fcost_aim = 30
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| saleprice = 600
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| research = None
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| acquisition ={{Purchasing|800}}
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}}
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{{Infobox module/ammo
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| weapon = Pistol
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| ammo = Pistol Clip
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| weight = 3
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| height = 1
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| width = 1
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| damagethreshold = TBA
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| ammoimage = [[Image:BIGOBS04.GIF|right|64 px]]
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| damage = 26 Armour Piercing
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| capacity = 12
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| saleprice = 52
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| research = None
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| acquisition ={{Purchasing|70}}
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}}
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{{Infobox close}}
  
The Pistols are most effective against [[Sectoid]]s, [[Floater]]s and [[Snakeman|Snakemen]] as they wear almost no armor.  
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The standard issue X-COM Pistol is a one-handed handgun that is light, compact and has a rapid single-shot attack. It features a 12-round magazine. It is the cheapest weapon in the arsenal and also does the lowest damage - though each round is nearly as powerful as a [[Rifle]] round.  
  
Heavily armored enemies like the [[Muton]]s, [[Ethereal]]s and most of the [[Terror Units]] render the Pistol and [[Rifle]] almost useless.  
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The Pistol lacks the aimed-shot accuracy and auto-fire mode of the Rifle, but compliments it with its excellent snapshots. Pistol snapshots have the same accuracy but costs less time units to fire, allowing more rounds to be fired per turn. The lower cost also improves the chances of getting an [[reaction fire|attack of opportunity]].  
  
The Pistol's inherent weakness can be turned into a strength when arming soldiers that you think may panic easily or be influenced by [[Sectoid]] mind control. Even the toughest of Sectoids will fall to a Pistol bullet or two, while a soldier in a [[Power Suit]] will not feel a thing.
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The poor accuracy/time trade off for the aimed-shot does not make the Pistol especially suited to sniping. To its credit, the pistol's aimed mode is very fast and can be fired three times per turn, allowing volume to compensate for accuracy.
<br>
 
Like all one-handed weapons, Pistols are best used as a complimentary weapon rather than as a primary weapon. They work best with grenadiers and scouts. Soldiers with heavy weapons may also want to carry Pistols as a backup weapon. For more adventurous soldiers, the Pistol also works well when combined with a [[Laser Pistol|Laser]] or [[Plasma Pistol|Plasma]] Pistol. Each weapon builds on the weakness of the other.
 
  
Overall, the Pistol is a good training weapon. For actual combat, it starts off fairly well, but is quickly cast aside for more powerful and advanced weapons.  
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The pistol's biggest draw, beyond its rapid fire, would be its small size and one-handed grip. The size allows it to be carried in the hip pockets as a spare sidearm. The one-handed grip allows the Pistol's wielder to hold an item in their other hand without suffering an accuracy penalty.
  
== Stats ==
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Despite being the weakest weapon that X-COM can use, it is a fairly competent weapon and many of the enemies that are encountered early in the war can be felled with a few well placed pistol rounds. Though very quickly replaced by other weapons, the Pistol remains useful throughout the campaign as a training weapon for training [[Reactions]] as well as [[Firing Accuracy]].
<b>Pistol:</b>
 
<table><tr><td>[[Image:BIGOBS03.GIF|left|64 px]]</td><td>
 
*Size: 2 high x 1 wide
 
*Weight: 5
 
*TUs:
 
**Snap:  18% (Accuracy 60%)
 
**Aimed: 30% (Accuracy 78%)
 
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $800
 
*Sell Price: $600</td></tr></table>
 
  
<b>Pistol Clip:</b>
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This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Dart Gun]].
<table><tr><td>[[Image:BIGOBS04.GIF|left|64 px]]</td><td>
 
*Power: 26 AP
 
*Ammo: 12
 
*Size: 1 high x 1 wide
 
*Weight: 3
 
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $70
 
*Sell Price: $52</td></tr></table>
 
  
== Usage Notes ==
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{| {{StdCenterTable}} align = "center" width = "40%"
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|-
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|colspan = "2" {{StdDescTable_Heading}}|'''Key Features'''
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|-
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|colspan = "2" align="left" valign = "top"|
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* Small and One-handed
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|-
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|{{StdDescTable_Heading}} width = "50%" |'''Pros'''
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|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
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|-
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| align = "left" valign = "top"|
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* Fast Firing
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* Cheap
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* Moderate accuracy
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| align = "left" valign = "top"|
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* Weak
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|}
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== Recommendations ==
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Soldiers that require high mobility (scouts), soldiers that require the use of the other hand (grenadiers, medics, etc) and heavy weapon operators will find the Pistol and the other pistol sized weapons to be invaluable sidearms to carry. Just be aware that enemies with high armour such as terror units and [[Muton]]s are very resistant to the standard Pistol's armour piercing rounds.
 +
 
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Due to its simplicity (and cheapness) the Pistol is a remarkably good training weapon. It takes effort to improve any combat skill, and the ordinary pistol certainly encourages a soldier to put in a lot of effort! The speed of the snapshots allow the trainees to react faster than with other weapons, and even though it may not be a very effective weapon against strong enemies, the experience is invaluable.
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When facing psionic enemies, the Pistol and Rifle are great weapons to use in combination with [[Personal Armour]] or [[Power Suit]]s. They are generally strong enough to deal damage to [[Sectoid]]s and even [[Ethereal]]s to a lesser extent. However they do little damage to Personal Armour and cannot do any damage to Power Suits. Therefore soldiers under alien control will not be able to harm other soldiers. Be mindful that the [[Cyberdisc]] and [[Sectopod]] have heavy external armour; the former will require about 50 to 60 shots to die from a Pistol, and the latter is outright immune. For them, consider [[Small Launcher|alternative]] [[Rocket Launcher|weaponry]].
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== Usage notes ==
 
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.  
 
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.  
  
 
*Aimed: 3 Shots, 10% Remaining TUs  
 
*Aimed: 3 Shots, 10% Remaining TUs  
*Snap: 5 Shots, 10% Remaining TUs  
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*Snap: 5 Shots, 10% Remaining TUs
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::'''Note:''' A soldier with 54, 55, 60, 61, 66 or 72 TU will be able to fire 6 snapshots in a turn, due to truncation of TU costs.
  
== General Pistol Warning ==
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== General pistol warning ==
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This note covers the standard Pistol, [[Laser Pistol]] and [[Plasma Pistol]].
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Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This only applies to Enemy Unknown/UFO Defense.
  
This note covers the regulation Pistol, [[Laser Pistol]] and the [[Plasma Pistol]].
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The Collectors Edition introduces a bug where occasionally only one person in the squad will arm a pistol and fill all available slots with clips.
 
Pistols-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. In addition to that, there is  also a rather unusual culture amongst [[X-COM]] troops regarding pistol-type weapon distribution in general. Sometimes everyone gets the weapons, as normal. At other times, only one person will be armed with the Pistol and will be carrying all the clips if applicable. This can prove to be a minor annoyance.  
 
  
[[Category:Equipment (UFO Defense)]]
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==See Also==
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{{Equipment (UFO Defense) Navbar}}
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[[Category:Equipment (EU)]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 22:36, 28 December 2023

General Information

Pistol

The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.

Source: Enemy Unknown Ufopaedia


Pistol
Size
(h x w)
2 x 1
BIGOBS03.GIF
Weight 5
D. Threshold TBA
Grip One-Handed
TU Cost Accuracy
Auto -% -%
Snapshot 18% 60%
Aimed 30% 78%
Sale Price $600
Research None
Purchase Price $800
Pistol Clip
Size
(h x w)
1 × 1
BIGOBS04.GIF
Weight 3
D. Threshold TBA
Damage 26 Armour Piercing
Capacity 12
Sale Price $52
Research None
Purchase Price $70

The standard issue X-COM Pistol is a one-handed handgun that is light, compact and has a rapid single-shot attack. It features a 12-round magazine. It is the cheapest weapon in the arsenal and also does the lowest damage - though each round is nearly as powerful as a Rifle round.

The Pistol lacks the aimed-shot accuracy and auto-fire mode of the Rifle, but compliments it with its excellent snapshots. Pistol snapshots have the same accuracy but costs less time units to fire, allowing more rounds to be fired per turn. The lower cost also improves the chances of getting an attack of opportunity.

The poor accuracy/time trade off for the aimed-shot does not make the Pistol especially suited to sniping. To its credit, the pistol's aimed mode is very fast and can be fired three times per turn, allowing volume to compensate for accuracy.

The pistol's biggest draw, beyond its rapid fire, would be its small size and one-handed grip. The size allows it to be carried in the hip pockets as a spare sidearm. The one-handed grip allows the Pistol's wielder to hold an item in their other hand without suffering an accuracy penalty.

Despite being the weakest weapon that X-COM can use, it is a fairly competent weapon and many of the enemies that are encountered early in the war can be felled with a few well placed pistol rounds. Though very quickly replaced by other weapons, the Pistol remains useful throughout the campaign as a training weapon for training Reactions as well as Firing Accuracy.

This weapon appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Dart Gun.


Key Features
  • Small and One-handed
Pros Cons
  • Fast Firing
  • Cheap
  • Moderate accuracy
  • Weak

Recommendations

Soldiers that require high mobility (scouts), soldiers that require the use of the other hand (grenadiers, medics, etc) and heavy weapon operators will find the Pistol and the other pistol sized weapons to be invaluable sidearms to carry. Just be aware that enemies with high armour such as terror units and Mutons are very resistant to the standard Pistol's armour piercing rounds.

Due to its simplicity (and cheapness) the Pistol is a remarkably good training weapon. It takes effort to improve any combat skill, and the ordinary pistol certainly encourages a soldier to put in a lot of effort! The speed of the snapshots allow the trainees to react faster than with other weapons, and even though it may not be a very effective weapon against strong enemies, the experience is invaluable.

When facing psionic enemies, the Pistol and Rifle are great weapons to use in combination with Personal Armour or Power Suits. They are generally strong enough to deal damage to Sectoids and even Ethereals to a lesser extent. However they do little damage to Personal Armour and cannot do any damage to Power Suits. Therefore soldiers under alien control will not be able to harm other soldiers. Be mindful that the Cyberdisc and Sectopod have heavy external armour; the former will require about 50 to 60 shots to die from a Pistol, and the latter is outright immune. For them, consider alternative weaponry.

Usage notes

The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.

  • Aimed: 3 Shots, 10% Remaining TUs
  • Snap: 5 Shots, 10% Remaining TUs
Note: A soldier with 54, 55, 60, 61, 66 or 72 TU will be able to fire 6 snapshots in a turn, due to truncation of TU costs.

General pistol warning

This note covers the standard Pistol, Laser Pistol and Plasma Pistol.

Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This only applies to Enemy Unknown/UFO Defense.

The Collectors Edition introduces a bug where occasionally only one person in the squad will arm a pistol and fill all available slots with clips.

See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers