Difference between revisions of "Pistol"

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m (Fixed redirects.)
(→‎Recommendations: Sectopods are immune; I believe the mention of testing applied only to Cyberdiscs.)
 
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=General Information=  
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== General Information ==
  
The standard issue X-COM pistol is a high caliber semi-automatic handgun with a 12 round clip. It is very fast and reliable, but lacks stopping power. Of particular interest to gun enthusiasts is that it is nearly as powerful as the [[X-COM]] standard rifle, only it's one handed and is faster for snap shots.<br>
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{{Ref Open | title = Pistol}}
<br>
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The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.
The most notable feature of the pistol is its [[One Handed]] grip. this means that the pistol can be operated in one hand and will not suffer from any loss in accuracy if the other hand is holding something else.
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{{Ref Close| source = Enemy Unknown Ufopaedia}}
<br>
 
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 - and only the [[Laser Pistol]] has the speed to match it.<br>
 
<br>
 
As the pistol is one of the most elementary of weapons, it is not designed for high precision shooting. Studies show that to get an 18% inrease in accuracy, soldiers have to spend almost two times as long to fire the weapon. For more accurate aimed attacks, consider the standard [[Rifle]], [[Rocket Launcher]], [[Heavy Plasma]] and [[Small Launcher]].<br>
 
<br>
 
Due to its simplicty, and cheapness, the pistol is the best weapon for any soldier to improve their marksmanship, be they new recruits or hardened veterans. It takes effort to improve any skill, and the pistol certainly forces a soldier to put in a lot of effort!<br>
 
<br>
 
The pistols are most effective against [[Sectoid]]s, [[Floater]]s and [[Snakeman|Snakemen]]. All of these aliens wear little to no armour.<br>
 
<br>
 
Heavily armoured enemies like the [[Muton]]s, [[Ethereal]]s and most of the [[Terror Units (UFO Defense)|Terror Units]] render the pistol almost useless. This extends to the standard [[Rifle]] as well.<br>
 
<br>
 
The pistol's inherent weakness can be turned into a strength when arming soldiers that you think may panic easily or get under the influenced by mind control of [[Sectoid]] psionic users. Even the toughest of Sectoids will fall to a pistol bullet, while soldier in [[Power Suit]] will not feel a thing.<br>
 
<br>
 
Pistols, being one handed weapons, 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. The pistol also works well when combined with a [[Laser Pistol|Laser]] or [[Plasma Pistol|Plasma]] Pistol. Each weapon will build on the weakness of the other.<br>
 
<br>
 
All in all, the pistol is a fair weapon, but its low strength means that it will often be cast aside for a more powerful weapon.<br>
 
<br>
 
See Also: [[Laser Pistol]], [[Plasma Pistol]], [[Reactions]]
 
  
== Weapon Statistics ==
 
  
'''Pistol'''
 
  
*Firing Cost:
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{{Infobox open}}
**Auto: N/A
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{{Infobox module/weapon
**Snap: 18%
+
| weapon =Pistol
**Aimed: 30% 
+
| height = 2
 +
| width = 1
 +
| weight = 5
 +
| grip =One-Handed
 +
| damagethreshold = TBA
 +
| weaponimage = [[Image:BIGOBS03.GIF|right|64 px]]
 +
| acc_auto = -
 +
| acc_snap = 60
 +
| acc_aim = 78
 +
| fcost_auto = -
 +
| fcost_snap = 18
 +
| fcost_aim = 30
 +
| saleprice = 600
 +
| research = None
 +
| acquisition ={{Purchasing|800}}
 +
}}
 +
{{Infobox module/ammo
 +
| weapon = Pistol
 +
| ammo = Pistol Clip
 +
| weight = 3
 +
| height = 1
 +
| width = 1
 +
| damagethreshold = TBA
 +
| ammoimage = [[Image:BIGOBS04.GIF|right|64 px]]
 +
| damage = 26 Armour Piercing
 +
| capacity = 12
 +
| saleprice = 52
 +
| research = None
 +
| acquisition ={{Purchasing|70}}
 +
}}
 +
{{Infobox close}}
  
*Firing Accuracy:
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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.
**Auto: N/A
 
**Snap: 60%
 
**Aimed: 78%
 
  
*Grip: [[One Handed]]  
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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]].
  
*Weight: 5
+
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. 
  
*Width: 1
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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.
*Height: 2
 
  
*Purchase Cost: $800
+
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]].
*Selling Cost: $600
 
  
*Production Costs:  
+
This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Dart Gun]].
**Build space: n/a
 
**Engineering Hours: n/a
 
**Build Cost: n/a
 
**Build Resources:
 
***Alien Alloys: n/a
 
***Elerium: n/a
 
  
XcomUtil users: These stats refer to the original pistol. Please refer to the XComUtil documentation for information on its enhanced pistol.
 
  
== Ammo Statistics ==
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{| {{StdCenterTable}} align = "center" width = "40%"
 +
|-
 +
|colspan = "2" {{StdDescTable_Heading}}|'''Key Features'''
 +
|-
 +
|colspan = "2" align="left" valign = "top"|
 +
* Small and One-handed
 +
|-
 +
|{{StdDescTable_Heading}} width = "50%" |'''Pros'''
 +
|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
 +
|-
 +
| align = "left" valign = "top"|
 +
* Fast Firing
 +
* Cheap
 +
* Moderate accuracy
 +
| align = "left" valign = "top"|
 +
* Weak
 +
|}
  
'''Pistol Clip'''
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== Recommendations ==
*Type: [[Weapons (UFO Defense)#Armour-Piercing|Armour Piercing]]
 
*Stopping Power: 26
 
*Ammo Capacity: 12
 
  
 +
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.
  
*Weight: 3
+
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.
*Width: 1 
 
*Height: 1
 
  
*Cost: $70
+
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]].
*Selling Cost: $52
 
  
*Production Costs
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== Usage notes ==
**Build Cost: Nil
 
**Build space: Nil
 
**Engineering Hours: Nil
 
**Build Resources:
 
***Alien Alloys: Nil
 
***Elerium: Nil
 
 
 
= Notes =
 
==Usage Information==
 
 
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% left over TUs,
+
*Aimed: 3 Shots, 10% Remaining TUs  
*Snap: 5 Shots, 10% Left over TUs  
+
*Snap: 5 Shots, 10% Remaining TUs
*Auto: n/a, n/a<br>
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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.
<br>
 
  
== General Pistol Information ==
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== 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.
  
This note covers the regulation Pistol, [[Laser Pistol]] and the [[Plasma Pistol]].
+
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 are prioritised 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==
 +
{{Equipment (UFO Defense) Navbar}}
 +
[[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