Difference between revisions of "Plasma Cannon (EU2012)"

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-Hit Chance: 85%;
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{{Craft Weapon Stat Box (EU2012)
-Range: Long;
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|hitchance=85%
-Fire Rate: Medium;
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|range=Long
-Damage: Medium;
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|firerate=Medium
-Armor Penetration: High
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|damage=Medium
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|armorpen=High
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|credits=135
 +
|alloys=25
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|elerium=25
 +
|engineers=20
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}}
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The trusty Plasma Cannon will quickly make itself at home as your go-to weapon for your Interceptors. Long range, good damage, good accuracy, and good rate of fire makes it an all around acceptable weapon. Once its fielded, most UFO interceptions will become easy for both types of Interceptor, and even the standard Ravens will be able to drop a Battleship with the help of modules and/or chain launching your planes. In fact, if you were to equip all 20 of your Interceptors with Plasma Cannons and call it a day, you wouldn't be hurting yourself.
  
Research results: ''"As we've continually strived to "even the odds" for our pilots facing the alien craft in combat, one of our most important developments was the research engineering of their plasma-based weaponry. Having successfully created a variant for our troops on the ground, the most difficult part of our work was already done.  Increasing the size and firepower of these weapons for an application suitable to our Interceptors was a relatively straightforward process.  Once we confirmed that the ship itself could handle the stress associated with firing these weapons, it was simply a matter of scaling up the device and creating an appropriate mount.  We believe the plasma cannon is now ready for general fabrication in engineering, and I'm confident our pilots will appreciate the additional firepower it provides."''
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However, Plasma Cannons are also the first weapon that will start to bore a decent hole in your wallet, so it may be advisable to begin airing on the side of caution and aborting your interceptions a little quicker than before and sending another plane to finish the job if things start to get too dicey.
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The Plasma Cannon research tech requires you to first research the Light Plasma Rifle. By capturing a regular Muton when they first appear, and interrogating him first for the Plasma Weaponry Credit, it's possible to get Plasma Cannons by the third or fourth month.
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{{Craft Armaments (EU2012)}}
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 15:07, 25 April 2013

Research Required {{{requires}}}
Base Costs {{{costs}}}
Hit Chance 85%
Range Long
Firing Time Medium
Damage Medium
Armor Penetration High

The trusty Plasma Cannon will quickly make itself at home as your go-to weapon for your Interceptors. Long range, good damage, good accuracy, and good rate of fire makes it an all around acceptable weapon. Once its fielded, most UFO interceptions will become easy for both types of Interceptor, and even the standard Ravens will be able to drop a Battleship with the help of modules and/or chain launching your planes. In fact, if you were to equip all 20 of your Interceptors with Plasma Cannons and call it a day, you wouldn't be hurting yourself.

However, Plasma Cannons are also the first weapon that will start to bore a decent hole in your wallet, so it may be advisable to begin airing on the side of caution and aborting your interceptions a little quicker than before and sending another plane to finish the job if things start to get too dicey.

The Plasma Cannon research tech requires you to first research the Light Plasma Rifle. By capturing a regular Muton when they first appear, and interrogating him first for the Plasma Weaponry Credit, it's possible to get Plasma Cannons by the third or fourth month.

EU2012 Badge XCOM: Enemy Unknown (2012): Hangar/Air Combat
Craft: InterceptorFirestormSkyranger
Weapons: Avalanche MissilesPhoenix CannonLaser CannonPlasma CannonEMP CannonFusion Lance
Support Modules:Defense MatrixUFO TrackingUplink Targeting