Difference between revisions of "Rifle"

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Spearheading the front lines of the [[X-COM]] vanguard at the start of the invasion is the [[X-COM]] regulation issue rifle - the best earth supposedly has to offer - a rifle combining assault and sniper capabilities.  
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'''In other languages: [[소총|한국어]].'''
  
Unfortunately it is also built by the lowest bidder.  
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==General Information==
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{{Ref Open | title = Rifle}}
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This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.
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{{Ref Close| source = Enemy Unknown Ufopaedia}}
  
It offers a miniscule improvement over the standard X-Com [[pistol]] in terms of damage, with a minor increase in clip size. All that and a little more on top of a heftier bill. Being slightly more complex than the pistol, it is also slower to fire and slightly heavier on top of requiring both hands to properly operate.
 
  
Luckily, what it does offer over the [[pistol]] is a superb three-round burst mode, making it excellent for close range combat. It also has a built-in scope to allow highly accurate aimed shots. The rifle takes quite a long time to aim, but it allows the user to achieve shots with accuracies that are equal to the alien [[Heavy Plasma]] and [[Small Launcher]]. This is regrettably let down by the rifle's low stopping power and speed.
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{{Infobox open}}
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{{Infobox module/weapon
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| weapon =Rifle
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| height = 3
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| width = 1
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| weight = 8
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| grip = Two-Handed
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| damagethreshold = TBA
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| weaponimage = [[Image:BIGOBS01.GIF|right|64 px]]
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| acc_auto = 35
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| acc_snap = 60
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| acc_aim = 110
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| fcost_auto = 35
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| fcost_snap = 25
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| fcost_aim = 80
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| saleprice = 2250
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| research = None
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| acquisition ={{Purchasing|3000}}
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}}
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{{Infobox module/ammo
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| weapon = Rifle
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| ammo = Rifle 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:BIGOBS02.GIF|right|64 px]]
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| damage = 30 Armour Piercing
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| capacity = 20
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| saleprice = 150
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| research = None
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| acquisition ={{Purchasing|200}}
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}}
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{{Infobox close}}
  
The rifle makes an excellent compliment to the regulation [[pistol]] - and suffers most of the same limitations. The aliens that the rifle will continue to remain effective against throughout the war are [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s.
 
  
== Stats ==
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The standard Rifle is X-COM's standard issue light firearm at the beginning of the campaign. The Rifle is a well balanced weapon that can be adapted to a variety of situations at any range.  
<b>Rifle:</b>
 
<table><tr><td>[[Image:BIGOBS01.GIF|left|64 px]]</td><td>
 
*Size: 3 high x 1 wide
 
*Weight: 8
 
*TUs:
 
**Auto:  35% (Accuracy  35%)
 
**Snap:  25% (Accuracy  60%)
 
**Aimed: 80% (Accuracy 110%)
 
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $3,000
 
*Sell Price: $2,250</td></tr></table>
 
  
<b>Rifle Clip:</b>
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The Rifle is not a very powerful weapon, dealing only slightly more damage than the standard [[Pistol]]. However, it compensates for this by having an auto-shot and a very accurate though slow aimed mode. The Rifle also comes with a large 20-round ammunition clip.
<table><tr><td>[[Image:BIGOBS02.GIF|left|64 px]]</td><td>
 
*Power: 30 AP
 
*Ammo: 20
 
*Size: 1 high x 1 wide
 
*Weight: 3
 
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $200
 
*Sell Price: $150</td></tr></table>
 
  
== Recommendations ==
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Though the Ufopaedia describes it as a sniper rifle, the low damage and extremely high cost to aim the Rifle are at odds with this description. It can indeed snipe but is not especially effective at it. The high accuracy does allow the Rifle to finish off a wounded enemy from a distance, or for carefully chipping away at the health of an enemy intended for capture.
  
The rifle works best in the early campaign as a means to train your high accuracy, low strength soldiers. When crouched and aiming, the base firing accuracy is 1.1*1.15*the user accuracy, meaning a marksmanship 70 rifleman has an 88% chance of hitting its target regardless of distance. With spotters to mark targets, a sniper rifle can be a valuable asset against low-ranking enemies. In close-quarter battles, the rifle finds itself quickly outclassed as its accuracy means little and its rate of fire and damage output proving inferior to the laser pistol. In XCOMUtil, the heavy laser will ultimately replace the rifle in sniper duty as well, while in an unmodded game the heavy plasma or heavy cannon will.
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Until more advanced weapons are available, the Rifle is a competent weapon for fighting against the enemies encountered early in the campaign. Like the Pistol, it can be used later as a training weapon or when fighting psionic enemies.  
  
== Usage Notes ==
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This weapon appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Jet Harpoon]].
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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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* Auto Fire
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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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* Cheap
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* High Ammo
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* Rapid snap-shot
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* Moderate snap/auto accuracy
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* High aimed accuracy
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| align = "left" valign = "top"|
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* Weak
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* Very slow Aimed-shot
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|}
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== Recommendations ==
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Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s. It can be used in a variety of roles from sniping with aimed shots, scouting and reacting with snapshots or for close range assaults with auto-fire.
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Later, when better weapons are available, they may retain some use when fighting against psionic aliens. Combined with the [[Power Suit]], soldiers can safely harm psionic aliens but not each other if they succumb to mind control.
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If you find yourself concentrating primarily with Snap or opportunity fire attacks, other alternatives to the Rifle include the standard X-COM [[Pistol]] and the [[Heavy Cannon]]. Both weapons have the same Snap shot accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage.
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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:  1 Shot, 20% Remaining TUs  
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* Aimed:  1 Shot, 20% Remaining TUs (not sufficient for any further fire)
 
* Snap: 4 Shots, 0% Remaining TUs
 
* Snap: 4 Shots, 0% Remaining TUs
* Auto: 2 Bursts, 30% Remaining TUs
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* Auto: 2 Bursts, 30% Remaining TUs (enough for 1 further Snap shot)
 
 
  
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==See Also==
 
{{Equipment (UFO Defense) Navbar}}
 
{{Equipment (UFO Defense) Navbar}}
[[Category:Equipment (UFO Defense)]]
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[[Category:Equipment (EU)]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 07:26, 5 June 2015

In other languages: 한국어.

General Information

Rifle

This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.

Source: Enemy Unknown Ufopaedia


Rifle
Size
(h x w)
3 x 1
BIGOBS01.GIF
Weight 8
D. Threshold TBA
Grip Two-Handed
TU Cost Accuracy
Auto 35% 35%
Snapshot 25% 60%
Aimed 80% 110%
Sale Price $2,250
Research None
Purchase Price $3,000
Rifle Clip
Size
(h x w)
1 × 1
BIGOBS02.GIF
Weight 3
D. Threshold TBA
Damage 30 Armour Piercing
Capacity 20
Sale Price $150
Research None
Purchase Price $200


The standard Rifle is X-COM's standard issue light firearm at the beginning of the campaign. The Rifle is a well balanced weapon that can be adapted to a variety of situations at any range.

The Rifle is not a very powerful weapon, dealing only slightly more damage than the standard Pistol. However, it compensates for this by having an auto-shot and a very accurate though slow aimed mode. The Rifle also comes with a large 20-round ammunition clip.

Though the Ufopaedia describes it as a sniper rifle, the low damage and extremely high cost to aim the Rifle are at odds with this description. It can indeed snipe but is not especially effective at it. The high accuracy does allow the Rifle to finish off a wounded enemy from a distance, or for carefully chipping away at the health of an enemy intended for capture.

Until more advanced weapons are available, the Rifle is a competent weapon for fighting against the enemies encountered early in the campaign. Like the Pistol, it can be used later as a training weapon or when fighting psionic enemies.

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


Key Features
  • Auto Fire
Pros Cons
  • Cheap
  • High Ammo
  • Rapid snap-shot
  • Moderate snap/auto accuracy
  • High aimed accuracy
  • Weak
  • Very slow Aimed-shot

Recommendations

Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as Sectoids, Snakemen and Floaters. It can be used in a variety of roles from sniping with aimed shots, scouting and reacting with snapshots or for close range assaults with auto-fire.

Later, when better weapons are available, they may retain some use when fighting against psionic aliens. Combined with the Power Suit, soldiers can safely harm psionic aliens but not each other if they succumb to mind control.

If you find yourself concentrating primarily with Snap or opportunity fire attacks, other alternatives to the Rifle include the standard X-COM Pistol and the Heavy Cannon. Both weapons have the same Snap shot accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage.


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: 1 Shot, 20% Remaining TUs (not sufficient for any further fire)
  • Snap: 4 Shots, 0% Remaining TUs
  • Auto: 2 Bursts, 30% Remaining TUs (enough for 1 further Snap shot)

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