Difference between revisions of "Sonic Cannon"
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==General Information== | ==General Information== | ||
− | The Sonic Cannon is an incredibly powerful weapon which | + | The Sonic Cannon is an incredibly powerful weapon which has the potential to kill heavily armored humans in a single shot. While it is not used often at first, it soon becomes standard alien armament. |
− | The weapon's lethality is only tempered by it's smaller clip and the fact that | + | The weapon's lethality is only tempered by it's smaller clip and the fact that it is slow to fire. As with the other sonic weapons, it lacks an auto-fire mode. Any unit armed with the Sonic Cannon can generally not be counted on to fire more than one or two shots per turn. However, with good time management, one shot is usually more than enough to finish off whatever it hits. |
− | + | == Recommendations == | |
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+ | The cannon is best suited to a sniping role. Though it is often not a luxury, try to conserve shots with aimed shots. Otherwise, try kneel before firing to get the best performance out of the cannon in any of the firing modes. | ||
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+ | Due to its small ammo capacity it is recommended that you carry more clips (which are available in the field) or some form of secondary armament, such as grenades, drills or even a second firearm. Because of its high accuracy, highly skilled marksmen can often get away with wielding a secondary weapon in the other hand at all times and still get off fairly accurate shots with the cannon by kneeling. | ||
==Comparison to UFO EUs Heavy Plasma== | ==Comparison to UFO EUs Heavy Plasma== | ||
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Lacking auto fire and the massive clip of it's [[Heavy Plasma|ancestor]], the Sonic Cannon nonetheless stands out as a useful weapon. The inhuman power of the weapon allows its use against all but the [[Lobsterman|toughest aliens]]. While the clip is small, the damage per shot more than makes up for it, and the accuracy is highest of any weapon in the game. If only firing wasn't so much slower. | Lacking auto fire and the massive clip of it's [[Heavy Plasma|ancestor]], the Sonic Cannon nonetheless stands out as a useful weapon. The inhuman power of the weapon allows its use against all but the [[Lobsterman|toughest aliens]]. While the clip is small, the damage per shot more than makes up for it, and the accuracy is highest of any weapon in the game. If only firing wasn't so much slower. | ||
− | Where it really falls down is base defense. The smaller clip, lack of auto fire, and high TU cost of firing unfortunately make the Sonic Cannon much less suitable for garrison use than the Heavy Plasma if one uses less-than-stellar troops for base defense. The way the math works out, with the values chosen for weapon accuracy, a three-round burst generally has a high chance of getting at least one hit than a single aimed shot. | + | Where it really falls down is base defense. The smaller clip, lack of auto fire, and high TU cost of firing unfortunately make the Sonic Cannon much less suitable for garrison use than the Heavy Plasma if one uses less-than-stellar troops for base defense. The way the math works out, with the values chosen for weapon accuracy, a three-round burst generally has a high chance of getting at least one hit than a single aimed shot. To counter this deficiency, the Sonic Cannon user should carry a suitable close range weapon. |
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==Weapon Statistics== | ==Weapon Statistics== |
Revision as of 11:14, 10 March 2009
General Information
The Sonic Cannon is an incredibly powerful weapon which has the potential to kill heavily armored humans in a single shot. While it is not used often at first, it soon becomes standard alien armament.
The weapon's lethality is only tempered by it's smaller clip and the fact that it is slow to fire. As with the other sonic weapons, it lacks an auto-fire mode. Any unit armed with the Sonic Cannon can generally not be counted on to fire more than one or two shots per turn. However, with good time management, one shot is usually more than enough to finish off whatever it hits.
Recommendations
The cannon is best suited to a sniping role. Though it is often not a luxury, try to conserve shots with aimed shots. Otherwise, try kneel before firing to get the best performance out of the cannon in any of the firing modes.
Due to its small ammo capacity it is recommended that you carry more clips (which are available in the field) or some form of secondary armament, such as grenades, drills or even a second firearm. Because of its high accuracy, highly skilled marksmen can often get away with wielding a secondary weapon in the other hand at all times and still get off fairly accurate shots with the cannon by kneeling.
Comparison to UFO EUs Heavy Plasma
Lacking auto fire and the massive clip of it's ancestor, the Sonic Cannon nonetheless stands out as a useful weapon. The inhuman power of the weapon allows its use against all but the toughest aliens. While the clip is small, the damage per shot more than makes up for it, and the accuracy is highest of any weapon in the game. If only firing wasn't so much slower.
Where it really falls down is base defense. The smaller clip, lack of auto fire, and high TU cost of firing unfortunately make the Sonic Cannon much less suitable for garrison use than the Heavy Plasma if one uses less-than-stellar troops for base defense. The way the math works out, with the values chosen for weapon accuracy, a three-round burst generally has a high chance of getting at least one hit than a single aimed shot. To counter this deficiency, the Sonic Cannon user should carry a suitable close range weapon.
Weapon Statistics
Sonic Cannon
- Size: 3 high x 2 wide
- Firing Accuracy:
- 80% Snapshot
- 115% Aimed
- Firing Cost:
- 50% Snapshot
- 70% Aimed
- Selling Cost: $171,600
- Build Cost: $122,000 plus:
- Technician Hrs: 1000
- Workshop Space: 4
- Aqua Plastics: 1
- Zrbite: 0
Ammo Statistics
Sonic Cannon Clip
- Size: 1 high x 1 wide
- Damage: 130 Sonic
- Ammo Capacity: 10
- Selling Cost: $9,590
- Build Cost: $6,000 plus:
- Technician Hrs: 80
- Workshop Space: 4
- Aqua Plastics: 0
- Zrbite: 3
See Also