Difference between revisions of "TU Threshold tables (Apocalypse)"

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(New page: {|align=right border=1 |- !rowspan=2 valign=top|Weapon !rowspan=2 valign=top|Direct Damage !rowspan=2 valign=top|Aimed fire TU% !colspan=10 align=center|Autofire |- ! 1 TU || 2 TU || 3 TU ...)
 
(devastator does 70, not 80 damage)
 
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|align=left| [[Megapol Auto Cannon|Autocannon]] || 40 || 34% || 12 || 24 || 36 || 48 || 59 || 71 || 83 || 95
 
|align=left| [[Megapol Auto Cannon|Autocannon]] || 40 || 34% || 12 || 24 || 36 || 48 || 59 || 71 || 83 || 95
 
|-align=right
 
|-align=right
|align=left| [[Devastator Cannon|Devastator]] || 80 || 40% || 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100
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|align=left| [[Devastator Cannon|Devastator]] || 70 || 40% || 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100
 
|-align=right
 
|-align=right
 
|align=left| [[Megapol Laser Sniper Gun|Laser Sniper]] || 26 || 42% || 10 || 20 || 29 || 39 || 48 || 58 || 67 || 77 || 86 || 96
 
|align=left| [[Megapol Laser Sniper Gun|Laser Sniper]] || 26 || 42% || 10 || 20 || 29 || 39 || 48 || 58 || 67 || 77 || 86 || 96
 
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Aimed fire TU% pulled with Apoc'd.  I'm only interested in non-hacked games, so if an autofire threshold requires 101+ TU to reach in turn-based combat, it's not in the table.
+
Aimed fire TU% pulled with Apoc'd.  You should get pretty close approximations from the in-game rate-of-fire, by dividing 36 by the rate-of-fire.
 +
 
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<i>[[User:Zaimoni|Zaimoni]]: I'm only interested in non-hacked games.  If an autofire threshold requires 101+ TU to reach in turn-based combat, it's not in the table.</i>
  
 
Recall that:
 
Recall that:
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* snap fire TU = INT(aimed fire TU/2)
 
* snap fire TU = INT(aimed fire TU/2)
 
* auto fire TU = INT(snap fire TU/2)
 
* auto fire TU = INT(snap fire TU/2)
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 +
Per above, the table values are CEIL(4*TU threshold/Aimed fire %)
  
 
Thus, in the early game:
 
Thus, in the early game:
 
* The M4000 is very interesting.  Arguably, anyone with 67TU or more as a rifleman should be using an autocannon anyway.
 
* The M4000 is very interesting.  Arguably, anyone with 67TU or more as a rifleman should be using an autocannon anyway.
 
* Lawpistols make sense for hybrids in Megapol armor, as long as their TU is at or below 44.
 
* Lawpistols make sense for hybrids in Megapol armor, as long as their TU is at or below 44.
 +
* The laser sniper gun is pretty much a weapon of desperately underequipped XCOM squads.  (The damage is not Sniper.)
 +
 +
[[Category:Apocalypse]]

Latest revision as of 08:09, 11 July 2020

Weapon Direct Damage Aimed fire TU% Autofire
1 TU 2 TU 3 TU 4 TU 5 TU 6 TU 7 TU 8 TU 9 TU 10 TU
Toxigun 50/65/85   8% 50 100
M4000 21 12% 34 67 100
Lawpistol 24 18% 23 45 67 89
Plasma pistol 35 30% 14 27 40 54 67 80 94
Disruptor 42 32% 13 25 38 50 63 75 88 100
Autocannon 40 34% 12 24 36 48 59 71 83 95
Devastator 70 40% 10 20 30 40 50 60 70 80 90 100
Laser Sniper 26 42% 10 20 29 39 48 58 67 77 86 96

Aimed fire TU% pulled with Apoc'd. You should get pretty close approximations from the in-game rate-of-fire, by dividing 36 by the rate-of-fire.

Zaimoni: I'm only interested in non-hacked games. If an autofire threshold requires 101+ TU to reach in turn-based combat, it's not in the table.

Recall that:

  • aimed fire TU = INT(max TU after encumbrance*Aimed fire TU%)
  • snap fire TU = INT(aimed fire TU/2)
  • auto fire TU = INT(snap fire TU/2)

Per above, the table values are CEIL(4*TU threshold/Aimed fire %)

Thus, in the early game:

  • The M4000 is very interesting. Arguably, anyone with 67TU or more as a rifleman should be using an autocannon anyway.
  • Lawpistols make sense for hybrids in Megapol armor, as long as their TU is at or below 44.
  • The laser sniper gun is pretty much a weapon of desperately underequipped XCOM squads. (The damage is not Sniper.)