TU Threshold tables (Apocalypse)
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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.)