From UFOpaedia
Revision as of 23:10, 23 September 2010 by Darkpast (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Does the Coelacanth/Gauss require Manta or Hammerhead craft research?

Manta. Manta + Craft Gauss Cannon to be exact.


Thanks. By the way, I can't seem to get the table to look properly, anyone more capable than me may want to check that out.--Trotsky 23:26, 10 July 2006 (PDT)

Clarification on ammo handling

I'm not quite sure I understand the description of the ammo handling problem. Effectively you lose the entire 50 rds of ammo after each mission, regardless of how many rds you actually use in the mission? Is that right, and is there any more to it?

By the way, I make the full ammo costs $380/rd, including all Technician overheads, so that's $19K for each full 50-rd magazine. Spike 06:25, 4 October 2008 (CDT)

That's it really. The 50 craft gauss rounds are lost. Because the Gauss Coelacanth is working off the code that the UFO Laser tank ran on, which did not have any ammo requirements to worry about, they had to fiddle with it a bit to get it to take ammo again.
The thing is, they didn't complete all the steps. See, they only enforced the removal of ammo when you load a Gauss SWS onto the ship (this includes the after mission re-arming phase). However, they forgot to tell the game to return the ammo when it's taken off a ship, or to return any left-over ammo at the end of a mission into stores. So, that's an instant 50 craft gauss cannon ammo down the gurgler after every mission or every time you unload the Gauss Coelacanth off the ship. -NKF 06:59, 4 October 2008 (CDT)
Pity about the ammo bug and it appearing too late. I just tried one out and it was pretty damn good, killing even Lobstermen in 2 or 3 hits. Oh well, at least it's useful for base defense. --Darkpast 19:10, 23 September 2010 (EDT)