Talk:Sub Armaments

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Revision as of 14:51, 9 December 2009 by Spike (talk | contribs) (New section: TFTD Observed Rates of Fire?)
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Can somebody tell me the name of the very powerful missile that you get later in the game?

yes...P.W.T Cannon

Should we list these as separate pages in the style of the Enemy Unknown section of the wiki, or should the data be added here? Arrow Quivershaft 00:54, 1 June 2007 (PDT)

Weapon comparison

I find the article very insufficient. I'm playing TFTD and have decided to finish the game without ever researching sonic weapons. My craft weapon is limited to either D.U.P. or P.W.T. (others have miserable range, which makes them obsolete). I found no valuable comments on the weapons. I'll try to add something if possible. I've added a new column to the table: D×S×A, which is expected total damage caused to a target after shooting all shots from a weapon. Turns out that P.W.T. outdoes D.U.P. by almost 2x. Hope the figures are meaningful and useful to you Commanders. mingos

Did you try following the Weapons vs USOs link? That has more specific narrative-type advice. As far as this table goes, in most cases the DxA/Rt value is the most relevant indication of firepower and effectiveness, unless you are fighting very tough subs where you expect to have a need, and the time to empty your magazines. One caution - I did this table before I found out that the published RoF values, in XCom anyway, are inaccurate. Assuming TFTD has the same game engine, it will also show differences 'under the hood' from the published rates of fire. Spike 12:34, 8 December 2009 (EST)
Yes, I have tried that, but the page has but one brief phrase dedicated to P.W.T. as opposed to Sonic, indicating the superiority of the latter. I have already begun playtesting P.W.T. though. For instance, I used two Mantas, one armed with P.W.T., and the other one with D.U.P. and they are sufficient to sink a Fleet Supply Cruiser. All smaller subs are sunk with just the P.W.T.-armed Manta. Cruisers and smaller subs require a single round (both barrels). I'll try to document my findings on the Weapons vs. USO page. mingos
EDIT: Also, I'd like to remark that the reload times given in th game are incorrect. P.W.T. has a much faster reload time than D.U.P., and if my memory doesn't deceive me, comparable to the Sonic Oscillator.
Excellent! By reload times, do you mean the fire rates during battle (as opposed to the ammo reloading times on the ground)? If so, this is good, it confirms what I was saying about about the actual RoF being not being the same as the game documented. See here Talk:UFO_Interception#Observed_Rates_of_Fire Spike 09:15, 9 December 2009 (EST)

TFTD Observed Rates of Fire?

Here are the observed rates of fire from Enemy Unknown. These differ from the published fire rates. No idea if they apply to TFTD sub weapons, but as they are hard coded in the EU executable, it's possible. Necomo, do they match your experience, for the equivalent TFTD weapons?


Weapon:         Fire Interval in Game Seconds
                Aggressive/Standard/Cautious    
Cannon                   2 /  2 /  2
Laser Cannon            12 / 12 / 12
Plasma Cannon           12 / 12 / 12
Stingray                16 / 24 / 32
Avalanche               24 / 36 / 48
Fusion Ball             16 / 24 / 32

For example, you say PWT (?=Fusion Ball) is quite close to Sonic Oscillator (?=Plasma Cannon) in its fire rate. This would agree pretty much with the numbers above. You could try mounting an Ajax (?=Stingray) along with a PWT and see if they show the same fire rate. Spike 09:51, 9 December 2009 (EST)