Difference between revisions of "Toxigun vs Devastator Cannon"

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==Comparison with the Devastator Cannon==
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The [[Toxigun]] and [[Devastator Cannon]] will eventually be your main choice of primary firearms as the game progresses. They are equally powerful weapons and bring different qualities to the table.  
Advantages for the Toxigun:
 
#High rate of fire. A four-man squad dual-wielding these can unleash a fog of bullets.
 
#*Note: When paired in real-time combat and firing on full-auto, the rate of fire is so great that the secondary weapon barely gets used. An agent that does not have maxed firing accuracy should consider switching to a slower but more accurate firing mode. You will still enjoy the rapid rate of fire, but with much improved accuracy. This is less important for agents with maxed accuracy where firing accuracy is the same across the different firing modes.
 
#Small and one-handed. There is no loss in accuracy when dual-wielded.
 
#Ignores enemy shields (without damaging them!  You'll never need to manufacture shields.)
 
#Does more damage, especially Toxin-C... and especially vs shielded opponents. Basically, 1 shot from Toxin-B will kill anything other than a Psimorph and Megaspawn. And 2-3 shots from Toxin C will kill a megaspawn. Combined with the high rate of fire, this means that a toxigun can theoratically kill 10 aliens in the time that a devastator takes to kill 1 alien. (depending on alien type)
 
#*Note: When playing in real time, I once teleported behind a group of Megaspawns and Skeletoids and killed ALL of them with 2 agents, while they were in the process of turning around. They didn't have time to fire a single shot off. Toxin C is THAT powerful.
 
#Hurts humans less than a machine gun... will pratically never penetrate Disruptor Armor. Thus, toxigun-equipped squads are your best choice for taking down Psimorphs and Micronoids. Even if the agents get mind controlled, they won't cause any serious damage to each other with a toxigun.
 
#Hurts humans almost as much as a machine gun... you can bring this on raids against COS, and get as many free Personal Shields as you want! Note that toxin-A, toxin-B and toxin-C do around the same damage against humans.
 
#Stray shots won't cause serious terrain deformation
 
  
Disadvantages compared to the Devastator Cannon:
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=Toxigun=
#Requires ammo; costs money to fire, and bring plenty of extra clips for long missions.
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#Ludicrous rate of fire. Can fire as fast with aimed shot as Devastator Cannons do with auto shot, and can actually cap out the game's fire rate limit. Toxiguns react quickly to charging enemies and even toxin A will mow down hordes of weak aliens. Given good accuracy, Toxiguns can easily deal more anti-alien damage in the shortest length of time.
##Fortunately, you can manufacture the ammunition. No more worrying about Marsec or MegaPol running out!
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#Can dual wield with no loss of accuracy.
##Unfortunately, you must manufacture the ammunition. One small workshop working full-time should produce more ammo than you use once you've built up your stocks. UNLESS you are using this against human opponents, in which case there is not enough ammo to go around.
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#Small and light. Fits in the belt or knee slots. Easily given to any agent as a side arm.
#Less accurate
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#Ignores shields. This means Toxiguns effectively do colossal damage to shielded aliens. Also allows capturing intact shields, a feat only otherwise possible with stun grenades or psionics.
#Inefficient wall breaker
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#Toxin C base damage is higher than the Devastator Cannon, destroying even the most powerful of aliens in little time.
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#Deals little property damage (breaks windows, fragile things), protecting relations with organizations.
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#Ready to use by the beginning of week 3 if you rush the bio topics correctly.
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#Hurts humans little and will barely penetrate disruptor armor, so is quite safe if your agent is mind controlled or brainsucked, and little danger from accidental friendly fire.
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#*Also means a brainsucked agent will need a lot of Toxigun shots to bring down. Depending on how shots spread across the armor, killing a disruptor armored agent takes 30 or more toxin C shots.
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#Ammo must be manufactured, and is used up very quickly. Generally a dedicated workshop is required for continuous use.
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#Cost of ammo can be problematic with early game budget.
  
== See Also ==
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=Devastator Cannon=
* [[Equipment Analysis (Apocalypse) | Equipment Anaylsis]]
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#High accuracy. Aimed shots with Devastator Cannons can hit reliably at longer ranges.
* [[Biological Warfare (Apocalypse) | Biological Warfare]]
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#Highly effective against unshielded humans and aliens.
* [[Devastator Cannon]]
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#Infinite recharging ammo.
 
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#Easy to equip whole squad once unlocked.
[[Category: Apocalypse]]
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#Can break through cover. Can break through walls. Can tunnel ambush paths inside alien vessels. Can also destroy alien building objectives if you're short on Vortex Mines.
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#Requires capturing one to research.
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#Bulky and heavy. Impractical to carry as a secondary weapon.
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#Destroys and is slowed down by shields, leaving none for capture. You must use psionics or stun grenades to remove shields.

Latest revision as of 18:42, 16 November 2023

The Toxigun and Devastator Cannon will eventually be your main choice of primary firearms as the game progresses. They are equally powerful weapons and bring different qualities to the table.

Toxigun

  1. Ludicrous rate of fire. Can fire as fast with aimed shot as Devastator Cannons do with auto shot, and can actually cap out the game's fire rate limit. Toxiguns react quickly to charging enemies and even toxin A will mow down hordes of weak aliens. Given good accuracy, Toxiguns can easily deal more anti-alien damage in the shortest length of time.
  2. Can dual wield with no loss of accuracy.
  3. Small and light. Fits in the belt or knee slots. Easily given to any agent as a side arm.
  4. Ignores shields. This means Toxiguns effectively do colossal damage to shielded aliens. Also allows capturing intact shields, a feat only otherwise possible with stun grenades or psionics.
  5. Toxin C base damage is higher than the Devastator Cannon, destroying even the most powerful of aliens in little time.
  6. Deals little property damage (breaks windows, fragile things), protecting relations with organizations.
  7. Ready to use by the beginning of week 3 if you rush the bio topics correctly.
  8. Hurts humans little and will barely penetrate disruptor armor, so is quite safe if your agent is mind controlled or brainsucked, and little danger from accidental friendly fire.
    • Also means a brainsucked agent will need a lot of Toxigun shots to bring down. Depending on how shots spread across the armor, killing a disruptor armored agent takes 30 or more toxin C shots.
  9. Ammo must be manufactured, and is used up very quickly. Generally a dedicated workshop is required for continuous use.
  10. Cost of ammo can be problematic with early game budget.

Devastator Cannon

  1. High accuracy. Aimed shots with Devastator Cannons can hit reliably at longer ranges.
  2. Highly effective against unshielded humans and aliens.
  3. Infinite recharging ammo.
  4. Easy to equip whole squad once unlocked.
  5. Can break through cover. Can break through walls. Can tunnel ambush paths inside alien vessels. Can also destroy alien building objectives if you're short on Vortex Mines.
  6. Requires capturing one to research.
  7. Bulky and heavy. Impractical to carry as a secondary weapon.
  8. Destroys and is slowed down by shields, leaving none for capture. You must use psionics or stun grenades to remove shields.