Difference between revisions of "Toxigun vs Devastator Cannon"

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=Toxigun=
 
=Toxigun=
==Advantages==
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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.
#High rate of fire. A four-man squad dual-wielding these can unleash a fog of bullets.
+
#Can dual wield with no loss of accuracy.
#*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 light. Fits in the belt or knee slots. Easily given to any agent as a side arm.
#One-handed. There is no loss in accuracy when dual-wielded.
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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.
#Small. This makes it easy to pack away in the side belt for quick storage or as a spare sidearm. This was you can pair it with the Devastator Cannon and switch weapons as the need arises.  
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#Toxin C base damage is higher than the Devastator Cannon, destroying even the most powerful of aliens in little time.
#Ignores enemy shields, saving the need to manufacture them.
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#Deals little property damage (breaks windows, fragile things), protecting relations with organizations.
#With Toxin-C, does more damage than a Devastator Cannon. Combined with the high rate of fire, it can kill more enemies in the same time that a devastator takes to kill one.  
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#Ready to use by the beginning of week 3 if you rush the bio topics correctly.
#Hurts humans less than a machine gun. Note that toxin-A, toxin-B and toxin-C do around the same damage against humans. It will practically never penetrate Disruptor Armor.  
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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.
#Stray shots won't cause serious terrain deformation
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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.
#Can be researched and manufactured early if you can capture a [[Multiworm]].  
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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.
==Disadvantages==
 
#Requires ammo; costs money to fire.  
 
#Has a very high rate of fire but a small ammo clip in comparison. Bring plenty of spares for long missions or use alternative weapons when fighting unshielded aliens.  
 
:*Fortunately: you can manufacture the ammunition. No more worrying about Marsec or MegaPol running out!
 
:*Unfortunately: you must manufacture the ammunition, using valuable workshop time that may be better employed on other tasks.
 
#Inaccurate at long ranges
 
#Useless at wall breaking
 
  
 
=Devastator Cannon=
 
=Devastator Cannon=
==Advantages==
+
#High accuracy. Aimed shots with Devastator Cannons can hit reliably at longer ranges.
#Very powerful. On their own, paired together or paired with other weapons.
+
#Highly effective against unshielded humans and aliens.
#Very accurate
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#Infinite recharging ammo.
#Greater firing range than Toxiguns
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#Easy to equip whole squad once unlocked.
#Recharge. Allows for unlimited use per mission and costs nothing.  
+
#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.
:*They make effective digging tools when you don't have Power Swords
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#Requires capturing one to research.
:*Has more charges than any other recharging weapon
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#Bulky and heavy. Impractical to carry as a secondary weapon.
#Very common. They are easy to obtain once they become the aliens' standard firearm.  
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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.
:*Even if you are using a different main weapon, or your cannon is running dry due to over-use, you can easily pick up a Devastator off dead enemies.  
 
#In Real Time Combat, have the option to be paired. This makes an especially devastating combination in any firing mode.  
 
 
 
 
 
==Disadvantages==
 
#A sample must be recovered before it can be researched
 
#Destroy shields
 
:*It can be costly vs. Anthropods, Skeletoids and human guards with shields, but is otherwise very efficient against all other enemies.  
 
#Devastator Cannons are large, making them impossible to carry around as a spare weapon.
 
#They are 2-handed, so they suffer when using both hands. Their high accuracy and reasonabe rate of fire often mitigate this penalty.
 
#Stray shots cause massive property damage
 
#Can cause serious damage to unshielded agents even if they are in Disrupter Armor. When agents are clustered close together, be careful not to let your agents get into situations that may attract friendly fire.
 
 
 
== See Also ==
 
* [[Equipment Analysis (Apocalypse) | Equipment Anaylsis]]
 
* [[Biological Warfare (Apocalypse) | Biological Warfare]]
 
* [[Devastator Cannon]]
 
 
 
[[Category: Apocalypse]]
 

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.