Difference between revisions of "Weapons (EU2012)"
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===Conventional Weapons=== | ===Conventional Weapons=== | ||
− | Conventional weapons include the X-9 Assault Rifle, the standard issue for all XCOM rookies, | + | Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons. |
− | Conventional weapons can't destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their damage level is adequate against the initial aliens encountered but as advanced races start to appear they will become less and less useful. | + | Conventional weapons can't destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their damage level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. |
<gallery widths=100px heights=75px perrow=8 caption="Conventional Weapons"> | <gallery widths=100px heights=75px perrow=8 caption="Conventional Weapons"> | ||
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===Laser Weapons=== | ===Laser Weapons=== | ||
− | The Laser level is one of the larger priorities for early research. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models XCOM produces are just on this side of "safe" and have been made operable by techniques derived from captured alien weapons. | + | The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of "safe" and have been made operable by techniques derived from captured alien weapons. |
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft). | It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft). | ||
− | Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time by half, and their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. Council requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit. Note that there is no "Laser Grenade" or "Laser Rocket". | + | Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time by half, and their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit. Note that there is no "Laser Grenade" or "Laser Rocket". |
<gallery widths=100px heights=75px perrow=8 caption="Laser Weapons"> | <gallery widths=100px heights=75px perrow=8 caption="Laser Weapons"> | ||
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===Plasma Weapons=== | ===Plasma Weapons=== | ||
− | The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you'll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[ | + | The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you'll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit. |
<gallery widths=100px heights=75px perrow=8 caption="Plasma Weapons"> | <gallery widths=100px heights=75px perrow=8 caption="Plasma Weapons"> | ||
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| align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align="center" | 3 || align="center" | 4 || align="center" | 0 || align="center" | All except Heavy || align="center" | 125 || align="center" | Unlimited ammo | | align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align="center" | 3 || align="center" | 4 || align="center" | 0 || align="center" | All except Heavy || align="center" | 125 || align="center" | Unlimited ammo | ||
|} | |} | ||
− | * Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. | + | * Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode. |
* They have low power and nearly all have a zero chance for critical hits but they don't need to be reloaded. | * They have low power and nearly all have a zero chance for critical hits but they don't need to be reloaded. | ||
− | * Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don't stack with | + | * Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don't stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its upgrade. |
− | * Generally speaking, upgraded Pistols should be given to Snipers, then to shotgun wielding Assault soldiers (for | + | * Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges). |
− | * Pistols cannot be used by the Heavy class due to them being replaced by | + | * Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]]. |
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− | * Assault Rifles are most common squad weapon, offering medium firepower and versatility. | + | * Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility. |
− | * They can be used by Rookies, Assault and Support | + | * They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies. |
− | * They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle) | + | * They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]]) |
− | * They are both capable of Overwatch and Suppression, as well as inflicting | + | * They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]]. |
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− | * Shotguns are close-range, high-power firearms capable of inflicting | + | * Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. |
− | * All shotguns receive a aim penalty if the target is too far. However, they receive a higher | + | * All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles. |
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− | * Heavy rifles are an upgrade to Assault Rifles on damage capability. | + | * Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability. |
− | * Due to their size they can only be carried by Heavy troopers. | + | * Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. |
− | * In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. | + | * In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. |
− | * LMG offers significant less ammo before reloading. 3/6 rounds (before/after | + | * LMG offers significant less ammo before reloading. 3/6 rounds (before/after Ammo Conversation upgrade), compare to Assault Rifle's 4/8 rounds. This means LMG is less efficient at Suppression (1/3) compare to Support's Rifle Suppression (2/4). |
− | * All tiers of [[S.H.I.V. (EU2012)|S.H.I.V.]] carry the LMG / | + | * All tiers of [[S.H.I.V. (EU2012)|S.H.I.V.]] carry the LMG/Heavy Laser/Heavy Plasma with similar stats and ammo count. |
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| align="center" |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | 9 || align="center" | 13 || align="center" | 35 || align="center" | Sniper || align="center" | 125 || align="center" |Limited move | | align="center" |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | 9 || align="center" | 13 || align="center" | 35 || align="center" | Sniper || align="center" | 125 || align="center" |Limited move | ||
|} | |} | ||
− | * Sniper rifles have the best | + | * Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hit (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms. |
− | * They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of their own sight. | + | * They also have a range of 100, although it requires for the [[Sniper (EU2012)|Sniper]] to have the Squad Sight ability to shoot targets out of their own sight. |
− | * Units revealed by a Battle Scanner are counted as being in the throwing | + | * Units revealed by a Battle Scanner are counted as being in the throwing Sniper's own vision for firing purposes(if they don't have Squad Sight, for example.) |
− | * Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% | + | * Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% Aim penalty). |
− | * Unlike other weapons ( | + | * Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty. |
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Revision as of 03:29, 14 October 2013
Tech Levels
Your soldier's primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.
Conventional Weapons
Conventional weapons include the X-9 Assault Rifle, the standard issue for all XCOM rookies, Supports and Assaults, as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.
Conventional weapons can't destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their damage level is adequate against the initial aliens encountered but as advanced races start to appear they will become less and less useful.
Laser Weapons
The Laser level is one of the larger priorities for early research. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models XCOM produces are just on this side of "safe" and have been made operable by techniques derived from captured alien weapons.
It is only required to complete research on 3 topics to unlock all 6 laser weapons: Beam Weapons (Laser Pistol and Laser Rifle), Precision Lasers (Laser Sniper Rifle and Scatter Laser) and Heavy Lasers (Heavy Laser and Laser Cannon for aircraft).
Interrogating a Sectoid halves all laser-research time by half, and their engineering requires the durable alien alloys. Council requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit. Note that there is no "Laser Grenade" or "Laser Rocket".
Plasma Weapons
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you'll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. Research time can be halved by interrogating a Muton, and Engineering requires both alloys and Elerium to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by Council nations, and can be thusly sold for a massive profit.
Weapon Stats
Precision Weapons
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Pistol | 1 | 1 | 0 | All except Heavy | 10 | Unlimited ammo |
Laser Pistol | 2 | 3 | 10 | All except Heavy | 125 | Unlimited ammo |
Plasma Pistol | 3 | 4 | 0 | All except Heavy | 125 | Unlimited ammo |
- Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode.
- They have low power and nearly all have a zero chance for critical hits but they don't need to be reloaded.
- Pistol Critical Hit chance, Aim Bonus, and Base Damage of can be increased via Foundry research. Pistol upgrades don't stack with S.C.O.P.E. and its upgrade.
- Generally speaking, upgraded Pistols should be given to Snipers, then to shotgun wielding Assault soldiers (for Overwatch at longer ranges).
- Pistols cannot be used by the Heavy class due to them being replaced by Rocket Launchers.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Assault Rifle | 3 | 4 | 10 | Assault/Support/Rookie | 20 | |
Laser Rifle | 5 | 7 | 10 | Assault/Support/Rookie | 125 | |
Light Plasma Rifle | 5 | 7 | 10 | Assault/Support/Rookie | 125 | Aim +10 |
Plasma Rifle | 7 | 10 | 10 | Assault/Support/Rookie | 125 | None |
- Assault Rifles are most common squad weapon, offering medium firepower and versatility.
- They can be used by Rookies, Assault and Support classes, but not Snipers or Heavies.
- They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)
- They are both capable of Overwatch and Suppression, as well as inflicting Critical Hits.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Shotgun | 4 | 6 | 20 | Assault | 40 | Limited range |
Laser Scatter | 6 | 9 | 20 | Assault | 125 | Limited range |
Alloy Cannon | 9 | 13 | 20 | Assault | 125 | Limited range |
- Shotguns are close-range, high-power firearms capable of inflicting Critical Hits.
- All shotguns receive a aim penalty if the target is too far. However, they receive a higher Aim bonus at closer range relative to rifles.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
LMG | 4 | 6 | 0 | Heavy | 60 | |
Heavy Laser | 6 | 9 | 10 | Heavy | 125 | |
Heavy Plasma | 9 | 13 | 10 | Heavy | 125 |
- Heavy rifles are an upgrade to Assault Rifles on damage capability.
- Due to their size they can only be carried by Heavy troopers.
- In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability.
- LMG offers significant less ammo before reloading. 3/6 rounds (before/after Ammo Conversation upgrade), compare to Assault Rifle's 4/8 rounds. This means LMG is less efficient at Suppression (1/3) compare to Support's Rifle Suppression (2/4).
- All tiers of S.H.I.V. carry the LMG/Heavy Laser/Heavy Plasma with similar stats and ammo count.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Sniper Rifle | 4 | 6 | 25 | Sniper | 30 | Limited move |
Laser Sniper Rifle | 6 | 9 | 30 | Sniper | 125 | Limited move |
Plasma Sniper Rifle | 9 | 13 | 35 | Sniper | 125 | Limited move |
- Sniper rifles have the best Damage and Critical Hit chance (which increases with each tech upgrade) of all non-explosive firearms.
- They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of their own sight.
- Units revealed by a Battle Scanner are counted as being in the throwing Sniper's own vision for firing purposes(if they don't have Squad Sight, for example.)
- Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% Aim penalty).
- Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a Aim penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.
Weapon | Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|
Arc Thrower | 0 | 0 | Any | 0 | No reaction shot |
Drone Beam | 2 | 0 | Drone | 2 | Repair |
Death Blossom | 8 | 10 | Cyberdisc | 2 | Suppression +3 |
Heat Ray | 20 | 25 | Sectopod | 801 | |
Psi Lance | 10 | 25 | Ethereal | 0 |
Area Weapons
Weapon | Damage | Critical Chance | Class | Terrain Damage | Blast Radius | Abilities |
---|---|---|---|---|---|---|
Rocket Launcher | 6 | 0 | Heavy | 500 | 336 | Limited move No reload |
Blaster Launcher | 9 | 0 | Heavy | 500 | 336 | Limited move No reload |
Poison Spit | ? | 0 | Thin Man | 0 | 175 | Suppression 20% |
Cluster Bomb | 6 | 25 | Sectopod | 250 | 144 | Limited move No reload |
Chest Cannon | 10 | 0 | Sectopod | 801 | 144 | Suppression 40% Overwatch |
- Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.
- They have restrictions on movement and firing and are usually 1 shot weapons.
Weapon | Damage | Critical Chance | Class | Terrain Damage | Blast Radius | Abilities |
---|---|---|---|---|---|---|
Frag Grenade | 3 | 0 | Any | 250 | 240 | |
Smoke Grenade | NA | 0 | Support | 250 | 336 | Defense +20 |
Alien Grenade | 5 | 0 | Any | 250 | 240 |
Melee Weapons
Weapon | Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|
Chryssalid Claw | 6 | 20 | Chryssalid | 1 | No reaction shot |
Zombie Fist | 8 | 0 | Zombie | 1 | No reaction shot |
Muton Blade | 9 | 33 | Berserker | 125 | No reaction shot |