Difference between revisions of "Weapons (LW2)"
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− | {{Toc (LW2)| | + | {{Toc (LW2)|25}}[[File: Soldiers_Weapons_Long_War.png|left|192px|]]As with [[Long War|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM: |
* 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma. | * 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma. | ||
* Secondary weapons are unique and tied to each class. | * Secondary weapons are unique and tied to each class. | ||
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=== Submachine Guns === | === Submachine Guns === | ||
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them. | SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them. | ||
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{{SMGs (LW2)}} | {{SMGs (LW2)}} | ||
{{Range (LW2)/Midshort Conventional}} | {{Range (LW2)/Midshort Conventional}} |
Revision as of 19:56, 4 September 2020
As with Long War 1, Long War 2 makes some changes to the weapons available to XCOM:
- 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
- Secondary weapons are unique and tied to each class.
- Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
- The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.
Weapon Tiers
Conventional
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.
Laser
The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.
Magnetic
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.
Coilgun
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.
Plasma
The final tier of weapons need an Elerium Core to build (except the Storm Gun which only costs extra alloys) but they boast the highest damage, and any enemy hit by plasma weapons will take 1 additional damage from any other damage sources.
Primary Weapons
Submachine Guns
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 25 | 20 | 15 | 10 | 5 | 0 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Assault Rifle
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters. Extremely versatile and "middle of the road" in every way.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Cannon
Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26+ | |
Aim Modifier | -10 | -5 | 0 | 5 | 10 | 8 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Shotgun
Shotguns can be equipped by most soldiers in Long War 2. Assault soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19+ | |
Aim Modifier | 60 | 45 | 30 | 15 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 |
Sniper Rifle
Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41+ | |
Aim Modifier | -30 | -27 | -24 | -21 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 | -11 | -12 | -13 | -14 | -15 | -16 | -17 | -18 | -19 | -20 |
SPARK Rifles
SPARK Rifles are the weapons wielded by SPARKs. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can't be modified with weapon upgrades.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Bolt Caster
The Bolt Caster is a unique weapon from the Alien Hunters DLC. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Auxiliary Weapons
Pistols
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 25 | 20 | 15 | 10 | 5 | 0 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Secondary Weapons
Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
Combat Knife
The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.
Arc Thrower
The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
Name | Stun Duration (Organic Only) |
EMPulse Damage (Robotic only) |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Arc Thrower |
2 actions / 1 turn | 2-5 | 30 | +5 Aim | XCOM starts with an unlimited supply | ||||||
Advanced Arc Thrower |
3 actions / 1 and half turns | 4-9 | 30 | +5 Aim | ADVENT Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
Arc Blaster |
4 actions / 2 turns | 7-12 | 30 | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
GREMLIN
The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
Name | Hack Bonus |
Aid Protocol Defense Bonus |
Combat Protocol Damage |
Revival Protocol Charges |
Interference Charges |
Scanning Protocol Charges |
Heal Bonus |
Rescue Protocol Charges |
Capacitor Discharge Damage |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||||||
GREMLIN |
+0 | +20 | 2 / 4-5 | 2 | 3 | 1 | +0 | 1 | 3-6 / 5-8 | - | - | - | - | - | - | |
GREMLIN Mark II |
+20 | +25 | 4 / 7-8 | 3 | 5 | 2 | +1 | 2 | 5-8 / 8-11 | ADVENT Robotics | 20 | 1 | 1 | - | 1x Drone Wreck | 10 |
GREMLIN Mark III |
+40 | +30 | 6 / 10-11 | 4 | 6 | 3 | +2 | 3 | 7-10 / 11-14 | Sectopod Breakdown | 35 | 1 | - | 1 | 1x Sectopod Wreck | 20 |
Grenade Launcher
The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
Holotargeter
The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
Name | Aim Bonus |
HiDef Holo Crit Bonus |
VPT Damage Bonus |
Multitargeting Radius |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Holotargeter |
+10 | +10 | +1 | 4 | XCOM starts with an unlimited supply | ||||||
Holotargeter Mark II |
+15 | +15 | +1 | 5 | ADVENT MEC Breakdown | 30 | 1 | 0 | 1 | 1x ADVENT MEC Wreck | 5 |
Holotargeter Mark III |
+20 | +20 | +2 | 6 | Andromedon Autopsy | 60 | 3 | 0 | 1 | 1x Andromedon Wreck | 10 |
Psi Amp
The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.
Name | Psi Offense Bonus |
Soulfire Damage |
Void Rift Damage |
Null Lance Damage |
Mind Merge Additional Bonuses |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Psi Amp |
+0 | 4-6 | 3-4 | 6-9 | - | XCOM starts with an unlimited supply | ||||||
Advanced Psi Amp |
+10 | 6-9 | 5-6 | 8-12 | +5 Will +5 Crit Chance +1 Ablative HP |
Psionics Elerium |
40 | 2 | 5 | 1 | 1x Sectoid Corpse | 5 |
Alien Psi Amp |
+20 | 9-11 | 7-9 | 10-15 | +10 Will +10 Crit Chance +2 Ablative HP |
Psionics Gatekeeper Autopsy |
100 | 2 | 10 | 1 | 1x Gatekeeper Shell | 10 |
Sawed-Off Shotgun
The Sawed-Off Shotgun is used by the Ranger class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7+ | |
Aim Modifier | 60 | 30 | 0 | -20 | -40 | -80 | -100 |
Sword
The Sword is used by the Shinobi class.
Name | Damage |
Crit Damage |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Sword |
3-5 | +2 | 9 | +20 Aim +10 Crit Chance |
XCOM starts with an unlimited supply | ||||||
Arc Blade |
6-10 | +4 | 9 | +25 Aim +15 Crit Chance 25% chance of stunning for 2 actions / 1 turn |
ADVENT Stun Lancer Autopsy | 20 | 1 | 1 | - | 1x ADVENT Stun Lancer Corpse | 8 |
Fusion Blade |
10-14 | +6 | 9 | +30 Aim +20 Crit Chance Burns for 2 turns |
Archon Autopsy | 35 | 2 | 3 | 1 | 1x Archon Corpse | 15 |
Gauntlet
The Gauntlet is used by the Technical class.
Name | Damage |
Sound Range |
Env. Damage |
Shred |
Panic Strength |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Gauntlet |
2-7 / 2-5 | 39 / 20 | 20 | 2 | 50 | XCOM starts with an unlimited supply | ||||||
Gauntlet Mark II |
4-9 / 4-8 | 39 / 20 | 25 | 2 | 65 | Magnetic Weapons | 30 | 3 | 5 | - | - | 10 |
Blaster Gauntlet |
5-12 / 7-11 | 39 / 20 | 30 | 3 | 85 | Battlesuits Muton Elite Autopsy |
150 | 5 | 10 | 2 | 1x Muton Elite Corpse | 20 |
Heavy Weapons
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can't equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.
Name | Effect |
---|---|
Rocket Launcher | Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn. |
Flamethrower | Fires a short range cone that pierces low cover and can inflict Burning. |
Blaster Launcher | Replaces the Rocket Launcher for Technicals with Blaster Gauntlets. |
Shredder Gun | Fires a large cone. |
Shredstorm Cannon | Advanced Shredder Gun. |
Plasma Blaster | Fires a beam in a straight line, penetrating walls, cover and armor. |
Rocket Scatter
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:
- PCS: Perception
- Steady Hands
- Aim (Perk)
- Lone Wolf
- PCS: Combat Rush
- Combat Fitness
- Aim progression on stat bonuses from leveling up
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
- The accuracy boost from laser weapons
- Weapon upgrade modules (scopes, stocks, etc)
- Tracer rounds
- PCS: Hyper reactive pupils
Weapon Upgrades
[...] Laser sights has proximity bonus on crit up to 10.
Mod | Effect | Basic | Advanced | Elite |
---|---|---|---|---|
Auto Loader | Free reload | +1 | +2 | +3 |
Expanded Magazine | Adds ammo capacity | +1 | +2 | +3 |
Hair Trigger | Adds bonus aim to reaction fire | +5% | +10% | +15% |
Laser Sight | Adds critical chance bonus | +5% | +10% | +15% |
Scope | Adds bonus aim to non-reaction fire | +5% | +10% | +15% |
Stock | Grants the Steady Weapon ability (+X aim, +X crit on next shot) | +15 | +20 | +25 |
Suppressor | Reduces Soldier's impact on infiltration time by (X), Reduces a Weapon's sound range by (Y) meters.1 | 15%, 5 | 20%, 8 | 25%, 11 |
1(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.