Difference between revisions of "Weapons (LW2)"

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=== Rocket Scatter ===
 
=== Rocket Scatter ===
The following is contained in the script:
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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.
  
<code>X2Ability_LW_TechnicalAbilitySet.uc</code>
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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.
  
To determine rocket scatter, the game checks the character's Effective Offense against a d100 roll. If the result of that roll is higher than or equal to the Effective Offense, the scatter value is incremented by 1. This continues until a full set of rolls (2-6) have been made.
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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%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!
  
Effective Offense starts off by being the character's Aim. It's then reduced by 30 if the character has moved this turn, and further reduced if the shot is long range (-3 per tile beyond range 9). If your Tech has 70 Aim innately and is taking a shot at a target 14 tiles away (-15), you want 2-4 rolls below 55. Doable. On the other hand if they moved before firing, you want 4-6 rolls below 25. Not great odds!
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<!-- TODO, check whether Tracer Rounds affects eStat_Offense -->
 
 
The game then picks a random direction for the scatter (so that you don't end up with a weird situation whereby two scattering rolls cancel each other out) and boom, rockets happen.
 
  
 
== Pistols ==
 
== Pistols ==

Revision as of 10:29, 7 February 2017

Primary Weapons

SMG

The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.

Using an SMG increases the soldier's Mobility by 3, and reduces enemy detection radius for that soldier by 20%.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 2-4 +2
Laser 3-6 +2 +5 20 1 1
Magnetic 4-7 +3 40 2 2
Coil 5-10 +3 55 3 5
Plasma 6-11 +4 65 4 10 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8-11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
Aim Bonus 20 18 15 12 9 6 3 0 -3 -6 -9 -12 -15 -18 -20 -30 -40 -50 -60 -70 -80 -90 -100

Shotgun

Shotguns can be equipped by most soldiers in Long War (though Assaults are the iconic carriers of this weapon, and have several perks specialising in them).

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 4-7 +3
Laser 5-10 +3 +5 25 1 1
Magnetic 7-12 +4 45 2 2
Coil 8-15 +5 60 3 5
Plasma 9-16 +8 80 4 10 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ...
Aim Bonus 40 32 24 16 8 4 0 0 -4 -8 -16 -32 -40 -48 -60 -70 -80 -90 -100

Assault Rifle

Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 3-5 +2
Laser 4-7 +2 +5 20 1 1
Magnetic 5-9 +3 35 2 2
Coil 6-11 +4 +5 50 3 5
Plasma 7-13 +5 60 4 10 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11-19 20 21 22 23 24 ...
Aim Bonus 20 18 16 14 12 10 8 6 4 2 0 -5 -10 -15 -20 -25 -30

Cannon

Cannons can only be carried by Gunners. 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.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 4-6 +2
Laser 5-8 +3 +5 25 1 1
Magnetic 6-11 +4 45 2 2
Coil 7-14 +5 60 3 5
Plasma 10-16 +6 80 4 15 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 ...
Aim Bonus -10 -5 0 5 10 8 6 4 2 0

Sniper Rifle

Sniper Rifles can only be carried by Sharpshooters.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 4-6 +3
Laser 5-8 +3 +5 25 1 1
Magnetic 6-11 +4 45 2 2
Coil 7-14 +5 60 3 5
Plasma 9-15 +6 80 4 15 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11-20 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 ...
Aim Bonus -30 -27 -24 -21 -18 -15 -12 -9 -6 -3 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 14 -15 -16 -17 -18 -19 -20

Secondary Weapons

Sword

Swords are used only by the Shinobi class.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Crit Chance Supplies Alloys Crystals Cores
Ballistic 3-5 +2 20 10
Magnetic 5-9 +3 25 15 30 2 1
Plasma 7-13 +5 30 20 60 3 3 1

Combat Knife

The Combat Knife is a melee weapon carried by Gunners. Whilst weaker than the Sword, it is highly accurate and has a higher innate crit chance.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Crit Chance Supplies Alloys Crystals Cores
Ballistic 2-4 +3 20 20
Magnetic 3-8 +5 25 25 10 1

Arc Thrower

The Arc Thrower is the secondary weapon of 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.

Weapon Tiers
Tier Damage (Mech. Only) Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic (Mk1) 2-5 5
Magnetic (Mk2) 4-9 5 25 1 3
Plasma (Mk3) 7-12 10 50 1 5 1

Sawed-off Shotgun

The Sawed-off shotgun is the close range secondary weapon of the Ranger class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 5-9 +2
Magnetic 8-16 +5 25 1 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9
Aim Bonus 40 20 0 -20 -40 -80 -100 -100 MAX

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.
Shredder Gun Fires a large cone that does Shred 2.

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%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!


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.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Supplies Alloys Crystals Cores
Ballistic 1-4 +1
Laser 2-5 +1 +5 5 1
Magnetic 3-6 +2 10 1 1
Coil 4-7 +2 15 2 2
Plasma 5-8 +3 20 2 3 1

Weapon Upgrades

[...]

Mod Effect Basic Advanced Superior
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 ? ? ?