Difference between revisions of "Weapons (Long War)"

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[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
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{{Toc (Long War)|30}}
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'''''For detailed charts, see''''' '''[[Primary Weapons (Long War)]]''' '''''and''''' '''[[Secondary Weapons (Long War)]].'''
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Long War makes several changes to weapons:
 
Long War makes several changes to weapons:
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.
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 +
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
 
* There are several additional types of primary and secondary weapon available in each tier.
 
* There are several additional types of primary and secondary weapon available in each tier.
 
* Many weapons can be Steadied as an action to improve aim for the next turn.
 
* Many weapons can be Steadied as an action to improve aim for the next turn.
 
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
 
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
 
* Rocket launchers use a revamped accuracy system using the soldier's aim.
 
* Rocket launchers use a revamped accuracy system using the soldier's aim.
 +
* Arc Thrower is not as reliable.
  
== Weapon types==
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==Weapon Tiers==
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.
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===Conventional/Ballistic===
 +
These are the basic weapons you start with - and while they're okay to begin with, they're not going to be up to scratch in the long run. The Sawed-off Shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.
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* nothing special
  
'''Assault Rifles''': Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle<br>
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===Beam Lasers===
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.
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Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. They also have a little more firepower than ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam lasers use the same visuals as EXALT laser weapons in vanilla.
 +
* +1 average damage over ballistics
 +
* +6 aim
  
'''Carbines''': Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine<br>
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===Gauss===
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.
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Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as <i>Flush, Suppression, Collateral Damage, In the Zone, Close Combat Specialist, Close Encounters, Light 'Em Up, Rapid Fire</i>. Uniquely, the Sniper Rifle of this tier - the Gauss Long Rifle - grants Snipers the ''HEAT Ammo'' perk, who otherwise can't obtain said perk normally. This makes gauss Snipers a powerful counter to mechanical leaders/bosses who can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss Long Rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the Quenchguns foundry project.
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* +2 average damage over ballistics
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* 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
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* +1 ammo capacity (except for Gauss Long Rifle)
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* ''Gauss Long Rifle'' only: ammo capacity reduced to 1, grants ''HEAT Ammo'' perk (+3 damage against mechanical units that is not reduced by DR), halves the effect of the Hardened Perk on enemies (from -60% crit chance to -30% crit chance).
  
'''SMG''': Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun<br>
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===Pulse Lasers===
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.
+
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused Infantry, Assaults, Scouts, and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.
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* +3 average damage over ballistics
 +
* +8% crit chance
  
'''Battle Rifle''': Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle<br>
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===Plasma===
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.
+
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components, which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle. Since b15e, plasma weapons (except pistols) also carry special effects, making them more unique than vanilla.
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* +4 average damage over ballistics (+5 with the [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] Foundry project)
  
'''Shotgun''': Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon<br>
+
Individual Bonuses:
Shotguns are similar to vanilla shotgun-type weapons. High damage, high crit chance, short range.
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* Plasma Stormgun (SMG): +1 mobility (+4 compared to usual +3 for SMGs)
 +
* Plasma Carbine (Carbine): +6 defense
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* Plasma Rifle (Assault Rifle): +1.5 crit damage to biological units
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* Heavy Plasma Rifle (Battle Rifle): +1 damage when steadied
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* Reflex Cannon (Shotgun): +1.5 crit damage against units within 4 tiles
 +
* Reflex Rifle (Marksman Rifle): +1.5 crit damage against flanked/exposed units
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* Plasma Sniper Rifle (Sniper Rifle): +1.5 crit damage against units 35+ range away (i.e. roughly the max range of an extended range weapon such as Marksman Rifles or LMGs)
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* Plasma Novagun (SAW): can be steadied
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* Plasma Dragon (LMG): +1 damage against airborne units
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* Particle Cannon (MEC): +1 damage to robotic units
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* Superheavy Plasma (SHIV): +8 Aim, +4% crit chance
  
'''Sniper Rifle''': Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle<br>
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==Weapon types==
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range, but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.
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Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapons''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns''' > '''Machine Pistols''' > '''Pistols'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.
  
'''Marksman Rifle''': Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle<br>
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==Steadying==
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles can overwatch fire up to their maximum range.
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Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as ''Light 'Em Up'' and ''Double Tap'' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's aim bonus also applies to fired rockets, reducing rocket scatter.
  
'''Squad Automatic Weapon''': SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun<br>
+
==Explosives==
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied.
+
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.
  
'''Light Machine Gun''': LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon<br>
+
This behavior can be 'reverted' to the original mechanics by taking the ''Tandem Warheads'' perk, which causes the perk holder's explosives do to full damage across their entire blast radius. The perk is normally available to [[Engineer (Long War)|Engineer]]s, [[Rocketeer (Long War)|Rocketeer]]s, and [[Archer (Long War)|Archer MEC]]s; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.
 
  
'''MEC Weapons''': Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon<br>
+
==Rockets==
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
+
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.
  
'''Pistols''': Pistol, Laser Pistol, Plasma Pistol<br>
+
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.
 
  
'''Machine Pistols''': Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler<br>
+
Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately. If the "Shot is Blocked" message is displayed, the rocket will detonate as soon as it hits any terrain.
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.
 
  
'''Sawed-off Shotgun''':<br>
+
==Arc Thrower==
A very short range, high damage sidearm.
+
In Long War, the chance to stun non-robotic aliens successfully is much lower than vanilla. The [[Foundry (Long War)#General Equipment Upgrades|Improved Arc Thrower]] Foundry project improves that chance. See the following table for details.
  
== Weapons ==
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<div style="max-width:700px">
{| class="wikitable"
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{| class="wikitable" style="width: 100%; text-align: center;"
|+ Weapons
+
|+ Stun Chance
!rowspan="2" | Name !! rowspan="2" | <span style="text-decoration:underline" title="(engineers required)">Prerequisite</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Damage !! rowspan="2" | Critical chance !! rowspan="2" | Critical damage !! rowspan="2" | Steady? !! rowspan="2" | Aim bonus !! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | Special !! rowspan="2" | Classes
 
!colspan="4" | Cost
 
|-
 
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || <span style="text-decoration:underline" title="Time (days)">T</span>
 
|-
 
!colspan="15" | Pistols
 
|-
 
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 
|-
 
|Laser Pistol || [[Beam weapons]] (10)|| 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?
 
|-
 
|Plasma Pistol || ? || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?
 
|-
 
!colspan="15" | Carbines
 
|-
 
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan="4" | -
 
|-
 
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12
 
|-
 
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?
 
|-
 
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?
 
|-
 
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?
 
|-
 
!colspan="15" | Rifles
 
 
|-
 
|-
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan="4" | -
+
! Type / Alien HP !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8+
 
|-
 
|-
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12
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! Arc Thrower
|-
+
| 54% || 48% || 42% || 29% || low || low || low || low
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?
 
|-
 
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 
|-
 
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 
|-
 
!colspan="15" | Shotguns
 
|-
 
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty <br> [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan="4" | -
 
|-
 
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty<br>[[Damage reduction#Shotguns|Damage reduction penalty]]
 
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14
 
|-
 
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty<br>[[Damage reduction#Shotguns|Damage reduction penalty]]
 
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?
 
|-
 
!colspan="15" | Sniper Rifles
 
|-
 
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable<br> Cannot fire after moving <br> Short-range accuracy penalty || Scout, Sniper || colspan="4" | -
 
|-
 
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14
 
|-
 
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 
|-
 
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 
|-
 
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 
|-
 
!colspan="15" | LMGs
 
|-
 
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan="4" | -
 
|-
 
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14
 
|-
 
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
 
|-
 
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
 
|-
 
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
 
|-
 
!colspan="15" | Rocket Launchers
 
|-
 
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan="4" | -
 
|-
 
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
 
|-
 
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
 
 
|-
 
|-
 +
! Improved Arc Thrower
 +
| 57% || 57% || 57% || 54% || 48% || 42% || 29% || low
 
|}
 
|}
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</div>
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Also, the Arc Thrower has just one charge by default. This is increased with the ''Packmaster'' (+1 charge) and ''Repair'' (+2 charges) perks.
  
== Steadying ==
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==See also==
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as '''Light 'Em Up''' and '''Double Tap''' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.
+
*[[Primary Weapons (Long War)]]
 
+
*[[Secondary Weapons (Long War)]]
== Explosives ==
 
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.
 
 
 
== Rockets ==
 
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.
 
 
 
The hit chance shown while aiming is not a literal % hit chance. Rather, it's displaying the rocket's maximum scatter in tiles multiplied by 10, so the lower the better.
 
  
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{{Loadout (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Long War]]
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[[Category: Loadout (Long War)]]

Latest revision as of 04:44, 8 December 2021

Soldiers Weapons Long War.png

For detailed charts, see Primary Weapons (Long War) and Secondary Weapons (Long War).

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.
  • Arc Thrower is not as reliable.

Weapon Tiers

Conventional/Ballistic

These are the basic weapons you start with - and while they're okay to begin with, they're not going to be up to scratch in the long run. The Sawed-off Shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

  • nothing special

Beam Lasers

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. They also have a little more firepower than ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam lasers use the same visuals as EXALT laser weapons in vanilla.

  • +1 average damage over ballistics
  • +6 aim

Gauss

Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as Flush, Suppression, Collateral Damage, In the Zone, Close Combat Specialist, Close Encounters, Light 'Em Up, Rapid Fire. Uniquely, the Sniper Rifle of this tier - the Gauss Long Rifle - grants Snipers the HEAT Ammo perk, who otherwise can't obtain said perk normally. This makes gauss Snipers a powerful counter to mechanical leaders/bosses who can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss Long Rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the Quenchguns foundry project.

  • +2 average damage over ballistics
  • 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
  • +1 ammo capacity (except for Gauss Long Rifle)
  • Gauss Long Rifle only: ammo capacity reduced to 1, grants HEAT Ammo perk (+3 damage against mechanical units that is not reduced by DR), halves the effect of the Hardened Perk on enemies (from -60% crit chance to -30% crit chance).

Pulse Lasers

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused Infantry, Assaults, Scouts, and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.

  • +3 average damage over ballistics
  • +8% crit chance

Plasma

Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components, which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle. Since b15e, plasma weapons (except pistols) also carry special effects, making them more unique than vanilla.

  • +4 average damage over ballistics (+5 with the Enhanced Plasma Foundry project)

Individual Bonuses:

  • Plasma Stormgun (SMG): +1 mobility (+4 compared to usual +3 for SMGs)
  • Plasma Carbine (Carbine): +6 defense
  • Plasma Rifle (Assault Rifle): +1.5 crit damage to biological units
  • Heavy Plasma Rifle (Battle Rifle): +1 damage when steadied
  • Reflex Cannon (Shotgun): +1.5 crit damage against units within 4 tiles
  • Reflex Rifle (Marksman Rifle): +1.5 crit damage against flanked/exposed units
  • Plasma Sniper Rifle (Sniper Rifle): +1.5 crit damage against units 35+ range away (i.e. roughly the max range of an extended range weapon such as Marksman Rifles or LMGs)
  • Plasma Novagun (SAW): can be steadied
  • Plasma Dragon (LMG): +1 damage against airborne units
  • Particle Cannon (MEC): +1 damage to robotic units
  • Superheavy Plasma (SHIV): +8 Aim, +4% crit chance

Weapon types

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: SHIV/MEC Primary Weapons > Light Machine Guns and Shotguns > Heavy Rifles, Marksman/Sniper rifles and Squad Automatic Weapons > Assault Rifles > Carbines and Submachine Guns > Machine Pistols > Pistols. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.

Steadying

Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's aim bonus also applies to fired rockets, reducing rocket scatter.

Explosives

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

This behavior can be 'reverted' to the original mechanics by taking the Tandem Warheads perk, which causes the perk holder's explosives do to full damage across their entire blast radius. The perk is normally available to Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately. If the "Shot is Blocked" message is displayed, the rocket will detonate as soon as it hits any terrain.

Arc Thrower

In Long War, the chance to stun non-robotic aliens successfully is much lower than vanilla. The Improved Arc Thrower Foundry project improves that chance. See the following table for details.

Stun Chance
Type / Alien HP 1 2 3 4 5 6 7 8+
Arc Thrower 54% 48% 42% 29% low low low low
Improved Arc Thrower 57% 57% 57% 54% 48% 42% 29% low

Also, the Arc Thrower has just one charge by default. This is increased with the Packmaster (+1 charge) and Repair (+2 charges) perks.

See also

Loadout Long War.jpg Long War: Loadout 
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment