Difference between revisions of "Weapons (Long War)"

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'''Battle Rifle''': Battle Rifle, ? ? ? ?<br>
 
'''Battle Rifle''': Battle Rifle, ? ? ? ?<br>
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can only be used by Specialists and up.
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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.
  
 
'''Shotgun''': Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, ?<br>
 
'''Shotgun''': Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, ?<br>

Revision as of 19:08, 24 June 2014

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional, 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.

Weapon types

Long War adds many new types of primary and secondary weapon. Each of these weapon types has a corresponding weapon at each technology level.

Assault Rifles: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.

Carbines: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine
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.

SMG: Submachine Gun, ? ? ? ?
SMGs confer a large mobility bonus, but their damage and crit chance are the lowest of the primary weapons.

Battle Rifle: Battle Rifle, ? ? ? ?
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.

Shotgun: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, ?
Shotguns are similar to vanilla shotgun-type weapons. High damage, high crit chance, short range.

Squad Automatic Weapon: SAW, ? ? ? ?
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.

Light Machine Gun: LMG, ? ? ? ?
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.

Sniper Rifle: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle
Sniper Rifles are 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.

Marksman Rifle: Marksman Rifle, ? ? ? ?
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. Marksman rifles grant the Snap Shot perk to the user, so can be fired after moving at an accuracy penalty. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range.

Pistols: Pistol, Laser Pistol, ?, ?, Plasma Pistol
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols also have shorter effective range than assault rifles unless the soldier is a Gunslinger.

Machine Pistols: Machine Pistol, ? ? ? ?
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, Machine Pistols have shorter range without the Gunslinger perk.

Sawed-off Shotgun: Sawed-off Shotgun, ? ? ? ?
A short range, high damage sidearm.

Weapons

Weapons
Name Prerequisite Range Damage Critical chance Critical damage Steady? Aim bonus Ammo Special Classes Cost
$ E A T
Pistols
Pistol None 20 1-3 0% 3-4 No 0 2+1 - All except Gunner and Rocketeer -
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 ? ? ? ?
Carbines
Assault Carbine None 27 2-4 5% 4-5 Yes +7 3+1 Grants Fast Mover All -
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 ? ? ? ?
Rifles
Assault Rifle None 27 3-5 10% 5-7 Yes 0 3+1 - All -
Laser Rifle Beam weapons (12) 27 4-6 10% 6-9 Yes +10 3+1 - All 50 0 3 12
Gauss Rifle (Gauss Weapons) 27 4-8 10% 8-11 Yes 0 ? - All ? ? ? ?
(Pulse Laser Rifle) ? 27 ? ? ? Yes ? ? - All ? ? ? ?
(Plasma Rifle) ? 27 ? ? ? Yes ? ? - All ? ? ? ?
Shotguns
Shotgun None 27 (13) 4-8 20% 8-11 No 0 5+1 Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer -
Scatter Laser Advanced beam weapons (15) 27 (13) 5-9 20% 9-12 No +10 4+? Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer 80 0 3 14
Alloy Gun ? 27 (13) ? ? ? No ? ? Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer ? ? ? ?
Sniper Rifles
Sniper Rifle None 100 4-6 25% 6-9 Yes 0 5+1 Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper -
Laser Sniper Rifle Advanced beam weapons (15) 100 4-8 25% 8-11 Yes +10 ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper 50 0 4 14
(Gauss Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
(Pulse Laser Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
(Plasma Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
LMGs
LMG None 27 4-6 0% 6-9 No 0 6+2 - Gunner -
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 ? ? ? ?
Rocket Launchers
Rocket Launcher None ? 4-10 0% 8-11 No 0 1 - Rocketeer -
Recoilles Rifle Gauss Weapons ? 6-12 0% 8-11 No 0 1 - Rocketeer ? ? ? ?
Blaster Launcher ? ? ? ? ? No 0 1 - Rocketeer ? ? ? ?

Steadying

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.

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.