Weapons (Long War)

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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.

Weapon tiers

Conventional/Ballistic

These are the basic weapons you start with - and whilst 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.

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 or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). 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 expense of 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.

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, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom 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 weapon models.

Note: There are plans to give this tier of weaponry additional damage reduction penetration in future editions of the mod. (b14)

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 assaults and snipers. They use the same visuals as XCOM-built laser weaponry.

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.

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 Weapon > Assault Rifles > Carbines and Submachine Guns. 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.

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, and have a respectable balance of firepower and accuracy.

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. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.

SMG: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.

Battle Rifle: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma 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 steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. They are best used by experienced soldiers who can aim well enough to offset the penalty.

Shotgun: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.

Sniper Rifle: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), 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.

Marksman Rifle: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex 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, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.

Squad Automatic Weapon: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun
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. They allow faster movement than LMGs, but have less ammo and deal less damage.

Light Machine Gun: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon
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 a 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.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.

MEC Primary Weapons: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon
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.

Arc Rifle:
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit althogh it does not confer the snap shot perk. It has low damage and ammo capacity.

Pistols: Pistol, Laser Pistol, Plasma Pistol
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 possesses the Gunslinger perk.

Machine Pistols: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.

Sawed-off Shotgun:
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.

SHIV Turrets: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.

Weapons

Weapons
Name Prerequisite Range Damage Critical chance Critical damage Steady? Aim Mobility Ammo Special Classes Cost
§ M E A T
Pistols
Pistol None 30 1-3 0% 3-4 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer -
Laser Pistol Beam weapons 30 2-4 0% 4-5 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 30 0 0 3 10
Plasma Pistol Compact Plasma Weapons 30 3-5 0% 5-6 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 175 1 20 15 12
Machine Pistols
Machine Pistol None 30 2-4 0% 4-5 No -10 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer -
Heater Beam weapons 30 3-5 0% 5-7 No -3 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 30 0 0 3 12
Gauss Autopistol Gauss Weapons 30 3-5 0% 5-6 No -10 -1 3+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 40 0 1 4 12
Blaster Pulse Lasers 30 4-6 10% 6-9 No -10 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 80 0 8 8 12
Plasma Mauler Compact Plasma Weapons 30 5-7 0% 7-11 No -10 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 230 1 20 20 12
SMGs
Submachine Gun None 30 2-4 0% 4-5 No 0 +3 2+1 - All -
Laser Shatterray Beam Weapons 30 3-5 0% 5-7 No +7 +3 2+1 - All 35 0 0 3 12
Gauss Stuttergun Gauss Weapons 30 4-6 0% 6-9 No 0 +3 3+1 - All 90 0 1 6 12
Pulse Stengun Pulse Lasers 30 4-8 10% 8-11 No 0 +3 2+1 - All 100 0 10 10 12
Plasma Stormgun Plasma Weapons 30 5-9 0% 9-12 No 0 +3 2+1 - All 200 1 20 20 12
Carbines
Assault Carbine None 30 2-4 5% 4-5 Yes +7 +1 3+1 - All -
Laser Carbine Beam weapons 30 3-5 5% 5-7 Yes +15 +1 3+1 - All 40 0 0 3 12
Gauss Carbine Gauss Weapons 30 4-6 5% 6-9 Yes +7 +1 3+1 - All 105 0 2 8 12
Pulse Carbine Pulse Lasers 30 4-8 15% 8-11 Yes +7 +1 3+1 - All 160 0 15 12 12
Plasma Carbine Plasma Weapons 30 5-9 5% 9-12 Yes +7 +1 3+1 - All 280 2 25 20 12
Assault Rifles
Assault Rifle None 30 3-5 10% 5-7 Yes 0 0 3+1 - All -
Laser Rifle Beam weapons 30 4-6 10% 6-9 Yes +7 0 3+1 - All 50 0 0 3 12
Gauss Rifle Gauss Weapons 30 4-8 10% 8-11 Yes 0 0 3+1 - All 120 0 2 12 14
Pulse Rifle Pulse Lasers 30 5-9 20% 9-12 Yes 0 0 3+1 - All 175 0 15 15 14
Plasma Rifle Advanced Plasma Weapons 30 6-10 10% 10-14 Yes 0 0 3+1 - Infantry, Assault, Scout, Medic, Engineer 380 3 30 30 14
Battle Rifles
Battle Rifle None 30 4-6 10% 6-9 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer -
Heavy Laser Rifle Advanced Beam Lasers 30 4-8 15% 8-11 Yes -8 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer 60 0 0 4 14
Heavy Gauss Rifle Advanced Gauss Weapons 30 5-9 15% 9-12 Yes -15 -1 5+1 - Infantry, Assault, Scout, Medic, Engineer 160 0 5 18 14
Heavy Pulse Rifle Advanced Pulse Lasers 30 6-10 25% 10-14 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer 200 0 20 15 14
Heavy Plasma Rifle Heavy Plasma Weapons 30 7-11 10% 11-16 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer 400 4 28 30 18
Shotguns
Shotgun None 30 (14) 4-8 20% 8-11 No 0 0 5+1 Long range accuracy penalty
Damage Reduction penalty
Infantry, Assault, Scout, Medic, Engineer -
Sawed-Off Shotgun None 3 4-8 25% 8-11 No 0 -1 1 Sidearm. Confers -1 mobility. Can only be used at point blank range. Infantry, Assault, Scout, Medic, Engineer -
Scatter Laser Advanced Beam Weapons 30 (14) 7-11 20% 11-16 No +7 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 80 0 0 3 14
Alloy Cannon Advanced Gauss Weapons 30 (14) 6-10 20% 10-14 No 0 0 4+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 200 0 5 25 14
Scatter Blaster Advanced Pulse Weapons 30 (14) 7-11 30% 11-16 No 0 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 210 0 20 15 14
Reflex Cannon Sectopod Autopsy 30 (14) 7-13 20% 13-18 No 0 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 500 4 30 30 18
Sniper Rifles
Sniper Rifle None 200 (30) 4-6 25% 6-9 Yes 0 -1 5+1 Cannot fire after moving
Short-range accuracy penalty
Sniper -
Laser Sniper Rifle Advanced Beam Weapons 200 (30) 4-8 25% 8-11 Yes +7 -1 3+1 Cannot fire after moving
Short-range accuracy penalty
Sniper 50 0 0 4 14
Gauss Long Rifle Advanced Gauss Weapons 200 (30) 5-9 10% 9-12 Yes -10 -2 1+1 Cannot fire after moving
Short-range accuracy penalty
Grants HEAT Ammo perk.
Sniper 120 0 2 12 14
Pulse Sniper Rifle Advanced Pulse Lasers 200 (30) 6-10 35% 10-14 Yes 0 -1 3+1 Cannot fire after moving
Short-range accuracy penalty
Sniper 220 0 20 15 14
Plasma Sniper Rifle Precision Plasma Weapons 200 (30) 7-11 35% 11-16 Yes 0 -1 3+1 Cannot fire after moving
Short-range accuracy penalty
Sniper 500 4 30 35 18
Marksman Rifles
Marksman Rifle None 36 4-6 15% 6-9 Yes 0 0 5+1 Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper -
Laser Strike Rifle Advanced Beam Lasers 36 4-8 15% 8-11 Yes +7 0 3+1 Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper 50 0 0 3 12
Alloy Strike Rifle Advanced Gauss Weapons 36 5-9 15% 9-12 Yes 0 0 4+1 Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper 140 0 3 18 14
Blaster Rifle Advanced Pulse Lasers 36 6-10 25% 10-14 Yes 0 0 3+1 Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper 200 0 20 15 14
Reflex Rifle Precision Plasma Weapons 36 7-11 15% 11-16 Yes 0 0 3+1 Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper 450 4 30 30 18
Arc Rifle Xenoneurology 36 (30) 1-3 0% 3-4 No 0 0 2+1 Inflicts Disabling Shot Scout, Sniper 60 0 2 2 10
Squad Automatic Weapons
SAW None 30 4-6 0% 6-9 No 0 -1 6+1 - Gunner -
Autolaser Beam Weapons 30 4-8 0% 8-11 No +7 -1 6+1 - Gunner 60 0 0 4 14
Gauss Autorifle Gauss Weapons 30 5-9 0% 9-12 No 0 -1 6+1 - Gunner 150 0 2 15 14
Pulse Autolaser Pulse Lasers 30 6-10 10% 10-14 No 0 -1 5+1 - Gunner 210 0 20 20 14
Plasma Novagun Advanced Plasma Weapons 30 7-11 0% 11-16 No 0 -1 5+1 - Gunner 500 4 30 35 20
Light Machine Guns
LMG None 36 (30) 4-8 5% 8-11 No 0 -2 8+1 Cannot fire after moving
Grants squadsight
Gunner -
Gatling Laser Beam weapons 36 (30) 5-9 5% 9-12 No +10 -2 8+1 Cannot fire after moving
Grants squadsight
Gunner 60 0 0 5 14
Gauss Machine Gun Gauss Weapons 36 (30) 6-10 5% 10-14 No 0 -2 8+1 Cannot fire after moving
Grants squadsight
Gunner 160 0 3 16 14
Gatling Pulser Pulse Lasers 36 (30) 7-11 15% 11-16 No 0 -2 7+1 Cannot fire after moving
Grants squadsight
Gunner 215 0 22 12 14
Plasma Dragon Heavy Plasma Weapons 36 (30) 7-13 5% 13-18 No 0 -2 7+1 Cannot fire after moving
Grants squadsight
Gunner 500 4 32 38 20
Rocket Launchers
Rocket Launcher None ? 4-10 0% 8-11 No 0 0 1 - Rocketeer -
Recoilless Rifle Advanced Gauss Weapons ? 6-12 0% 8-11 No 0 0 1 - Rocketeer 180 0 3 25 14
Blaster Launcher Fusion Weapons ? ? ? ? No 0 0 1 - Rocketeer 600 4 65 50 20
MEC Primary Weapons
Minigun None 36 (30) 5-9 10% 9-12 No 0 0 2+1 No suppression MEC -
Laser Lance Advanced Beam Lasers 36 (30) 6-10 10% 10-14 No +7 0 3+1 - MEC 80 0 0 5 14
Railgun Advanced Gauss Weapons 36 (30) 7-13 10% 13-18 No 0 0 4+1 ? MEC 150 0 3 25 14
Pulse Lance Advanced Pulse Lasers 36 (30) 7-14 25% 13-18 No 0 0 3+1 - MEC 210 0 24 18 14
Particle Cannon Heavy Plasma Weapons 36 (30) 8-14 15% 14-19 No 0 0 3+1 No suppression MEC 210 0 24 18 14
MEC Secondary Weapons
Flamethrower MEC Warfare Systems ? 3-9 % - No - - 3? Incendiary area attack MEC 72 5 0 0
Kinetic Strike Module Floater Autopsy ? 6-18 0% - No - - Close combat weapon MEC 175 10 0 15
Grenade Launcher Gauss Weapons ? 3-7 0% - No - - 2 Indirect-fire Grenade Launcher MEC ? ? ? ?
Prox. Mine Launcher Advanced Gauss Weapons ? 6-12 % - No - - 3 ? MEC ? ? ? ?
Restorative Mist Thin Man Autopsy ? ?-? % - No - - 1 ? MEC 102 10 0 0
Electro Pulse EMP Weapons ? 3-9 % - No - - Stuns robots. 3 turn cooldown MEC ? ? ? ?
SHIV Turrets
Autocannon None 30 5-9 10% 9-12 No 0 0 3+1 +1 Damage with Depleted Elerium Rounds SHIV -
Superheavy Laser Advanced Beam Lasers 30 6-10 10% 10-14 No +7 0 3+1 +1 Damage with Laser Pumper SHIV 80 0 0 5 14
Sentry Gun Gauss Weapons 30 7-11 10% 11-16 No 0 0 4+1 +1 Damage with Depleted Elerium Rounds SHIV 150 0 3 15 14
Superheavy Pulser Pulse Lasers 30 8-14 20% 14-19 No 0 0 3+1 +1 Damage with Laser Pumper (untested) SHIV 280 0 25 20 14
Superheavy Plasma Vehicular Plasma Weapons 30 9-15 10% 15-21 No 0 0 3+1 - SHIV 500 5 40 35 21

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.

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.