Weapons (Long War)
|This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.|
- 1 Weapon Tiers
- 2 Weapon types
- 3 Steadying
- 4 Explosives
- 5 Rockets
- 6 See also
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.
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.
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 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)
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 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.
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.
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.
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. 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. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. 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.
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. 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, like Assault and Scout soldiers.
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility. It has only one shot, and this cannot be increased by ammo capacity upgrades.
|4-8 (6)||20%||8-11||0||0||5+1||30 (14)|| Long range accuracy penalty
Damage reduction penalty
|Infantry, Assault, Scout, Medic, Engineer||0||None||N/A|
|4-8 (6)||5%||8-11||-15||-1||1||3|| Sidearm. Confers -1 mobility.
Can only be used at point blank range.
|Infantry, Assault, Scout, Medic, Engineer||1||None||0||0||0||0||1|
|5-9 (7)||20%||9-12||+7||0||3+1||30 (14)|| Long range accuracy penalty
Damage reduction penalty
|Infantry, Assault, Scout, Medic, Engineer||18||Advanced Beam Weapons||80||3||0||0||14|
|6-10 (8)||20%||10-14||0||0||4+1||30 (14)|| Long range accuracy penalty
Damage reduction penalty
.33 DR reduction
|Infantry, Assault, Scout, Medic, Engineer||32||Advanced Gauss Weapons||150||18||5||0||14|
|7-11 (9)||30%||11-16||0||0||3+1||30 (14)|| Long range accuracy penalty
Damage reduction penalty
|Infantry, Assault, Scout, Medic, Engineer||62||Advanced Pulse Weapons||250||20||20||0||14|
|7-13 (10)||20%||13-18||0||0||3+1||30 (14)|| Long range accuracy penalty
Damage reduction penalty
|Infantry, Assault, Scout, Medic, Engineer||102||Sectopod Autopsy||500||40||30||2||18|
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 taken a costly, including reloading, 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, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).
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 nonetheless can be fired after moving. 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. Marksman rifles can fire reaction shots 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-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. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement
Light Machine Gun
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 the extra range. 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.
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.
MEC Primary Weapons
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.
MEC Seconday Weapons
With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
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.
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.
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 can not 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.