Difference between revisions of "Weapons (XCOM2)"

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Revision as of 00:56, 19 February 2016

Weapon Stats

Firearms

Rifles

Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Mod Slots
Assault Rifle 3-5 ? ? 0% ? ? 1
Mag Rifle 5-7 ? ? 0% ? 2
Plasma Rifle 7-9 ? ? 0% ? ? 2
1 Notes.

Shotguns

Shotguns can only be equipped by Rangers. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Mod Slots
Shotgun 4-6 ? ? 10% ? ? 1
Shard Gun 6-8 ? ? 15% ? 2
Storm Gun 8-10 ? ? 20% ? ? 2
1 Notes.

Cannons

Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Shreds3 Terrain Damage Mod Slots
Cannon 4-6 ? ? 0% ? 1 1
Mag Cannon 6-8 ? ? 0% ? 2 2
Beam Cannon 8-10 ? ? 0% ? 3 2
3 Needs "Shredder" Ability

Sniper Rifles

Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Terrain Damage Mod Slots
Sniper Rifle 4-6 ? ? 10% unlimited 1
Gauss Rifle 6-8 ? ? 10% unlimited 2
Plasma Lance 8-10 ? ? 10% unlimited 2
Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty


Secondary Weapons

Pistols

Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage
Pistol 2-3 ? ? 0% ? ?
Mag Pistol 3-4 ? ? ? ?
Beam Pistol 4-5 ? ? 0% ? ?
1 Notes.

Gremlin

Gremlins are carried by Specialists, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies

Weapon Effect Organic enemy damage Mechanical enemy damage Healing Aid Protocol
Gremilin 0 2 3-4 0 +20 defense
Gremilin Mk II +20 Hack 4 7-8 +1 +30 defense
Gremilin Mk III +40 Hack 6 10-11 +2 +40 defense

Swords

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Effect
Machete 3-5 ? ? 10% Melee none
Arc Blade 4-6 ? ? 15% Melee 25% chance to stun
Fusion Blade 5-7 ? ? 20% Melee 20% chance to burn
Blademaster adds +2 damage

Psy Amp

  • Psy amp
  • Advanced Psy Amp: +20 Psy (might add damage)
  • Alien Psy Amp: +40 Psy (might add damage)

Grenade Launchers

GL can only be equiped by Grenadier

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Ratius
Grenade Launcher depends on grenade ? ? none until GTS project Grenade range +4 Grenade ratius +1
Advanced Grenade Launcher depends on grenade ? ? none until GTS project Grenade range +5 Grenade ratius +2
1 Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.

Weapon Damage Range Critical Chance Terrain Damage Blast Radius Shreds Destroys cover Effects Requirements
Frag Grenade 3-4 10 ? 3-4 3 1 yes - none
Plasma Grenade1 5-6 10 ? 5-6 3 2 yes - Advanced Explosives (PG)
Flashbang Grenade 0 12 0 0 8 0 no Disorients none
Gas Grenade 3-4 10 ? 0 5 1 no Poison Experimental Grenade (PG)
Gas Bomb1 6-7 10 ? 0 6 2 no Poison Advanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade 4-5 10 ? 0 4 1 over time Burning Experimental Grenade (PG)
Incendiary Bomb1 6-7 10 ? 0 4 2 over time Burning Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade 3-4 10 ? 0 3 2 no Acid Experimental Grenade (PG)
Acid Bomb1 5-6 10 ? 0 3 4 no Acid Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade ? ? ? 0 ? 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Bluescreen Protocol (PG)
EMP Bomb1 10 12 ? 0 5 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Advanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade 0 ? 0 0 ? 0 no Grants Defense none
Smoke Bomb1 0 ? ? 0 ? 0 no Grants Defense Advanced Explosives (PG)
Proximity Mine 8 12 ? 0 5 2 yes Explodes when an enemy comes nearby Andromedon autopsy
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

Heavy Weapons

In order to use a heavy weapon a soldier must be equipped with an EXO or WAR Suit.


Weapon Base Damage Range Shreds Ratius Area type
Rocket Launcher 4-7 27 ? 4 circle
Flamethrower 4-7 25 ? 7 60 degree cone
Shredder Gun 6-9 25 2 12 cone
Blaster Launcher1 7-10 45 3 6 circle
Hellfire Projector1 6-9 25 ? 7 60 degree cone
Shredstorm Cannon1 8-11 25 ? 12 cone
Plasma Blaster1 7-10 25 ? 1 Straight line (goes through walls)
1Requires Experimental Powered Weapon and WAR Suit.

Weapon Parts

Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one. So far,

Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus "Lock and Load" allows you to reuse mods.

Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not "wasted" as you progress in the game.

Each weapon can field only a limited number of mods; the continent bonus "Armed to the Teeth" gives you one extra mod slot on all weapons.

Mod Effect Basic Advanced Superior
Scope Adds aim bonus +5% +10% +15%
Laser Sight Adds critical chance bonus +5% +10% +15%
Repeater Adds a small chance to instakill +5% +10% +15%
Hair Trigger Adds a chance of free shot +5% +10% +15%
Auto Loader Free reload +1 +2 +3
Expanded Magazine Adds ammo capacity +1 +2 +3
Stock Guarenteed damage on missed shots +1 +2 +3


Weapon part use

Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.

Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you'll have the ammo for it, and it's not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.