Difference between revisions of "Weapons (XCOM2)"

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(→‎Weapon Parts: Beware, I live. Basic info; table will come later. Also, some suggestions)
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==Weapon Parts==
 
==Weapon Parts==
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Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far,
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 +
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon.
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Each weapon can field only a limited number of mods; the Africa continent bonus "Armed to the Teeth" gives you one extra mod slot on all weapons.
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The following mods are known so far:
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 +
Stock: Grants 1, 2, or 3 damage on a miss.
 +
Auto-loader: First 1, 2, or 3 reloads on a mission are free(actionless).
 +
Expanded Magazine: Increases ammo by 1, 2, or 3 slots.
 +
Scope: Increases aim by 5, 10, or 15%.
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Laser Sight: As Scope, but for Crit chance.
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Repeater: Offers 5, 10, or 15% chance of an instant kill.
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===Weapon part use===
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Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation.
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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.

Revision as of 18:04, 17 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% ? ? ?
Mag Rifle 5-7 ? ? 0% ? ?
Plasma Rifle 7-9 ? ? 0% ? ? ?
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% ? ? ?
Shard Gun 6-8 ? ? 15% ? ?
Storm Gun 8-10 ? ? 20% ? ? ?
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 Class Terrain Damage Mod Slots
Cannon 4-6 ? ? 0% ? ? ?
Mag Cannon 6-8 ? ? 0% ? ?
Beam Cannon 8-10 ? ? 0% ? ? ?
1 Notes.

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 Class Terrain Damage Mod Slots
Sniper Rifle 4-6 ? ? 10% ? ? ?
Gauss Rifle 6-8 ? ? 10% ? ?
Plasma Lance 8-10 ? ? 10% ? ? ?
1 Notes.

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 Mod Slots
Pistol 2-3 ? ? 0% ? ? ?
Mag Pistol 3-4 ? ? ? ? ?
Beam Pistol 4-5 ? ? 0% ? ? ?
1 Notes.

Melee Weapons

Swords

Swords are the secondary weapon carried by Rangers.

Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Mod Slots
Sword ? ? ? ? ? ? ?
Arc Blade ? ? ? ? ? ?
Fusion Blade ? ? ? ? ? ? ?
1 Notes.

Thrown

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 Range1 Critical Chance Class Terrain Damage Blast Radius Abilities
Frag Grenade 3-4 10 ? Any 3-4 3 Shred 1
Smoke Grenade 0 ? 0 Any 0 ? Grants Defense
Flashbang Grenade 0 12 0 Any 0 8 Disorients
Acid Grenade 3-4 ? ? Any 0 ? Shred 2, Acid
EMP Grenade ? ? ? Any 0 ? Mechs only, Disorients
Plasma Grenade1 5-6 10 ? Any 5-6 3 Shred 2
Smoke Bomb1 0 ? ? Any 0 ? Grants Defense
Acid Bomb1 5-6 10 ? Any 0 3 Shred 3, Acid
EMP Bomb1 10 12 ? Any 0 5 Mechs only, Disorients
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 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.

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

The following mods are known so far:

Stock: Grants 1, 2, or 3 damage on a miss. Auto-loader: First 1, 2, or 3 reloads on a mission are free(actionless). Expanded Magazine: Increases ammo by 1, 2, or 3 slots. Scope: Increases aim by 5, 10, or 15%. Laser Sight: As Scope, but for Crit chance. Repeater: Offers 5, 10, or 15% chance of an instant kill.

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.

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.