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Article #461Re: UFO question.
From: jmc...
Date: Thu, 24 Sep 1998 00:00
Date: Thu, 24 Sep 1998 00:00
138 lines
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6062 bytes
> I've been wondering about something for quite some time now. Are plasma > weapons better than laser weapons or not? The plasma rifle, for example, is > more powerful than the laser rifle. On the other hand the laser rifle > doesn't need any (expensive) ammo. Any thoughts or experiences you would > like to share ? > > Jef According to the strategy guide for XCOM written by Dave Ellis, the two weapons classes have the following characteristics: NOTE: N/A = Not Applicable (A) = Auto shot (S) = Snap shot (AM) = Aimed shot Laser Pistol Cost: $8,000 Special Materials Required: none Engineer man-hours to produce: 300 Workspace required: 2 Ammunition type: N/A Ammunition cost: N/A Shots: unlimited Damage: 46 Accuracy: 28% (A), 40% (S), 68% (AM) Time units per shot: 25% (A), 20% (S), 55% (AM) Laser Rifle Cost: $20,000 Special Materials Required: none Engineer man-hours to produce: 400 Workspace required: 3 Ammunition type: N/A Ammunition cost: N/A Shots: unlimited Damage: 60 Accuracy: 46% (A), 65% (S), 100% (AM) Time units per shot: 34% (A), 25% (S), 50% (AM) Heavy Laser Cost: $32,000 Special Materials Required: none Engineer man-hours to produce: 700 Workspace required: 4 Ammunition type: N/A Ammunition cost: N/A Shots: unlimited Damage: 80 Accuracy: N/A (A), 50% (S), 84% (AM) Time units per shot: N/A (A), 33% (S), 75% (AM) Plasma Pistol Cost: $56,000 Special Materials Required: 1x Alien Alloy Engineer man-hours to produce: 600 Workspace required: 3 Ammunition type: Plasma Pistol Clip Ammunition cost: $2,000 (plus 1x Elerium 115) Shots: 26 per clip Damage: 52 Accuracy: 50% (A), 65% (S), 85% (AM) Time units per shot: 30% (A), 30% (S), 60% (AM) Plasma Rifle Cost: $88,000 Special Materials Required: 1x Alien Alloy Engineer man-hours to produce: 820 Workspace required: 4 Ammunition type: Plasma Rifle Clip Ammunition cost: $3,000 (plus 1x Elerium 115) Shots: 28 per clip Damage: 80 Accuracy: 55% (A), 86% (S), 110% (AM) Time units per shot: 36% (A), 30% (S), 60% (AM) Heavy Plasma Cost: $122,000 Special Materials Required: 1x Alien Alloy Engineer man-hours to produce: 1000 Workspace required: 4 Ammunition type: Heavy Plasma Clip Ammunition cost: $6,000 (plus 1x Elerium 115) Shots: 35 per clip Damage: 5115 Accuracy: 50% (A), 75% (S), 110% (AM) Time units per shot: 35% (A), 30% (S), 60% (AM) Laser Pistols are useful only at the very beginning of a game. This is because they are researched and produced fairly quickly. The same goes for the Laser Rifle. Try and get these as fast as you can. Laser weapons have no enhanced or reduced effectiveness against the aliens except one: The Sectopod (found with the Ethereals) is more highly affected by lasers than anything else. Ignore the Heavy Laser as it is not worth the trouble. I place all of my initial scientists on laser weapon research at the beginning of a game. Then I research Laser Pistols, then Rifles. Once I have Laser Pistols, I have my engineers produce about 6 - 8 of them. This is generally completed within about a month of game time. I generally have my first squad (14 soldiers) completely equipped with Laser Rifles in about 2 months. Plasma weapons are by far the best in the game. The Heavy Plasma cannot be beat by anything that originated on Earth. Although the laser weapons have no ammo requirement, that does not handicap plasma weapons from the middle of the game onwards. By summer of 1999, all alien visitors are carrying Heavy Plasmas as their weapon of choice. You should too. Plasma ammo is CHEAP, just salvage all you can from your ground missions. By the fall of 1999, this will be exclusively Heavy Plasmas (except for Blaster Launchers/Bombs and Small Launchers/Bombs). You automatically return to base with all surviving alien booty from a mission, so equipping your soldiers with Heavy Plasmas will be no problem whatsoever. In fact, you will have more Heavy Plasmas than you can use so you can sell the rest. Just do not sell the clips. If you are running low on Heavy Plasma Clips, have your Skyranger follow a UFO until it lands so you can assault an intact ship. Once you have returned from your first missions with alien booty, start researching them. You generally will have a Plasma Rifle among the booty. Hire as many scientists as you can afford and research the rifle and its clip. Do this again when you first get your hands on a Heavy Plasma. Then equip your soldiers exclusively with it. You won't be disappointed. Ignore the Plasma Pistol unless you have no other alternative, or have nothing else to research. Once you have researches two of the three Plasma weapons, you get to research Plasma Cannon. Treat this like the Holy Grail, research it at all costs with everyone you have available. Don't reduce research on Heavy Plasma/Clip though if you still haven't got it yet. Once you have Plasma Cannons, Get your engineers building them right away. It takes about 2 days for 20 engineers to build one cannon. Build enough cannons to equip all of your intercepters instead of missiles. Plasma Cannon equipped intercepters can destroy or shoot down every alien UFO except a Battleship. Hope this helps you. Good luck in hunting sown those dreaded alien infiltrators. James. -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum
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From: jmc...@my-dejanews.com Subject: Re: UFO question. Date: 1998/09/24 Message-ID: <6uchkh$417$1@nnrp1.dejanews.com> X-Deja-AN: 394240899 References: <6ub2m4$19a$1@trex.antw.online.be> X-Http-Proxy: 1.0 x10.dejanews.com:80 (Squid/1.1.22) for client 209.30.64.234 Organization: Deja News - The Leader in Internet Discussion X-Article-Creation-Date: Thu Sep 24 04:25:53 1998 GMT Newsgroups: alt.games.x-com X-Http-User-Agent: Mozilla/4.05 [en] (Win95; U) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit