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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=218.111.167.248</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=218.111.167.248"/>
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	<updated>2026-05-03T12:47:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=906</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=906"/>
		<updated>2005-07-08T11:01:12Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
*&lt;br /&gt;
There is ALWAYS a Tentaculant somewhere onboard/near a Dreadnaught. Beware!&lt;br /&gt;
&lt;br /&gt;
Basically a flying Chryssalid, but with less armor.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=3459</id>
		<title>Disruptor Pulse Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=3459"/>
		<updated>2005-07-08T10:58:24Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Disrupter Pulse Launcher that can be carried with one hand is perhaps the worst thing since the Blaster Launcher from the First Alien War. Though it depends on who&#039;s fingers are on the trigger, human or alien.&lt;br /&gt;
&lt;br /&gt;
In many ways, the under-water restriction is a hidden blessing for X-com. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one gillman, and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies goes off in the engine room?&lt;br /&gt;
&lt;br /&gt;
The main blessing of the Disrupter Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stayed behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn&#039;t learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.&lt;br /&gt;
&lt;br /&gt;
Commanders with troops well-trained in MC can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level.&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=635</id>
		<title>Terror Mission (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=635"/>
		<updated>2005-07-08T10:56:22Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)&lt;br /&gt;
&lt;br /&gt;
Both parts count towards your scoring, methinks.&lt;br /&gt;
&lt;br /&gt;
Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn&#039;t work here either.&lt;br /&gt;
&lt;br /&gt;
Civilians are everywhere in terror missions, even in the second part.&lt;br /&gt;
&lt;br /&gt;
Mag Ion Armour doesn&#039;t permit flight on land, but your Sonic/PWT tanks could still fly. Take advantage of that.&lt;br /&gt;
&lt;br /&gt;
Bring hand-to-hand weapons on terror missions. Have them in every backpack, and pull them out when facing Aliens in narrow space. Heavily armoured terror units don&#039;t stand a chance against these, and you can often clean out a small room of aliens with it.&lt;br /&gt;
&lt;br /&gt;
Do be careful around the oil drums...&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=545</id>
		<title>Under The Hood</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=545"/>
		<updated>2005-07-03T11:47:22Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: /* Useful Glitches, Workarounds or Just Plain Odd Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproduceable game bugs or useful &#039;glitches&#039;. (Note this does &#039;&#039;not&#039;&#039; include technical bugs) &lt;br /&gt;
&lt;br /&gt;
As we don&#039;t have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time. &lt;br /&gt;
&lt;br /&gt;
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.  &lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
*Radars - how they work, and why only one of each type will ever function. (Plus, the phantom radar &amp;quot;trick&amp;quot;) &lt;br /&gt;
*How the grenade timer works &lt;br /&gt;
*Where do [[area-effect weapons]] harm you? &lt;br /&gt;
*[[Damage formula]] (Weapons vs Armor)&lt;br /&gt;
*Calculating [[recovery time]] for injured soldiers &lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Reaction fire formula]]&lt;br /&gt;
*[[Motion scanner blip sizes]]&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
**How a psionic attack works &lt;br /&gt;
*[[Throwing distances]] &lt;br /&gt;
*Item weights and how they correlate with Strength &lt;br /&gt;
*Why Strength does NOT improve with more weight. &lt;br /&gt;
*Weapon comparison tables&lt;br /&gt;
*Fire. Just how does it work? &lt;br /&gt;
*Unit spawn priorities &lt;br /&gt;
*How much does it cost to lose a base - And why you shouldn&#039;t put up a fight if there really is no hope of winning. (It&#039;s not as bad as it sounds. Really!) &lt;br /&gt;
*The dire consequences of picking up [[unconscious]] units &lt;br /&gt;
*[[Alien movement patterns]]&lt;br /&gt;
&lt;br /&gt;
== Useful Glitches, Workarounds or Just Plain Odd Stuff ==&lt;br /&gt;
See also [[Exploits]]&lt;br /&gt;
*Free Ammo for tanks on base defence missions &lt;br /&gt;
-Basically, your all your tanks will be fully armed for these, even if you didn&#039;t have enough ammo for them in the first place. Very useful for Hovertank/Launchers...&lt;br /&gt;
*Phantom Radar - How to get rid of the radar, but keep its abilities &lt;br /&gt;
*Straight lines and the equator - getting a little more range from your ships &lt;br /&gt;
*Stacking bug (UFO only) &lt;br /&gt;
*Activating Melee Attacks &lt;br /&gt;
*The Medikit heal-through-wall trick &lt;br /&gt;
*[[Exploits#Throwing through ceilings]] - Throwing items through the ceiling trick &lt;br /&gt;
*Consequences of firing explosives at the ceiling &lt;br /&gt;
-The explosive will hit the ceiling... BUT the ceiling is actually the &amp;quot;floor&amp;quot; of the level above. So, the explosion will occur on the level above you! hmm.&lt;br /&gt;
*Hitting multiple targets with [[incendiary]] effects&lt;br /&gt;
*The oddeties of [[data corruption]]&lt;br /&gt;
*The oddeties of mind control/molecular control&lt;br /&gt;
**[[Why civilians go rogue]]  &lt;br /&gt;
**[[Large units]] &lt;br /&gt;
**[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
* On spawn locations in base defence missions and how to make the ultimate &amp;quot;hand&#039;s off&amp;quot; base.&lt;br /&gt;
&lt;br /&gt;
== Not so useful Glitches ==&lt;br /&gt;
*Glitches with the Gauss SWS (TFTD only)&lt;br /&gt;
*[[Ufo Names in Tftd]] (TFTD only) &lt;br /&gt;
*Exponential transfer costs &lt;br /&gt;
*[[Vertical waypoint bug]] (Collectors Edition only) &lt;br /&gt;
*[[Proximity mine bug]]&lt;br /&gt;
*[[Disappearing ammo bug]]&lt;br /&gt;
*Ctrl+C - why it does what it does and why you shouldn&#039;t exploit it. (Dos versions only)&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=484</id>
		<title>Disruptor Pulse Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=484"/>
		<updated>2005-07-03T11:25:12Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: Question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correct me if I&#039;m wrong, but isn&#039;t this an underwater only weapon?&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=481</id>
		<title>Terror Mission (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=481"/>
		<updated>2005-07-03T11:24:23Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)&lt;br /&gt;
&lt;br /&gt;
I  believe that the 2nd part is empty of civilians.&lt;br /&gt;
&lt;br /&gt;
Both parts count towards your scoring, methinks.&lt;br /&gt;
&lt;br /&gt;
Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn&#039;t work here either.&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mission_Types_(TFTD)&amp;diff=3437</id>
		<title>Mission Types (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mission_Types_(TFTD)&amp;diff=3437"/>
		<updated>2005-07-03T11:17:55Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Variants ==&lt;br /&gt;
&lt;br /&gt;
* [[USO Recovery]] - The ol&#039; sweep-and-clear.&lt;br /&gt;
&lt;br /&gt;
* [[USO Assault]] - Getting greedy for zrbite.&lt;br /&gt;
&lt;br /&gt;
* [[Terror Mission (TFTD)]] - Screaming civilians, ship calls, big dinosaurs.&lt;br /&gt;
&lt;br /&gt;
* [[Colony Assault]] - Kicking over the nest.&lt;br /&gt;
&lt;br /&gt;
* [[Base Defense]] - All hands on deck! Sound the big siren!&lt;br /&gt;
&lt;br /&gt;
* [[T,Leth]] - Here be spoilers.&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
&lt;br /&gt;
* [[Night Missions]]&lt;br /&gt;
* [[Field Manual: Terrain]]&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=476</id>
		<title>Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=476"/>
		<updated>2005-07-03T11:16:26Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: What are these called again guys?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--NKF&#039;s Ninja Note: Please doublecheck the names of the weapons before writing new articles  --&amp;gt;== Standard Weapons ==&lt;br /&gt;
&lt;br /&gt;
Once again, [[X-COM]] is supplied with a diverse selection of standard weapons to being its war against the watery alien menace. However, unlike the first alien war, the new line of weapons are mainly geared towards fighting underwater. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gauss Technology ==&lt;br /&gt;
The line of weapons [[X-Com]] technicians have developed to combat the alien menace offer improved damage and high capacity ammunition magazines. They work well on land and at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sonic Technology == &lt;br /&gt;
The bulk of the weapons used by the alien invaders make use of ultra powerful and highly concentrated sonic waves that literally shatters matter in an instant. They are powered by [[Zrbite]] power source. The amount of damage caused by sonic weapons completely outclasses everything in [[X-COM]]&#039;s diverse but meager arsenal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pulser]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Disrupter Pulse Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Medium Drill]]&lt;br /&gt;
[[Heavy Drill]]&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thermal_Tazer&amp;diff=3458</id>
		<title>Thermal Tazer</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thermal_Tazer&amp;diff=3458"/>
		<updated>2005-07-03T11:09:21Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: New&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be the weapon of choice against lobstermen for a long time... since it&#039;s quite a process to get those drills or the Sonic Cannons researched.&lt;br /&gt;
&lt;br /&gt;
These are VERY effective, since lobstermen take extra damage from melee, AND extra from stun. (I think they&#039;re cumalative).&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dart_Gun&amp;diff=3456</id>
		<title>Dart Gun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dart_Gun&amp;diff=3456"/>
		<updated>2005-07-03T11:04:54Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
When the world governments handed out the best of the best weapons they could muster to allow X-Com to fight the new alien menace, most Commanders will agree that they must have scraped the bottom of the barrel to have produced the Dart Gun. &lt;br /&gt;
&lt;br /&gt;
The Dart Gun mirrors the [[X-COM]] standard issue [[Pistol]] used in the first alien war. The Dart Gun unfortunately does not match the [[Pistol]] in terms of its effectiveness. It does continue in the [[Pistol]]&#039;s tradition of being one handed, fast and very cheap. Being built to work in and out of water, it has very little stopping power.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Dart Guns can be used effectively in combat to a certain extent, but are more suitable for training purposes. Dart Guns also work well as sidearms for soldiers carrying launchers of any type - although recommended only as a last resort. Fast moving scouts can also make use of the Dart Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Gauss Pistol]] and the [[Sonic Pistol]] are substantially superior replacements for the Dart Gun and the [[Jet Harpoon]] - however the Dart Gun is still the cheapest of the one-handed weapons. &lt;br /&gt;
&lt;br /&gt;
== Weapon Stats == &lt;br /&gt;
== Ammo Stats ==&lt;br /&gt;
&lt;br /&gt;
Category:  [[Weapons (Tftd)]]&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dart_Gun&amp;diff=472</id>
		<title>Dart Gun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dart_Gun&amp;diff=472"/>
		<updated>2005-07-03T11:04:15Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
When the world governments handed out the best of the best weapons they could muster to allow X-Com to fight the new alien menace, most Commanders will agree that they must have scraped the bottom of the barrel to have produced the Dart Gun. &lt;br /&gt;
&lt;br /&gt;
The Dart Gun mirrors the [[X-COM]] standard issue [[Pistol]] used in the first alien war. The Dart Gun unfortunately does not match the [[Pistol]] in terms of its effectiveness. It does continue in the [[Pistol]]&#039;s tradition of being one handed, fast and very cheap. Being built to work in and out of water, it has very little stopping power.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Dart Guns can be used effectively in combat to a certain extent, but are more suitable for training purposes. Dart Guns also work well as sidearms for soldiers carrying launchers of any type - although recommended only as a last resort. Fast moving scouts can also make use of the Dart Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Gauss Pistol]] and the [[Sonic Pistol]] are substantially superior replacements for the Dart Gun and the [[Jet Harpoon]] - however the Dart Gun is still the cheapest of the one-handed weapons. &lt;br /&gt;
&lt;br /&gt;
== Weapon Stats == &lt;br /&gt;
== Ammo Stats ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (Tftd)]]&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=3457</id>
		<title>Torpedo Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=3457"/>
		<updated>2005-07-03T11:03:17Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once again, a BIG step down from it&#039;s previous counterpart the Rocket Launcher. Firstly it&#039;s not as effective on the more powerful aliens. More importantly, you can&#039;t fire it on land! (though it can reaction fire due to a bug)&lt;br /&gt;
&lt;br /&gt;
It is still the most powerful weapon you can get your hands on without researching better weapons, but land missions pop up often enough to cause problems.&lt;br /&gt;
&lt;br /&gt;
see [[Rocket_Launcher]] for more tips.&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=470</id>
		<title>Torpedo Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=470"/>
		<updated>2005-07-03T11:02:34Z</updated>

		<summary type="html">&lt;p&gt;218.111.167.248: New&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once again, a BIG step down from it&#039;s previous counterpart the Rocket Launcher. Firstly it&#039;s not as effective on the more powerful aliens. More importantly, you can&#039;t fire it on land! (though it can reaction fire due to a bug)&lt;br /&gt;
&lt;br /&gt;
It is still the most powerful weapon you can get your hands on without researching better weapons, but land missions pop up often enough to cause problems.&lt;br /&gt;
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see [Rocket_Launcher] for more tips.&lt;/div&gt;</summary>
		<author><name>218.111.167.248</name></author>
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