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	<updated>2026-05-01T04:46:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=17453</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=17453"/>
		<updated>2008-11-01T03:09:12Z</updated>

		<summary type="html">&lt;p&gt;Crimson: added &amp;quot;understanding grenades&amp;quot; link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapon Information = &lt;br /&gt;
==Standard Weapons==&lt;br /&gt;
&lt;br /&gt;
You have to start somewhere. New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. While flawed, every weapon will have a few strengths that can be capitalized on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining. While not the best of the bunch, conventional weapons are certainly not the worst either. &lt;br /&gt;
&lt;br /&gt;
*[[Pistol]]&lt;br /&gt;
*[[Rifle]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
&lt;br /&gt;
*[[Grenade]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
*[[Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Laser Technology==&lt;br /&gt;
Laser weapons start off with a minor step down in accuracy, but are a step up in firepower from conventional small firearms. They are lighter, faster and considerably more powerful. Their biggest advantage is that they do not need ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser weapons can only be manufactured. &lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle]]&lt;br /&gt;
*[[Heavy Laser]]&lt;br /&gt;
&lt;br /&gt;
==Alien Weapons==&lt;br /&gt;
Alien weapons are far more powerful than our own and wield terrible destructive capabilities, but we can harness this against the aliens and use their weapons against them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The majority of all alien weaponry will be captured, but the weapons can also be reproduced in the workshops once they have been researched. However manufacturing ammunition for alien weapons can be costly on [[Elerium-115|Elerium]], as alien weapons are Elerium based. &lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Small Launcher]] ([[Stun Bomb]] launcher)&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition Types=&lt;br /&gt;
==Armour-Piercing==&lt;br /&gt;
Armour-Piercing (AP) ammunition is used in your standard projectile weapons. Also simply called &amp;quot;Bullets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Pistol]]&lt;br /&gt;
*[[Rifle]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary==&lt;br /&gt;
[[Incendiary]] (IN) ammunition creates an area-effect fire. All IN rounds do ~6.4 damage rather than their [[UFOpaedia]] listed amounts. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
==High Explosive==&lt;br /&gt;
High Explosive (HE) is another area-effecting ammunition. Any unit or object within the blast radius will receive some amount of damage.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
*[[Grenade]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
==Laser==&lt;br /&gt;
Laser ammunition uses an intense beam of light to burn its target. This form of ammunition is in-built into the weapon, so requires no clip, and therefore has no clip-size limitations.&lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle]]&lt;br /&gt;
*[[Heavy Laser]]&lt;br /&gt;
&lt;br /&gt;
==Plasma==&lt;br /&gt;
Plasma ammunition was created by the Aliens, though through research, our human scientists have been able to replicate it for our own use.&lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
Unlike the other forms of ammunition, [[Stun]] ammunition doesn&#039;t actually inflict damage to its target. Instead, it will cause them to fall [[unconscious]] until the stun effect has &amp;quot;worn off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
*[[Small Launcher]]&lt;br /&gt;
*[[Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Alien Artefacts]]&lt;br /&gt;
*[[Research]]&lt;br /&gt;
*[[Soldiers]]&lt;br /&gt;
**[[Firing Accuracy]]&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[Experience]]&lt;br /&gt;
**[[Raw recruit statistical likelihood|Recruit Statistics]]&lt;br /&gt;
*[[Missions|Mission Types]]&lt;br /&gt;
*[[Field Manual: Weapons]]&lt;br /&gt;
*[[UFO Weapon Summaries]]&lt;br /&gt;
*[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Crimson</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Melee_Accuracy&amp;diff=17452</id>
		<title>Melee Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Melee_Accuracy&amp;diff=17452"/>
		<updated>2008-11-01T00:56:54Z</updated>

		<summary type="html">&lt;p&gt;Crimson: edited the &amp;quot;melee combat notes&amp;quot; link to point closer to the actual notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In theory, Melee Accuracy affects a soldier&#039;s ability to hit their target with a close combat, or melee, attack.&lt;br /&gt;
*This statistic is not shown in any displays, but is still tracked by the game. It can be seen to rise (like other skills) when the Stun Rod is used. BUT,&lt;br /&gt;
*Hacking this field has NO effect on Stun Rod accuracy; the Stun Rod seems hard-wired to 100% accuracy. Therefore, Melee Accuracy is an entirely useless/vestigial value, with the possible remote exception of somebody playing with hacked melee weapons (which might or might not also be hard-wired to 100% accuracy).&lt;br /&gt;
*Some players call this skill Melee Accuracy and some call it Close Combat Accuracy (CCA). The OSG talks about a CCA, but since it didn&#039;t wind up being shown anywhere in the game and it&#039;s not 100% clear that the OSG meant this skill as opposed to e.g. HTH, the shorter term is also used.&lt;br /&gt;
*It&#039;s not hard to abuse the Item Stacking Bug so as to make &amp;quot;new&amp;quot; [[Item Stacking Bug#Effects of stacked items in hand slots|melee weapons]].&lt;br /&gt;
&lt;br /&gt;
Even though it appears to be an entirely irrelevant field, we&#039;ve still managed to pin down some of its functionality (smile).&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits always begin with a value from 20 to 40.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Melee Accuracy will &#039;&#039;only&#039;&#039; increase by the use of the [[Stun Rod]] in the original XCOM. In Terror From The Deep (TFTD), [[Vibroblade]]s, [[Thermic Lance]]s, and [[Heavy Thermic Lance]]s will also increase it.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you melee at least 3 times, and an average of 4 points (range 2-6) for 11+ uses. These points do &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of stun-rod/melee uses. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Melee Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Melee Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Hidden Value==&lt;br /&gt;
Melee or Close Combat Accuracy is not shown in any display, but it clearly increases when you use the Stun Rod. Possibly the XCOM programmers once hoped to emphasize melee much more in general, but then downplayed it to focus on other things. In any event, here are technical details for anyone interested. These specifics are for the original XCOM.&lt;br /&gt;
&lt;br /&gt;
Like other [[Experience#Primary Stats|primary stats]], Melee Accuracy:&lt;br /&gt;
*Has an initial [50] and an increase [61] byte in [[SOLDIER.DAT]], in line with other primaries there&lt;br /&gt;
*Has an experience byte in [[UNITREF.DAT]] (offset 82), in line with other primary counters&lt;br /&gt;
*Also has its value pasted from geoscape into Unitref (offset 56), as do other primaries&lt;br /&gt;
*Has a cap of 120 (composed of an initial and increase), the same as firing and throwing accuracy&lt;br /&gt;
*Has the same rule as other primaries for [[Experience#Primary_Stats|skill point increases]]&lt;br /&gt;
*Triggers secondary stats to increase, just like other primaries&lt;br /&gt;
So it&#039;s quite functional relative to gaining experience.&lt;br /&gt;
&lt;br /&gt;
But Melee Accuracy DOESN&#039;T MATTER, because the Stun Rod appears to be hard-wired to 100% accuracy. (Hacking your melee accuracy to 0 or to 255 has absolutely no effect on Stun Rod accuracy.)&lt;br /&gt;
&lt;br /&gt;
The only way you can see your Melee Accuracy value is by [[HackerTools|hex editing]] [[SOLDIER.DAT]] (bytes [50] and [61] added together) or [[UNITREF.DAT]] (offset [56]).&lt;br /&gt;
&lt;br /&gt;
==Soldier Usage==&lt;br /&gt;
Melee accuracy is entirely irrelevant in a regular game of X-COM. The only melee weapon is hard-wired to 100% accuracy, period.&lt;br /&gt;
&lt;br /&gt;
If someone wants to build melee accuracy just for the fun of it, the following was written before Zombie [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=178# showed] that the Stun Rod is hard-wired: &lt;br /&gt;
&lt;br /&gt;
Unless someone wants to have [[Stun_Rod#Activating_Melee_Attacks_For_Other_Items|fun with close combat]], melee isn&#039;t a particularly viable skill in XCOM. (It might be in TFTD, though.) In XCOM, if you were thinking of stunning aliens and then reviving them (so you can stun them again and/or shoot them to death - the pathetic slobs), note that the stun-rod can deliver up to 130 stun points (2x65). But the [[Medi-Kit]] stimulant only reduces stun level by 4 points (time 10 equals 40 points of stun per Medi-Kit). Aliens can become so [[unconscious]] that you use up all your [[Medi-Kit]]s trying to revive them (plus it&#039;s a real hassle). Most players would much rather increase their [[Firing Accuracy]] and [[Reactions]] skills than Melee. &lt;br /&gt;
&lt;br /&gt;
Of course, the stun rod remains vital for capturing some aliens and unlocking research, even if you don&#039;t develop its accuracy.&lt;br /&gt;
&lt;br /&gt;
Note: You can try to exploit the use of other items as melee weapons in the original XCOM if you&#039;re feeling adventurous - see [[Stun_Rod#Activating_Melee_Attacks_For_Other_Items|NKF&#039;s notes]]. If you do, then melee accuracy might matter... or it might not. The jury&#039;s still out.&lt;br /&gt;
&lt;br /&gt;
In case anyone was confused: The [[Small Launcher]] does not use Melee Accuracy. Firing this ranged Stun bomb weapon counts as &amp;quot;hits&amp;quot; toward your Firing Accuracy stat (and Reaction too, if applicable).&lt;br /&gt;
&lt;br /&gt;
==Alien Usage==&lt;br /&gt;
Because Aliens have no Stun Rod equivalent, the only species to utilise Melee Accuracy are the [[Silacoid]], [[Chryssalid]], [[Reaper]], and [[Zombie]], each of which have an accuracy of 80%. The melee attack&#039;s damage is equal to the unit&#039;s [[Strength|strength]].&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Melee Accuracy &#039;&#039;might&#039;&#039; be affected by the same factors as [[Firing_Accuracy|firing]] and [[Throwing_Accuracy|throwing]] accuracies:&lt;br /&gt;
&lt;br /&gt;
* +15% when kneeling.&lt;br /&gt;
* -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* -10% per wound to the head or hitting arm.&lt;br /&gt;
* -25% x (max health-current health)/max health)&lt;br /&gt;
&lt;br /&gt;
... but probably not, because the Stun Rod seems to be hard-wired.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Stun_Rod|Stun Rod]]&lt;br /&gt;
*[[Firing_Accuracy|Firing Accuracy]]&lt;br /&gt;
*[[Throwing_Accuracy|Throwing Accuracy]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Raw_recruit_statistical_likelihood|Recruit Statistics]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Crimson</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17451</id>
		<title>Talk:Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17451"/>
		<updated>2008-10-31T23:39:03Z</updated>

		<summary type="html">&lt;p&gt;Crimson: /* Flying Ethereals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the morale hit your soldiers take from the loss of a tank? Would it be equal to the death of a newbie? If so, I think that would count as an advantage.--[[User:Trotsky|Trotsky]] 05:19, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, same as a rookie, according to the [[Morale]] page.  Tanks are quite well-suited to the Scout role.  Feel free to note this property on the HWP article page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 14:54, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
My personal opinion is that hover tanks are fit for puropse but the conventional tanks are not. Tanks do not provide additional firepower compared to four squaddies, so their purpose must surely be as robust front line vehicles. Hovertanks can do this very well with their speed, flight, and durability against plasma fire. Conventional tanks are less mobile than squaddies, even without stamina problems, and still vulnerable to single plasma shots. &lt;br /&gt;
&lt;br /&gt;
Using tanks on ufo recovery missions is problematic since they block the front of the skyranger, stop you getting smoke dropped, and usually draw plasma fire when they wheel down the ramp. This isn&#039;t solved on the lightning or avenger. Their best use seems to be on base defence, base attack, and cydonia missions where the 80 item limit prevents the arming of too many soldiers. - Egor&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically, the laser and cannon tanks are considerable upgrades of their handheld counterparts (heavy laser and AC-Heavy Cannon). All the other turrets just give you a downgraded variant. Also, the 80 item limit is no excuse to lose 4 soldiers, who can just come in and pick weapons up off the ground. ;) &lt;br /&gt;
&lt;br /&gt;
You can also throw smoke grenades over your forward tank. You just need to throw it a few tiles further. It&#039;s not too hard unless your landing zone is flush against the north edge of the map. &lt;br /&gt;
&lt;br /&gt;
Conventional tanks are meant to be phased out once you get good weapons and armour, and later replaced by the hovertanks. The laser tank comes too late, but it continues to be a cheap throw-away HWP that you can churn out and send off to scout and draw enemy fire away from your troops, or to mangle sectopods with ease. &lt;br /&gt;
&lt;br /&gt;
The conventional tank&#039;s base 20 reactions doesn&#039;t help its survivability much - but it does force aliens to react to it more often - drawing fire away fromy your troops. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
=== Tank Morale ===&lt;br /&gt;
Yes indeed, HWP&#039;s can panic or go berserk. See [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=333&amp;amp;view=findpost&amp;amp;p=50879 this topic]. A tank&#039;s morale is unaffected by kills made by your own men. However, if a tank is responsible for the killing of a friendly it will lose morale and eventually panic or go berserk. So we can make the assumption that 110 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 2007 (PST)&lt;br /&gt;
:Same goes for cyberdiscs, they&#039;ll lose morale if they hit one of their friends. If they goes berserk the game will crash, fortunately it does not happen a lot in real games... [[User:Seb76|Seb76]] 13:26, 31 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Flying Ethereals ===&lt;br /&gt;
&#039;&#039;&amp;gt; The hovertank [snip] comes with the ability to hover in the air much like a Cyberdisc or Ethereal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but I don&#039;t remember Ethereals having the ability to hover in the air. I believe Floaters did that. Ethereals &#039;&#039;look&#039;&#039; like they are &amp;quot;hovering&amp;quot; few feet above the ground, but I don&#039;t think they can actually fly like Cyberdisks/Hovertanks do.--[[User:Crimson|Crimson]] 02:32, 31 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:If the Ethereal is stationary in the air, a case could be made that it is actually &amp;quot;hovering&amp;quot;. In any event, Ethereals have the flying attribute set in the executable and that value is identical to Floaters, Cyberdiscs and the hovertanks. Also, in the battlescape, Ethereals can get to any level of the map via the air (which is what I consider to be the litmus test for true flyers). It&#039;s just that this alien gets there by a different means of locomotion: telekinetic power. Celatids (the pink kidney bean-shaped alien) actually looks like it can fly on the battlescape as it hovers a couple feet off the ground, but it cannot get to any level via movement like the other flyers can do. Maybe you were thinking of the Celatids? --[[User:Zombie|Zombie]] 07:32, 31 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: The means of propulsion are different, but they are in effect hovering or flying in the air. I&#039;m reminded of Binky (the horse ridden by Death) in the Discworld series. It doesn&#039;t so much as fly but create its own planes to walk along. Ethereals, being the bundle of brains and psionic powers that they are, could possibly do that. In that sense, then perhaps they&#039;re not flying, but standing firmly on imaginary ground of their own devising. To everyone else, the net effect is the ethereal ends up hovering in the air. -[[User:NKF|NKF]] 08:25, 31 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::: I guess I need to refresh myself on the actual battlescape :) I was talking about Ethereals (the guys in goldish cloaks). I guess the reason I don&#039;t remeber them flying is because I mostly remember encountering them inside bases, and there isn&#039;t much space to fly around. Funny thing, memory... Well, anyways, I stand corrected.--[[User:Crimson|Crimson]] 18:39, 31 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Crimson</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17446</id>
		<title>Talk:Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17446"/>
		<updated>2008-10-31T07:34:55Z</updated>

		<summary type="html">&lt;p&gt;Crimson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the morale hit your soldiers take from the loss of a tank? Would it be equal to the death of a newbie? If so, I think that would count as an advantage.--[[User:Trotsky|Trotsky]] 05:19, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, same as a rookie, according to the [[Morale]] page.  Tanks are quite well-suited to the Scout role.  Feel free to note this property on the HWP article page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 14:54, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
My personal opinion is that hover tanks are fit for puropse but the conventional tanks are not. Tanks do not provide additional firepower compared to four squaddies, so their purpose must surely be as robust front line vehicles. Hovertanks can do this very well with their speed, flight, and durability against plasma fire. Conventional tanks are less mobile than squaddies, even without stamina problems, and still vulnerable to single plasma shots. &lt;br /&gt;
&lt;br /&gt;
Using tanks on ufo recovery missions is problematic since they block the front of the skyranger, stop you getting smoke dropped, and usually draw plasma fire when they wheel down the ramp. This isn&#039;t solved on the lightning or avenger. Their best use seems to be on base defence, base attack, and cydonia missions where the 80 item limit prevents the arming of too many soldiers. - Egor&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically, the laser and cannon tanks are considerable upgrades of their handheld counterparts (heavy laser and AC-Heavy Cannon). All the other turrets just give you a downgraded variant. Also, the 80 item limit is no excuse to lose 4 soldiers, who can just come in and pick weapons up off the ground. ;) &lt;br /&gt;
&lt;br /&gt;
You can also throw smoke grenades over your forward tank. You just need to throw it a few tiles further. It&#039;s not too hard unless your landing zone is flush against the north edge of the map. &lt;br /&gt;
&lt;br /&gt;
Conventional tanks are meant to be phased out once you get good weapons and armour, and later replaced by the hovertanks. The laser tank comes too late, but it continues to be a cheap throw-away HWP that you can churn out and send off to scout and draw enemy fire away from your troops, or to mangle sectopods with ease. &lt;br /&gt;
&lt;br /&gt;
The conventional tank&#039;s base 20 reactions doesn&#039;t help its survivability much - but it does force aliens to react to it more often - drawing fire away fromy your troops. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
=== Tank Morale ===&lt;br /&gt;
Yes indeed, HWP&#039;s can panic or go berserk. See [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=333&amp;amp;view=findpost&amp;amp;p=50879 this topic]. A tank&#039;s morale is unaffected by kills made by your own men. However, if a tank is responsible for the killing of a friendly it will lose morale and eventually panic or go berserk. So we can make the assumption that 110 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 2007 (PST)&lt;br /&gt;
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=== Flying Ethereals ===&lt;br /&gt;
&#039;&#039;&amp;gt; The hovertank [snip] comes with the ability to hover in the air much like a Cyberdisc or Ethereal.&#039;&#039;&lt;br /&gt;
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It&#039;s been a while, but I don&#039;t remember Ethereals having the ability to hover in the air. I believe Floaters did that. Ethereals &#039;&#039;look&#039;&#039; like they are &amp;quot;hovering&amp;quot; few feet above the ground, but I don&#039;t think they can actually fly like Cyberdisks/Hovertanks do.--[[User:Crimson|Crimson]] 02:32, 31 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Crimson</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17445</id>
		<title>Talk:Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=17445"/>
		<updated>2008-10-31T07:32:48Z</updated>

		<summary type="html">&lt;p&gt;Crimson: &lt;/p&gt;
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&lt;div&gt;What is the morale hit your soldiers take from the loss of a tank? Would it be equal to the death of a newbie? If so, I think that would count as an advantage.--[[User:Trotsky|Trotsky]] 05:19, 26 June 2006 (PDT)&lt;br /&gt;
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Yes, same as a rookie, according to the [[Morale]] page.  Tanks are quite well-suited to the Scout role.  Feel free to note this property on the HWP article page.&lt;br /&gt;
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--[[User:Ethereal Cereal|Ethereal Cereal]] 14:54, 26 June 2006 (PDT)&lt;br /&gt;
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My personal opinion is that hover tanks are fit for puropse but the conventional tanks are not. Tanks do not provide additional firepower compared to four squaddies, so their purpose must surely be as robust front line vehicles. Hovertanks can do this very well with their speed, flight, and durability against plasma fire. Conventional tanks are less mobile than squaddies, even without stamina problems, and still vulnerable to single plasma shots. &lt;br /&gt;
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Using tanks on ufo recovery missions is problematic since they block the front of the skyranger, stop you getting smoke dropped, and usually draw plasma fire when they wheel down the ramp. This isn&#039;t solved on the lightning or avenger. Their best use seems to be on base defence, base attack, and cydonia missions where the 80 item limit prevents the arming of too many soldiers. - Egor&lt;br /&gt;
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Technically, the laser and cannon tanks are considerable upgrades of their handheld counterparts (heavy laser and AC-Heavy Cannon). All the other turrets just give you a downgraded variant. Also, the 80 item limit is no excuse to lose 4 soldiers, who can just come in and pick weapons up off the ground. ;) &lt;br /&gt;
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You can also throw smoke grenades over your forward tank. You just need to throw it a few tiles further. It&#039;s not too hard unless your landing zone is flush against the north edge of the map. &lt;br /&gt;
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Conventional tanks are meant to be phased out once you get good weapons and armour, and later replaced by the hovertanks. The laser tank comes too late, but it continues to be a cheap throw-away HWP that you can churn out and send off to scout and draw enemy fire away from your troops, or to mangle sectopods with ease. &lt;br /&gt;
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The conventional tank&#039;s base 20 reactions doesn&#039;t help its survivability much - but it does force aliens to react to it more often - drawing fire away fromy your troops. &lt;br /&gt;
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- [[User:NKF|NKF]]&lt;br /&gt;
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=== Tank Morale ===&lt;br /&gt;
Yes indeed, HWP&#039;s can panic or go berserk. See [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=333&amp;amp;view=findpost&amp;amp;p=50879 this topic]. A tank&#039;s morale is unaffected by kills made by your own men. However, if a tank is responsible for the killing of a friendly it will lose morale and eventually panic or go berserk. So we can make the assumption that 110 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 2007 (PST)&lt;br /&gt;
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&#039;&#039;&amp;gt; The hovertank [snip] comes with the ability to hover in the air much like a Cyberdisc or Ethereal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but I don&#039;t remember Ethereals having the ability to hover in the air. I believe Floaters did that. Ethereals &#039;&#039;look&#039;&#039; like they are &amp;quot;hovering&amp;quot; few feet above the ground, but I don&#039;t think they can actually fly like Cyberdisks/Hovertanks do.--[[User:Crimson|Crimson]] 02:32, 31 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Crimson</name></author>
	</entry>
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