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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:19:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Auto-Cannon&amp;diff=5526</id>
		<title>Auto-Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Auto-Cannon&amp;diff=5526"/>
		<updated>2006-02-02T16:23:18Z</updated>

		<summary type="html">&lt;p&gt;Shrinkshooter: /* Auto Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Auto Cannon ==&lt;br /&gt;
This is the automatic version of the [[Heavy Cannon]]. It retains the versatility of the Heavy Cannon and features a larger magazine as well as the capability for automatic fire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks worth noting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1. To compensate for the larger clip capacity, the bullet calibre has been reduced slightly. &lt;br /&gt;
*2. To prevent the weapon from overheating, the Auto Cannon&#039;s rate of fire is greatly reduced in burst mode[1]. &lt;br /&gt;
*3. The Auto Cannon is much heavier than the [[Heavy Cannon]], which also makes it slightly harder to aim with. &#039;&#039;&#039;Note&#039;&#039;&#039;: Despite soldier skill or rank, the AC Auto shot tends to spread out in quite a fan of a range. Thus, try keeping the Auto shot for close-quarters combat exclusively.&lt;br /&gt;
&lt;br /&gt;
Despite the drawbacks, this weapon is truly devastating against lightly armoured opponents, particularly when using a belt of high explosive shells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Burst mode, varied shells, high stopping power, large clip capacity&lt;br /&gt;
* Using [[Incendiary]] Ammo, arguably best form of lighting for night missions in the game. I&#039;d definitely choose this over electro flares! &#039;&#039;(a considerably more compact solution, but is only temporary and not reusable)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; &lt;br /&gt;
* Very heavy, very slow burst mode &lt;br /&gt;
* AC-AP, Standard [[Rifle]], and Standard [[Pistol]] ammo cannot damage XCOM [[Power Suit]] or [[Cyberdisc]] &#039;&#039;Actually, AC-AP has the potential to do damage, but it is minimal at best&#039;&#039;&lt;br /&gt;
* Auto shot takes a third longer than HC snap-shot&lt;br /&gt;
* The damage per shot of the AC is significantly weaker than the Heavy Cannon counterparts.&lt;br /&gt;
* Ammo is also heavy, and comes in small clips. (14 I think) Takes up 2 spaces each too.&lt;br /&gt;
* The Auto Cannon is the slowest auto-fire weapon in the entire game. It&#039;s also the 2nd least accurate burst mode. &#039;&#039;-[[User:NKF|NKF]] in xcom.co.uk --[[User:JellyfishGreen|JellyfishGreen]] 14:40, 19 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
See also: [[Heavy Cannon (UFO Defense)|Heavy Cannon]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Vital Statistics ==&lt;br /&gt;
&#039;&#039;&#039;Auto Cannon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Firing Cost and Accuracy:&lt;br /&gt;
** Aimed: 80% TUs, 82%&lt;br /&gt;
** Snap: 33% TUs, 56%&lt;br /&gt;
** Auto: 40% TUs, 32%&lt;br /&gt;
&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Weight: 19 &lt;br /&gt;
&lt;br /&gt;
* Buy Price: $13,500&lt;br /&gt;
* Sell Price: $10,125 &lt;br /&gt;
* Cannot be manufactured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo:&lt;br /&gt;
&lt;br /&gt;
* Type: [[Weapons (UFO Defense)#Armour-Piercing|Armour Piercing]], [[Weapons (UFO Defense)#High Explosive|High Explosive]], [[Incendiary]]&lt;br /&gt;
* Stopping Power: AP 42, HE 44, IN 48&lt;br /&gt;
* Size: 1 high x 2 wide&lt;br /&gt;
* Capacity: 14&lt;br /&gt;
* Weight: 5&lt;br /&gt;
&lt;br /&gt;
* Buy Price: AP $500, HE $700, IN $650&lt;br /&gt;
* Sell Price: AP $400, HE $560, IN $520&lt;br /&gt;
* Cannot be manufactured&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed:  1 Shot, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
* Auto: 2 Shots, 20% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Shrinkshooter</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=5525</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=5525"/>
		<updated>2006-02-01T16:20:54Z</updated>

		<summary type="html">&lt;p&gt;Shrinkshooter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the regulation [[Pistol (UFO Defense)|pistol]]s and [[Rifle (UFO Defense) | rifle]]s provide adequate firepower against most soft targets, they lack the strength to punch through the thick armour introduced by a number of early terrorist units, like the cyberdisc and chryssalid. Enter the cannons - the Heavy Cannon and the Auto Cannon - two highly versatile hand carried cannons with a selection of shells tipped with [[Weapons (UFO Defense)#Armour-Piercing|armour piercing]], [[Weapons (UFO Defense)#High Explosive|high explosive]] or [[Weapons (UFO Defense)#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the middle of the field by simply feeding a different ammunition clip into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The heavy cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment to the heavy cannon is its low capacity ammunition cartridge. It can only carry 6 shells at a time. &lt;br /&gt;
&lt;br /&gt;
The Heavy Cannon also lacks an automatic firing mode, however it continues to remain more powerful and much more accurate than its weaker but ultimately more popular cousin, the Auto Cannon. Despite its superiority relative to the Auto Cannon, the Heavy Cannon is, overall, a weapon preferred to be left in the storeroom. It is, obviously, a load to lug around, and its power does not compensate for its inaccuracy. Except for starting out on a new game, when Heavy and Auto Cannons are the best offense your weak Rookies can afford (aside from the launcher), these should be tossed by the wayside later in the game (after a few months or so, when you can walk onto a battlefield with a plasma/laser rifle and rocket launchers). As an added paradox, the explosive rounds actually do &#039;&#039;less&#039;&#039; damage than an AP, or armor piercing, round.&lt;br /&gt;
&lt;br /&gt;
One excellent strategy with both Heavy and Auto Cannon is to wear Power Suits and arm these weapons with HE shells. As long as you don&#039;t get a direct hit from one of your own shells, you will feel absolutely no damage whatsoever when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &lt;br /&gt;
&lt;br /&gt;
See also: [[Auto Cannon (UFO Defense)|Auto Cannon]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Vital Statistics ==&lt;br /&gt;
&#039;&#039;&#039;Heavy Cannon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Firing Cost and Accuracy:&lt;br /&gt;
** Auto: N/A&lt;br /&gt;
** Snap: 33% TUs, 60%&lt;br /&gt;
** Aimed: 80% TUs, 90%&lt;br /&gt;
&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Weight: 18 &lt;br /&gt;
&lt;br /&gt;
* Buy Price: $6,400&lt;br /&gt;
* Sell Price: $4,800 &lt;br /&gt;
* Cannot be manufactured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Type: [[Weapons (UFO Defense)#Armour-Piercing|Armour Piercing]], [[Weapons (UFO Defense)#High Explosive|High Explosive]], [[Incendiary]]&lt;br /&gt;
* Stopping Power: AP 56, HE 52, IN 60&lt;br /&gt;
* Size: 1 high x 2 wide&lt;br /&gt;
* Capacity: 6&lt;br /&gt;
* Weight: 6 &lt;br /&gt;
&lt;br /&gt;
* Buy Price: AP $300, HE $500, IN $400&lt;br /&gt;
* Sell Price: AP $225, HE $275, IN $300&lt;br /&gt;
* Cannot be manufactured&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed:  1 Shot, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
* Auto: n/a, n/a&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Shrinkshooter</name></author>
	</entry>
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