Advanced Control System (Apocalypse): Difference between revisions
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== See Also == | == See Also == | ||
* [[Vehicle | * [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]] | ||
[[Category: Apocalypse]] | [[Category: Apocalypse]] | ||
[[Category: Vehicle Items (Apocalypse)]] | |||
[[Category: Vehicle Equipment (Apocalypse)]] | [[Category: Vehicle Equipment (Apocalypse)]] | ||
[[Category: Vehicle Items (Apocalypse)]] | |||
[[Category: Research (Apocalypse)]] | [[Category: Research (Apocalypse)]] | ||
Revision as of 18:16, 4 November 2009
An X-Com-developed accuracy module on (brain)steroids.
A weapon control module can give extra accuracy to guided projectiles. The space requirement for the advanced weapon control is 2x2, so it's best suited for large vehicles.
This is the most effective control system available.
Weapon control modules are useless when using guns. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results.
- Note, I'm still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - NKF
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness.
eg: VERY rough estimate
- 1xmodule = 20% increase
- 2xmodule = 20 + (50% x 20) = 30% increase
- 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase
- 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.
I don't know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.